Re: CTD: [bink] [debug] [data/fmv/faction/england_win.bik]Pause on
Some weeks ago i ported an old vanilla mod to Kingdoms; basically this mod adds two new factions from nothing to the vanilla game; said factions had an unique roster (their units weren't assigned to any of the vanilla factions including the rebels/slave). While testing the campaign with and without the hotseat mode for quick testing, i ran into the very same issue described by Tartaros, so i assigned some of the basic units of these two new factions (mostly the ones that can be recruited in the core_buildings) to the rebels/slave faction. Unfortunately in my case this only partially solved the issue.
Around turn 25-30 the mod crashed apparently without reason during the AI's turn so i looked at the log and here's what i found at the bottom:
As you can see, what worried me was that militarypromotion.tga event so i wondered if that could be linked with revolting armies or characters. After a search i found that user Melooo182 encountered the very same issue in a mod (post #82) and was also able to fix it (post #92) Apparently the culprit here were two values in descr_campaign_db.xml.
In the old mod i converted, the creator had changed some values including these two:
Following Melooo's advice in post #92 i changed these values to false (as they are in the vanilla game) and then the mod ran for almost 150 turns without a single CTD, the militarypromotion.tga issue disappeared completely i can say.
Re: CTD: [bink] [debug] [data/fmv/faction/england_win.bik]Pause on
thanks for bringing this up. had the additional revolt trigger on true and changed it into false. i was able to minimize this dead_captain ctd with adding slave faction to all units of the new faction.
my initial guess was, that a captain/officer in the unit was able to rebel to slave (because of ownership in bmdb), but it´s unit wasn´t (because of edu).
Re: CTD: [bink] [debug] [data/fmv/faction/england_win.bik]Pause on
Originally Posted by Warcrafthero
Some weeks ago i ported an old vanilla mod to Kingdoms; basically this mod adds two new factions from nothing to the vanilla game; said factions had an unique roster (their units weren't assigned to any of the vanilla factions including the rebels/slave). While testing the campaign with and without the hotseat mode for quick testing, i ran into the very same issue described by Tartaros, so i assigned some of the basic units of these two new factions (mostly the ones that can be recruited in the core_buildings) to the rebels/slave faction. Unfortunately in my case this only partially solved the issue.
Around turn 25-30 the mod crashed apparently without reason during the AI's turn so i looked at the log and here's what i found at the bottom:
As you can see, what worried me was that militarypromotion.tga event so i wondered if that could be linked with revolting armies or characters. After a search i found that user Melooo182 encountered the very same issue in a mod (post #82) and was also able to fix it (post #92) Apparently the culprit here were two values in descr_campaign_db.xml.
In the old mod i converted, the creator had changed some values including these two:
Following Melooo's advice in post #92 i changed these values to false (as they are in the vanilla game) and then the mod ran for almost 150 turns without a single CTD, the militarypromotion.tga issue disappeared completely i can say.
Hope that will be helpful
Good post. I remember reading that thread and also checking my own files for it. I just don't remember if I had those values set to "true" and whether they were causing my crashes (or at least part of them) or not.
Last edited by Razor; September 12, 2019 at 09:05 AM.
Reason: correcting my bad english