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Thread: Looking for a fix to natural disaster & dead faction bug

  1. #1

    Default Looking for a fix to natural disaster & dead faction bug

    I’m looking for a fix for two issues I have with the game. I have the steam version (1.52) including Kingdoms. I’m currently playing the grand campaign, but I assume these issues are in the Kingdoms expansion as well.

    1. After a natural disaster, like a flood, the movement penalty in that province is permanent. It also prevents the building of watchtowers. Same bug was in RTW as well.
    2.
    When a faction dies you’re at war with, the relations are not reset. Although the faction is no longer visible, it still affects diplomacy options with other factions, like forming alliances and giving a possible penalty to your reliability as well. My current workaround consists of making peace when they’re down to one settlement and then savescum them to death with assassins.

    A patch, script or a how-to guide to fix these issues would be much appreciated.

  2. #2
    Frunk's Avatar Form Follows Function
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    Default Re: Looking for a fix to natural disaster & dead faction bug

    1. I believe that is hardcoded, and the only solution is to disable floods altogether. I believe disabling them is as simple as navigating to your /data/world/map/base folder, opening descr_disasters.txt and changing the relevant values to false. (Credit)

    2. I'm not familiar with that, so I'll leave it to someone else.
    Last edited by Frunk; January 24, 2018 at 03:26 AM. Reason: Embarrassing typo.

  3. #3

    Default Re: Looking for a fix to natural disaster & dead faction bug

    Thanks Frunk!

    Quote Originally Posted by Frunk
    opening descr_projectiles.txt
    I think you meant descr_disasters.txt, anyway that's the one where I've changed the flood setting to false.

  4. #4

    Default Re: Looking for a fix to natural disaster & dead faction bug

    Use bare geomod to play the vanilla game, even more if you want make further changes, minor or other. The flood disaster is already disabled:
    http://www.twcenter.net/forums/showt...ld-Bare-Geomod

    For the dead faction bug, here is a script model, not for vanilla, so you will have to adjust the factions names:

    Code:
    monitor_event FactionTurnEnd FactionType slave
    	
    	if I_NumberOfSettlements england < 1
    		console_command diplomatic_stance england akni neutral
    		console_command diplomatic_stance england france neutral
    		console_command diplomatic_stance england sicily neutral
    		console_command diplomatic_stance england milan neutral
    		console_command diplomatic_stance england ellenobaktrioi neutral
    		console_command diplomatic_stance england moors neutral
    		console_command diplomatic_stance england portugal neutral
    		console_command diplomatic_stance england spain neutral
    		console_command diplomatic_stance england egypt neutral
    		console_command diplomatic_stance england scotland neutral
    		console_command diplomatic_stance england normans neutral
    		console_command diplomatic_stance england sarumatah neutral
    		console_command diplomatic_stance england byzantium neutral
    		console_command diplomatic_stance england turks neutral
    		console_command diplomatic_stance england iliret neutral
    		console_command diplomatic_stance england romani neutral
    		console_command diplomatic_stance england hre neutral
    		console_command diplomatic_stance england aztecs neutral
    		console_command diplomatic_stance england russia neutral
    		console_command diplomatic_stance england poland neutral
    		console_command diplomatic_stance england carnaites neutral
    		console_command diplomatic_stance england papal_states neutral
    		console_command diplomatic_stance england saxons neutral
    		console_command diplomatic_stance england timurids neutral
    		console_command diplomatic_stance england aksum neutral
    		console_command diplomatic_stance england skuoa neutral
    		console_command diplomatic_stance england mongols neutral
    		console_command diplomatic_stance england denmark neutral
    		console_command diplomatic_stance england hungary neutral
    	end_if
    	if I_NumberOfSettlements france < 1
    		console_command diplomatic_stance france akni neutral
    		console_command diplomatic_stance france england neutral
    		console_command diplomatic_stance france sicily neutral
    		console_command diplomatic_stance france milan neutral
    		console_command diplomatic_stance france ellenobaktrioi neutral
    		console_command diplomatic_stance france moors neutral
    		console_command diplomatic_stance france portugal neutral
    		console_command diplomatic_stance france spain neutral
    		console_command diplomatic_stance france egypt neutral
    		console_command diplomatic_stance france scotland neutral
    		console_command diplomatic_stance france normans neutral
    		console_command diplomatic_stance france sarumatah neutral
    		console_command diplomatic_stance france byzantium neutral
    		console_command diplomatic_stance france turks neutral
    		console_command diplomatic_stance france iliret neutral
    		console_command diplomatic_stance france romani neutral
    		console_command diplomatic_stance france hre neutral
    		console_command diplomatic_stance france aztecs neutral
    		console_command diplomatic_stance france russia neutral
    		console_command diplomatic_stance france poland neutral
    		console_command diplomatic_stance france carnaites neutral
    		console_command diplomatic_stance france papal_states neutral
    		console_command diplomatic_stance france saxons neutral
    		console_command diplomatic_stance france timurids neutral
    		console_command diplomatic_stance france aksum neutral
    		console_command diplomatic_stance france skuoa neutral
    		console_command diplomatic_stance france mongols neutral
    		console_command diplomatic_stance france denmark neutral
    		console_command diplomatic_stance france hungary neutral
    	end_if
    ;;;next factions
    ;;; last faction
         end_if
          end_monitor
    Where next factions is, put similar if blocks for each faction, take the list from descr_sm_factions, and each time a faction is destroyed, next turn it's diplomatic stance will reset, fixing related diplomacy bugs. You do know campaign_script a little, right?

  5. #5

    Default Re: Looking for a fix to natural disaster & dead faction bug

    This seems to be exactly what I'm looking for. Thanks very much selv!
    Quote Originally Posted by selv
    You do know campaign_script a little, right?
    No, absolutely zero experience with it. But I took a look it and looks fairly comprehensible. A few questions if I may:

    1. I installed Bare Geomod, so I assume I need to make the changes to the campaign_script in the mod folder, and not the original, right?
    2. Where in the campaign_script file should I put this script?

  6. #6

    Default Re: Looking for a fix to natural disaster & dead faction bug

    1, Yes do any changes in the mod folder files.
    2, Some scripts goes in the beginning for counters calculations, but the reset diplomacy script can go anywhere, I have it right before the wait_monitors at the end in my mod. Never put any scripts at the end after:
    wait_monitors
    end_script
    and before at the beginning:
    script

    The rest shouldn't be a problem to reset the dead factions diplomacy stances, but ask if there is a other problem.

  7. #7
    Frunk's Avatar Form Follows Function
    took an arrow to the knee

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    Default Re: Looking for a fix to natural disaster & dead faction bug

    Quote Originally Posted by Koning Kaas View Post
    Thanks Frunk!

    I think you meant descr_disasters.txt, anyway that's the one where I've changed the flood setting to false.
    Whoops! Yep, descr_disasters. No idea how I messed that up.

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