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| Text Editing and Scripting Ask questions about all text editing and scripting aspects of modding. |
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#1 | |
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Light Infantryman
Posts: 24
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I decided to try something different for recruiting units in a city. Here is a town watch:
Spoiler Alert, click show to read: The Catholic faction units will have successively improved recruitment pools with each building upgrade. Russia, Byzantium and the Middle Eastern factions are as vanilla. I decided to do this because I do not like battles in 1600 between crossbow militia and arquebusiers - that just seems ridiculous. Basing all unit recruitment on event_counters should fix this. The problem is, I start up a new campaign, and it does not give me any problems until I right-click select a building, and then I get a CTD with a generic "Medieval 2: Total War encountered an unspecified error and will now exit" message. Have I made an error here, or is there a limit to the size of the export_descr_building? I do not have any problems with recruiting units from the city barracks, and I can construct them. But I get an error on right clicking on them, from all factions. Last edited by rebelyell2006; October 31, 2009 at 01:11 AM. Reason: getting my tags mixed up |
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#2 | |
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Artifex
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Posts: 1,088
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This problem is most likely to do with the building's description. I'd check that all the prerequisite buildings have descriptions in the data/text/export_buildings.txt.
Another cause is that this is a building that the faction cannot have so when you try to access the description the mod crashes.
Crashes and how to fix them guide
http://www.twcenter.net/forums/showthread.php?t=142374 World map mod 1.4 (a mod with a map that covers the whole world) http://www.twcenter.net/forums/downloads.php?do=file&id=2290 (Mod) 4 Seasons (6 Empires battle for supremacy); 3.1 version available http://www.twcenter.net/forums/downloads.php?do=file&id=2165 (Mod) Eras Total Conquest 1.5 (1080, 1200, 1230, 1300, 1346, 1400, 1454, 1500, or 1547) |
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#3 | |
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Light Infantryman
Posts: 24
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I have not changed the building itself, I only changed the units that can be recruited. It is just the city Barracks. Which is why I am quite confused.
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#4 | |
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Battlefield Ninja
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Posts: 3,641
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*delete
Last edited by Taiji; October 31, 2009 at 07:24 PM. |
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#5 | |
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Light Infantryman
Posts: 24
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And now I have discovered that the Siege buildings cannot be built. And it is now crashing to desktop in the Rebel AI turn. I have no idea what is going on here. If someone has the time to look it over, I have uploaded my export_descr_building.txt file, as I am certain I have made some mistake that is probably very obvious that I have missed.
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#6 | |
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Maps, anyone?
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Posts: 5,472
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If it just happens with the barracks then it might have to do the number of levels and their conversions. Put that shouldn't cause the crash in my opinion.
Your best bet is still to upload a copy of the log. It sometimes gives an indication in these cases at what stage the program crashed. The Author of the "Creating a World" series
Basic Mapping from Scratch ● Height Map with 3Dem ● Formatted Campaign ModelDB files Adding detailed Regions ● Adding a new Faction ● Bare Kingdoms ● Adding a Culture Map Templates with Worldwind ● Name Converter ● The Grail of the seven Forts Replacing Strat Models ● Functional Grape Shot |
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#7 | |
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Light Infantryman
Posts: 24
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OK, here is the log.
EDIT: There are a few benefits to the game not working properly. The AI does not spam their armies with catapults, and since the game takes forever to shut down, I can just select a city barracks and it CTDs automatically. However the armies do tend to spam their armies with crossbow units now. Last edited by rebelyell2006; November 06, 2009 at 05:52 PM. |
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#8 | |
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Maps, anyone?
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Posts: 5,472
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Log doesn't give a clue.
I suggest to use a backup of the descr_strat and then add\modify the entries in small batches and tes. that way you will have a better idea what might trigger the crash. The Author of the "Creating a World" series
Basic Mapping from Scratch ● Height Map with 3Dem ● Formatted Campaign ModelDB files Adding detailed Regions ● Adding a new Faction ● Bare Kingdoms ● Adding a Culture Map Templates with Worldwind ● Name Converter ● The Grail of the seven Forts Replacing Strat Models ● Functional Grape Shot |
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#9 | |
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Light Infantryman
Posts: 24
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I have rolled back what I know I have done up to this current issue. I've returned the city barracks to the vanilla. I have not returned the entire file back to vanilla, because I have added tercio and landschneckt buildings a few months back that have not given me issue. I am no longer CTD when I select the barracks in game, however the Siege and Castle_Siege buildings still do not show up as options in game. I have included an event_counter restriction on the Siege and Castle_Siege buildings. Could this restriction be messing up the entire building? And can units have a "building_present_min_level" restriction?
EDIT: I found one of the problems. "and building_present_min_level academic alchemists_lab " cannot be used for units. That has fixed the CTD problem, but I have yet to figure out why the Siege buildings are not recruitable. Last edited by rebelyell2006; November 07, 2009 at 02:13 AM. |
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#10 | |||
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Maps, anyone?
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Posts: 5,472
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Quote:
Quote:
The Author of the "Creating a World" series
Basic Mapping from Scratch ● Height Map with 3Dem ● Formatted Campaign ModelDB files Adding detailed Regions ● Adding a new Faction ● Bare Kingdoms ● Adding a Culture Map Templates with Worldwind ● Name Converter ● The Grail of the seven Forts Replacing Strat Models ● Functional Grape Shot |
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