This thread is purely dedicated to report any bug/issue and for technical help
Note 1: For Windows10 users, install the game and mods outside the Program Files folder as administrator and on Windows7 compatibility mod.
Quote:
Originally Posted by Gigantus
Installing M2TW outside the program files folder avoids virtual store issues. In Steam you should be able to move your installation outside it after installing.
Once installation is completed set the executable(s) to win7 compatibility and admin rights.
Note 2: !!!No other submod is compatible so far with SSHIP!!!
Before posting, please read carefully how to report a bug or technical issue :bigboss:
Please browse and search the forum before you post a new bug in a new topic.
If the search didn't provide a solution or reveal a topic already dealing with the same problem please make sure that your new topic includes as much information as possible.
Before to install SSHIP, be sure you have correctly installed Stainless Steel 6.4. For more details you can check this post.
1. Try to write a meaningful title at the start of your post and to answer the following questions:
- What is your operation system? (WinXP, Vista, Windows 7). If using Vista or 7, did you deactive the User Account Control while installing?
- Do you use a Steam version of the game?
- What sub-submod have you installed with SSHIP (for now, only with or without "Nordom One Settlement Type")?
2. Describe your problem.
2.1 If your issue is a CTD (crash to desktop) or unexpected error open your SS.System.log file in \Medieval II Total War\logs\ with notepad and include the last 10 lines. Be sure to use a spoiler tag http://www.twcenter.net/forums/image...or/spoiler.gif enclosing the log (use [ spoiler ] contents of system.log [ /spoiler ] without the spaces).
In case you are posting more then 10 lines, please "zip" your log file and attach it to your post. This is to avoid endless post.
I recommend to read this post before posting your log.
2.2 If your game freezes or crashes on an AI turn tell us the last faction active (as indicated by the highlighted shield/heraldry at the top of your screen) before the crash. Use "follow ai movement" and the reveal map cheat "toggle_fow" to identify the last action of the AI before the crash. Often campaigns can be saved by simply preventing that action.
2.3 If you notice a graphic issue, f.e. missing texture (silver surfer unit) or an animation issue, try to attach a picture of the problem to your post. Specify if possible the name of the unit and which faction is the owner. You can use Fraps or the "printscreen" function for screenshots.
Current known issues (and possible issues):
Spoiler Alert, click show to read:
- Archers' bug: Sandy archers acting weird when dying, creating big black zebras on screen.
- From Alavaria feedback: the Lithuanian special "religious order" unit, the "Followers of Perkunas" are a hilarious opposite version, being very cheap, very available (show up in Large Towns) and despite having no armor or shield, they do have a high armor piercing and bonus-vs-cavalry attack. And supermorale. So that would make for a fun bit of spam, as it were.
- Hand gunners having floating shields, especially while climbing ladders (see here).
- Some prices of recruitment cost for mercenaries are very expensive, for example Alanis and Armenian Nakarar cavalry cost aprox 7000...maybe is not balanced...
- Georgian peasant unit dont have pic...
- Italian trade headquarters dont have pic( in Constantinople f.e. ) and they could provides of marinae units and urban crossbow units( representing the italians units).
Same case for italian ports (Pisa, Venice, Rome and Sicily) you should recruit marinae in this ports.
- Make more variety of mercenaries in different regions if is possible, for example make slavic spearmen or eastern spearmen for oriental factions as poland, hungary, rus...
Same case for muslims but with swords units( for balanced due to muslims have many spearmen units in their unit roster) make sword medium units as mercenaries in muslims lands...( This is for balanced the game)
- Exist 2 types of buildings that almost never is used and also dont have pictures in their descriptions, maybe you can obtain two slots more for new common buildings as jewish neighborhoods( represent jewish in middle ages) or other buildings that you look necessary. This two buildings are Stewards house( absolute monarchy) and independent court of law( constitutional monarchy) i never seen this in game...
- Grasslands for cumans and mongols dont have pictures and also this could be improve in the game with better transitions and explain better in the description what happen if you build this( your city dont grow)
- Check AI units when a settlement rebellion happens. most of the time, only 1 type.
- The early ME Bodyguard unit uses maces as a secondary weapon, but have stats for swords as sidearms.
- The Mason's Guild occasionally builds churches as "thanks" even when the player faction isn't Christian.
- Mine lvl2 disapearing from the building queue during AI turn.
- Missing voices for Denmark.
- Name of the Niderlothringen is mixed up: it was to replace name of the province, not of the settlement (it should be Coeln or similar).
- Sounds and especially voices need to be reviewed. Some are still mississing.
- Check french general Thibault de Blois (obviously in Troyes) unable to move.
- Check replenish rate of Christian Guards and Black Guards for Almoravids. - Not sure that it's necessary :hmm:
- Slavic javelinmen recruitment to be reviewed. - Not sure that it's necessary :hmm:
- Rebel General BG pic missing in Caucasia. - can't find the guy :hmm:
- Missing texture for Hungarian spear militia (possibly a double and unnecessary entry - see here) - can't find the issue. All look fine :hmm:
- Check replenish rate of Christian Guards and Black Guards for Almoravids. - Not sure that it's necessary :hmm:
- Slavic javelinmen recruitment to be reviewed. - Not sure that it's necessary :hmm:
- Rebel General BG pic missing in Caucasia. - can't find the guy :hmm:
- Missing texture for Hungarian spear militia (possibly a double and unnecessary entry - see here) - can't find the issue. All look fine :hmm:
- Wrong model for Dismounted Portugese Knights (see here). - Mix between Sandy's and Baraban's models, depending on the upgrade. Not really an issue.
- Jinetes and Javelinmen weapon texture missing for Aragon. - can't find the issue. All look fine :hmm:
- Dismounted Vlastela possible low unit count (see here) - Unit size doubled (from 24 to 48) to match other dismounted units.
- Check map heights in Turquey, along the river near Malatya/Melitene, (South is Edessa, North is Sivas, West is Sis). - Adjusted
- All georgian units dont have the quality and type descriptions, for example georgian horse archers should be quality: average, type: local... - Fixed
- Roads highways should be for eastern roman empire and rome, georgian faction have this type of roads... - Only ERE can build them now.
- Muttatawi unit(muslims factions) dont have the quality and type description - Fixed
- Castille and Leon faction should be called "castilians" instead of "leoneses", castilians is the generic term for spanish people in all middle ages and onwards... - Fixed
- Andalusian archers and mercenary crossbowmen have 0 shield and when they fight with little swords they use their shields, should have some point of shield. - No, like most of the common archers/Xbow. No need to change it for now.
- Check model for Pisan Bodyguard (seems to have a Muslim model instead of a SE one). - Fixed by Gigantus for next release :lime:
- Many of the new units(Black Guard/Amir's Guard/Ahdath Militia/Monaspa Archers and Lancers/etc.) don't have entries in the export_descr_sounds_units_voice and thus don't say anything when selected in battle. - Hopefully fixed for next release (can't test it myself).
- Missing texture for Aragon Chivalric Foot Knights (see here) - Fixed
- Sea trade routes "missing" (see here) - Distance port to port reduce in the descr_campaign_db file
Nvidia's GeForce application actually has a setting for M2TW that gets adjusted as per the capability of the Nvidia graphic card you use. Other then that adjusting graphic settings like unit details and grass details will already greatly help.
On the other hand there is the bottle neck of only one core being used - which means if the core speed is low (2.8 or lower) then you can expect delays.
Using the 'affinity' switch in the mod's BAT file helps in that regard as it prioritizes CPU use for the mod, underneath the present BAT file for Bare Geomod and other mods I made installers for recently (MOS, RotK etc):
Code:
@echo off
title Gig's Universal Batch file
cd ..\..
IF EXIST kingdoms.exe (start /affinity 1 /high kingdoms.exe @%0\..\Configuration.cfg) ELSE (
IF EXIST medieval2.exe (start /affinity 1 /high medieval2.exe @%0\..\Configuration.cfg) ELSE (
echo.
echo ERROR: Cannot find the M2TW or Kingdoms executable.
echo You probably installed Bare Geomod into the wrong folder.
echo.
pause
)
)
June 05, 2014, 05:47 AM
MatVego
1 Attachment(s)
Re: SSHIP - Bugs Reports & Technical Help
1. I don't have banners in battle. It is possible to turn it on? In my "medieval2.preference.cfg" I have "show_banners = 1".
I'll check for the banners but I don't think it's due to SSHIP. I'll revert to you ASAP.
Regarding the Permanent Watchtowers, that option doesn't work with SSHIP as we have changed numerous regions from the original SS6.4
Edit: bieluxd, can you post your "medieval2.preference.cfg" file? You can zip it or copy its content in a post as a spoiler.
June 05, 2014, 11:22 PM
Tombolicius
Re: SSHIP - Bugs Reports & Technical Help
I also noticed a peculiar non-building in Tunis which I'll post a photo of later when I'm playing.
This isn't necessarily a problem or anything, I'm just curious why glass isn't a big trade earner? Wasn't it absurdly rare and expensive back then?
June 06, 2014, 03:59 AM
trenktas
Re: SSHIP - Bugs Reports & Technical Help
just wanted to ask, is bugfix compilation for ss6.4 (by melooo i think) is compactible with sship. and u r saying rr/rc enabled, rr ok, i understand, but rc - real combat? i don't see anywhere to enable or disable it. plus if i get unspecified error when i enter combat and press start, i guess it's installation problem?
June 06, 2014, 04:21 AM
MWY
Re: SSHIP - Bugs Reports & Technical Help
@Tombolicius:
There was a scripted population boost for citadels in original SS. This is removed in SSHIP though. Perhaps you can send me your savegame or something? So I can check the tracelog or ingamestuff.
@Bieluxd: Watchtowers are already permanent? What mod exactly do you mean?
June 06, 2014, 07:53 AM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
I guess that Bieluxd refers to the Permanent Watchtowers option in the SS setup. That feature doesnt work anymore with SSHIP for several versions now.
June 06, 2014, 09:40 AM
MatVego
Re: SSHIP - Bugs Reports & Technical Help
@MWY: Yes, I meant that the option from SS_setup
@Lifthrasir: What about my bug in the battle map - no banners?
June 06, 2014, 03:29 PM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
I can't see anything wrong with the file you sent me.
Can you post a pic of a battle from your game? What faction are you using?
Please keep that kind of topic for the "SSHIP - General discussion" thread. The reason why they are expensive is because they're a mercenary unit. As such, they're supposed to be trained and experienced and to be equipped with their own equipment. So, all these factors justify their price.
Regarding your banner problem, I think I know where it comes from. To confirm what I'm suspecting, can you try a custom battle or restart a campaign but by using an Orthodox or Muslim faction? Then, tell me if you're able to get the banners in that case.
June 07, 2014, 07:53 AM
MatVego
Re: SSHIP - Bugs Reports & Technical Help
Yes, Muslim and Orthodox have banners, so now tell me what i should to do, to bring back banners to Catholics factions?
June 07, 2014, 12:29 PM
Ichon
Re: SSHIP - Bugs Reports & Technical Help
Huh, never seen a picture with only the small banners before... it looks so much better! The huge floating banners seem so out of place after seeing the smaller ones. I might have to try removing the larger banners when SSHIP gets to a final version.
June 07, 2014, 01:02 PM
MatVego
Re: SSHIP - Bugs Reports & Technical Help
@Ichon don't do that, biger banners allow better figure out location of units on the battlefield and assist in the attack on the individual branches of the enemy.
June 07, 2014, 10:55 PM
Ichon
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by bieluxd
@Ichon don't do that, biger banners allow better figure out location of units on the battlefield and assist in the attack on the individual branches of the enemy.
My own personal version I mean. I wouldn't do that with the main mod. In Shogun 2 you can remove the floating banners in the options menu but not quite the same and I hadn't seen it before without banners in MTW2.
June 08, 2014, 01:41 PM
jefrey91
Re: SSHIP - Bugs Reports & Technical Help
No visible trade traffic ;(
I have Windows 7 - 64 bit and i have turned off UAC.
I have non-steam version of the game with all updates and kingdoms and SS 6.4 and latest SSHIP version installed.
I have not "Nordom One Settlement Type" sub-mod installed.
@ bieluxd, that confirms what I suspected. That's related to the GeMiNy][SaNDy units. I'll see if there's a quick way to fix it But that's not guaranteed.
@ jefrey91, I've never seen that before. Can you post your log?
June 08, 2014, 02:22 PM
MatVego
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by Lifthrasir
@ bieluxd, that confirms what I suspected. That's related to the GeMiNy][SaNDy units. I'll see if there's a quick way to fix it But that's not guaranteed.
I'm concerned only about the compatibility with my save, except that i can do everything what will be needed with SHIP.
@ jefrey91 Do you tried to reinstall SSHIP, in SS6.4 had you a similar issue?
June 08, 2014, 02:42 PM
jefrey91
Re: SSHIP - Bugs Reports & Technical Help
I will try to reinstall SSHIP.
But tell me how can i do that ?
I have to delete whole SS 6.3 folder and then start over or what ?
;)
June 08, 2014, 03:07 PM
jefrey91
Re: SSHIP - Bugs Reports & Technical Help
I have de-installed both SSHIP and SS 6.4 and the no traffic ;/
i dont know what's happening.
in my log there is no error or something like that.
then i go back to mtw kingdoms only but still no traffic.
i update my graphics drivers but still no effect.
i will try now reinstall whole Mtw and see what's gonna happen.
June 08, 2014, 03:44 PM
MatVego
Re: SSHIP - Bugs Reports & Technical Help
Wait, I think i know...
Edit:
When you choose the smallest unit size (in game ->settings->game settings->unit scale) misteriously no caravans and trade ships are on the strategy map.
When you choose normal or bigger unit size it works perfect. Caravans and ships are here!
As a workarround, if you don't have caravans and trade ships you can change this during campaign. You just have to increase the unit size to 'normal' in the settings. The game uses still the 'small' unit size from start of campaign but now all ships and caravans are here!
If it helped?
June 08, 2014, 03:45 PM
jefrey91
Re: SSHIP - Bugs Reports & Technical Help
yes ?
June 08, 2014, 03:51 PM
jefrey91
Re: SSHIP - Bugs Reports & Technical Help
hahah. i don't even think that this could be the cause of this mess.
Thank you very much. it worked ;)
June 08, 2014, 03:55 PM
MatVego
Re: SSHIP - Bugs Reports & Technical Help
No problem, a small bug in M2TW :D
June 08, 2014, 04:14 PM
jefrey91
Re: SSHIP - Bugs Reports & Technical Help
one more small question xD
can i turn on Byg's Grim Reality II with SSHIP ?
There is nothing about this option in installation instruction
June 08, 2014, 04:21 PM
MatVego
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by Lifthrasir
1. Install a clean version of SS6.4. Run SS_Setup.exe (into the /SS6.3 folder). Run the SS6.4 setup and choose Early Era campaign with Savage AI, RR/RC enabled and optionally, permanent arrows.
IMPORTANT: YOU MUST RUN THE SS6.4 SETUP BEFORE INSTALLING SSHIP. ONCE SSHIP IS INSTALLED, DO NOT EVER RUN SS6.4 SETUP AGAIN OR YOU MUST RE-INSTALL SSHIP
To turn on BGR you must run "SS_Setup.exe" and you can only choose Savage AI and optionally permanent arrows. So I think you can't do that.
June 08, 2014, 04:24 PM
jefrey91
Re: SSHIP - Bugs Reports & Technical Help
i'm right now before instalation of SSHIP so i have SS 6.4 only and i have to start setup and check options
"Run the SS6.4 setup and choose Early Era campaign with Savage AI, RR/RC enabled and optionally, permanent arrows."
can i check BGR II as well?
June 08, 2014, 09:21 PM
Ichon
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by jefrey91
i'm right now before instalation of SSHIP so i have SS 6.4 only and i have to start setup and check options
"Run the SS6.4 setup and choose Early Era campaign with Savage AI, RR/RC enabled and optionally, permanent arrows."
can i check BGR II as well?
No. It will have bugs and BGR II will not run correctly for the most part. BGR is tied to the SS map and also some other changes but the different map is the biggest reason other submods are not compatible.
June 08, 2014, 10:57 PM
Tombolicius
Re: SSHIP - Bugs Reports & Technical Help
The silver mines in Prague are inaccessible for merchants.
ive noticed quite a few missing textures or units , but I need to figure out how to take screenshots haha.
June 09, 2014, 01:02 AM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
@ bieluxd, nice find!!! That's something I have to keep in mind.
@ Tombolicius, we're aware of the silver surfer units ;) You can just post a list of them with the name of the concerned units, no need of screenshot. Many thanks in advance.
June 10, 2014, 10:14 AM
jigga
Re: SSHIP - Bugs Reports & Technical Help
Hi guys,
Not sure if anyone is aware but the user score on the SSHIP Setup is low and anyone using Norton will have the file blocked and tagged as suspicious/malicious. Only way around it is download and install with Norton disabled. It also took me 3 downloads before Google Chrome allowed the file as the first 2 downloads were also showing as malicious by GC... Not sure if there is anything that can be done but just an fyi. :hmm:
June 10, 2014, 01:23 PM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
Antivirus may react badly with the installer. No sure why. I'm about to make another way to install SSHIP, more simple and more basic ;)
Regarding the download speed, I don't know. I've tried myself to download the installer and it wasn't that difficult but I use Mozilla.
Edit: uploading the SSHIP v0.8.2 now. It should be ready for tomorrow and I'll post the new link in the "Download Thread". Note that it will only be a .rar file and shouldn't create any issue with antivirus.
June 10, 2014, 07:40 PM
Ichon
Re: SSHIP - Bugs Reports & Technical Help
Yeah I am pretty sure anything the overwrites already installed programs and doesn't have certificate will have a poor score on anti-virus programs. Almost all mods I've downloaded for MTW2 and other games share this. Just try and download from a reputable source- even though you can download more quickly from shared network I prefer compressed files for security.
June 11, 2014, 05:07 AM
MatVego
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by Lifthrasir
@ Tombolicius, we're aware of the silver surfer units ;) You can just post a list of them with the name of the concerned units, no need of screenshot. Many thanks in advance.
I also noticed a peculiar non-building in Tunis which I'll post a photo of later when I'm playing.
This isn't necessarily a problem or anything, I'm just curious why glass isn't a big trade earner? Wasn't it absurdly rare and expensive back then?
I've been looking over scritps and settlement mechanics files and not sure what would cause the population boom you mentioned earlier. If you post a save as MWY asked we might get a better idea what is going on. Ideally a save a turn or few before the boom started.
Glass prior to 1000 CE is very rare but Arab and Indian glassware vessels and some small window panes are known from the 1100s while by 1200s Venetian glass industry has started and by late 1200s there are already references to spectacles in some letters as a relatively common item in Italy.
Arabs also probably invented microscopes and spectacles or at least were the first whose records of the principles involved have survived to modern era. Probably Arabs in Spain or southern Italy left the knowledge to Italian traders and Venice established a guild for glass makers already in 1224. Florence became the center of trade for spectacles to other parts of Europe latest in early 1400s as we have already letters and records of large shipments by this point so probably the industry started much earlier as references to spectacles in Italy go back to 1200s.
The largest part of glass industry was in wares... beakers, drinking vessels, and serving vessels. Glass for alchemical stills and other medicinal uses was also common. Window glass being a large window of intricate stained tiles to a specific design or the clear panes Venice managed to manufacture was relatively late development and costly but overall glass industry was dominated by smaller glasswares common even in middle class households in 1200s. Glassblowing industry is known in Germany, Persia, India, China, Belgium, Anatolia... etc even in dark ages.
Glass window use spread unevenly and large clear glass panes are nearly a modern development but leaded window examples have been found even prior to 1000 CE in England, Syria, and Spain and the Romans had a very primitive way of setting small glass windows so probably many regions had very small glass window making capability though majority of the business was in glasswares.
June 12, 2014, 01:19 AM
Ambarenya
Re: SSHIP - Bugs Reports & Technical Help
My game keeps crashing when I try to run battles. For example, whenever I try to run a custom battle (after selecting my army and clicking start), it gets to the loading screen, tries to load, and then tells me that Kingdoms has stopped working. I can get into the campaign map for SSHIP, but whenever a battle begins, it again crashes. I followed the installation instructions to a T, including the fresh install of SS6.4 - regular MII:K works, as does Vanilla SS. Any ideas?
June 12, 2014, 01:36 AM
Ichon
Re: SSHIP - Bugs Reports & Technical Help
Custom battles currently do work. Sorry had to Edit my post here- custom battles were broken for awhile and I hadn't tried one yet since I'm back to see they are fixed. :tongue:
Battles from campaign should work... with all the patches and hotfixes it is actually remarkably stable and after 20 test campaigns I only had a crash before turn 100 once and most campaigns ran 200 to 300 turns no problem.
Also I've never had a crash playing a battle yet- some silver surfers sure but not crash to desktop.
Run SS6.4 setup again and try reinstalling from that point... it should work. Everyone else that has reported issues eventually figured it out by doing install a couple times and making triple sure everything is in the right order and files copied into data file- not extracted directly into data. For some reason you have to copy the patches into a separate directory then copy into the data folder. First time I installed patches I didn't realize this part either and just extracted directly into data folder and crashed.
June 12, 2014, 01:52 AM
Ambarenya
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Glass prior to 1000 CE is very rare but Arab and Indian glassware vessels and some small window panes are known from the 1100s while by 1200s Venetian glass industry has started and by late 1200s there are already references to spectacles in some letters as a relatively common item in Italy.
Glass prior to AD 1000 was not as rare as you might think, at least in the East. The Byzantines were highly skilled in the fashioning of glassware, since the artisans and craftsmen of Constantinople and other major Byzantine cities (being 'old Roman' cities) never lost the art. I would actually argue that Byzantine glassware was, at the very least, the equal of Arab glassware, if not its superior, since (as with many things) the Arabs probably originally learned their glassblowing techniques from former Byzantines during the various conquests and intellectual exchanges made during the first few centuries of the Caliphate.
Quote:
Arabs also probably invented microscopes and spectacles or at least were the first whose records of the principles involved have survived to modern era. Probably Arabs in Spain or southern Italy left the knowledge to Italian traders and Venice established a guild for glass makers already in 1224. Florence became the center of trade for spectacles to other parts of Europe latest in early 1400s as we have already letters and records of large shipments by this point so probably the industry started much earlier as references to spectacles in Italy go back to 1200s.
Reading instruments were one of the great achievements of the Byzantines, so I wouldn't just go giving all the credit to the Arabs. For example, the Visby lenses are believed to have been fashioned by Byzantine craftsmen in the 10th or 11th Centuries, but there are also vague references to reading instruments in several Byzantine primary sources dating from the Late Macedonian and Komnenian period. They are a lot older than I think you realize.
Also, ever wonder why Venice became noted for its glassware? Venice was originally a Byzantine settlement, which nominally won its independence in the early 9th Century. It is highly likely that there had been a tradition of glassmaking even then, but the close interactions between the Empire and the Serene Republic during the Late Macedonian and especially the Komnenian period (10th-12th Centuries) definitely contributed the rise of the glass industry there. Furthermore, when Constantinople was sacked in AD 1204, a good number of Byzantine artisans settled in the Italian maritime republics, especially Venice, and further expanded the already growing glassblowing industry there. This is what established your now-famous Venetian glass.
June 12, 2014, 02:27 AM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by Ichon
Custom battles do not currently work. We will eventually fix that but every time we change EDU or unit models or mercenary pools (basically every update) we have to fix it for custom battles and we gave that up a few updates back.
Battles from campaign should work... with all the patches and hotfixes it is actually remarkably stable and after 20 test campaigns I only had a crash before turn 100 once and most campaigns ran 200 to 300 turns no problem.
Also I've never had a crash playing a battle yet- some silver surfers sure but not crash to desktop.
Run SS6.4 setup again and try reinstalling from that point... it should work. Everyone else that has reported issues eventually figured it out by doing install a couple times and making triple sure everything is in the right order and files copied into data file- not extracted directly into data. For some reason you have to copy the patches into a separate directory then copy into the data folder. First time I installed patches I didn't realize this part either and just extracted directly into data folder and crashed.
In addition to Ichon's post, you have to quit the game and return to Windows if you switch from a campaign game to a custom battle or do the contrary. Overwise the game crashes. Not sure why.
June 12, 2014, 03:22 AM
MWY
Re: SSHIP - Bugs Reports & Technical Help
Custom battles should work. It's historical battles who perhaps won't work. Going into the campaign selection screen, then back to custom battles crashes the game. Same as the other way around. But this is a vanilla bug if I'm correct.
June 12, 2014, 04:01 AM
Frostelis
Re: SSHIP - Bugs Reports & Technical Help
I have several bugged model/texture/animation reports
Welsh longbowmen have an extremely extended bow animation
Crossbowmen mercenaries have some sort of animation bug with their shield
Nubian spearmen look like they are made out of polymeric alloy metal. Only the models with no textures. Same for some Saracen captain models.
England's archer militia various upgrades look mismatched. As if they have the wrong textures in wrong places.
I know there are some others ,but I can't remember at the moment.
Thanks GrafEdwin and Frostelis for pointing this out ;)
June 13, 2014, 02:25 AM
Ichon
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by Ambarenya
Glass prior to AD 1000 was not as rare as you might think, at least in the East. The Byzantines were highly skilled in the fashioning of glassware, since the artisans and craftsmen of Constantinople and other major Byzantine cities (being 'old Roman' cities) never lost the art. I would actually argue that Byzantine glassware was, at the very least, the equal of Arab glassware, if not its superior, since (as with many things) the Arabs probably originally learned their glassblowing techniques from former Byzantines during the various conquests and intellectual exchanges made during the first few centuries of the Caliphate.
Also, ever wonder why Venice became noted for its glassware? Venice was originally a Byzantine settlement, which nominally won its independence in the early 9th Century. It is highly likely that there had been a tradition of glassmaking even then, but the close interactions between the Empire and the Serene Republic during the Late Macedonian and especially the Komnenian period (10th-12th Centuries) definitely contributed the rise of the glass industry there. Furthermore, when Constantinople was sacked in AD 1204, a good number of Byzantine artisans settled in the Italian maritime republics, especially Venice, and further expanded the already growing glassblowing industry there. This is what established your now-famous Venetian glass.
I made the same error as I was explaining about actually- glass being rare before 1000 should be glass windows were rare but not unknown. As for Byzantine glass industry I agree- most of the glass making areas where originally eastern Roman/Greek and obviously taken over with rise of Islam. As for spectacles being known and mentioned even before 1000 CE in Byzantine records- I'm totally unaware of that. Not completely surprised but I wonder exactly what we are talking about. Arabic writings were the first that I know of that clearly laid out optical principles but they could easily be copied and republished from copies of earlier Greek works now lost just that I've never seen mention of that before.
Actually I remember reading some story about Venetians prying into Byzantine glass making industry similar to the monks who first smuggled silk worms west as the Byzantines had monopolies on both silk and glass industries for a few centuries. Venetians bribed a Greek glassmaker to escape with some of his equipment and train men in Venice. Can't remember where that story is from and it is just as likely there were already some glass making industry in Italy just as in Germany, England, and France leftover from Roman era but Venice bribing craftsmen for some additional skills/technical expertise doesn't sound unlikely either.
Anyway- lets try to keep this thread on bugs from here on out and not go off on tangents- I started it so my fault this time.
On topic- I've noticed a few animation bugs as well Lifthrasir, did Sandy/Gemini units also come with different animation sets with same file names as existing so when replaced there are now some bugs?
June 13, 2014, 02:33 PM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by Ichon
On topic- I've noticed a few animation bugs as well Lifthrasir, did Sandy/Gemini units also come with different animation sets with same file names as existing so when replaced there are now some bugs?
I'm not sure and unfortunately, I didn't have much time to have a look at it so far. For sure Sandy's units and DLV units in general use the Banzaï animations. It's more visible on skirmish units but actually all kind of units re concerned. So it wouldn't surprised me if some infantry or cavalry units have some issues as well. anyway, if I remember correctly, the entries should be different. However, it is also possible that some other kept the same "name".
I wish I could have more free time to check that faster.
June 13, 2014, 06:00 PM
DaysBefore
Re: SSHIP - Bugs Reports & Technical Help
I've seen graphical errors with Welsh Spearmen, Archer Militia (And the upgraded levels thereof), and Dismounted English Milites
The spearmen are invisible at a medium distance, aside from floating hands, hats, and spears. At close range they are very messed up looking, with no recognizable textures, but not, like in most other cases, silver.
The Archer Militia has their textures mismatched around their body, and the Milites have floating shields attached to their forearms and clipping through their swords
June 14, 2014, 05:52 AM
MatVego
Re: SSHIP - Bugs Reports & Technical Help
I have observed the following bugs:
1. From about 40 turns, army of Aragon, Dennmark and Germany can't return to their countries. Venice also have problem with this, because they stuck on the peninsula of Asia Minor, but a few turns ago they returned, however only with the general.
am not sure but i think the zenegid's general respawned in wallachia is a wrong spawn cordinates for script;--- No Heir Reinforcement,maybe faction zenegid was before a different faction and now still using the old faction spawn cordinates
June 14, 2014, 11:11 AM
Koso
Re: SSHIP - Bugs Reports & Technical Help
Given the general's last name (Byzantine), to me it seems one of the Zengid's princesses married him and managed to make him pass over to their faction, thus making him come out of the Byzantine settlement.
June 14, 2014, 12:26 PM
Ichon
Re: SSHIP - Bugs Reports & Technical Help
It does look like that general was married by a Zengid princess- that seems most likely explanation though we can double check scripts that is the first report and a bad script would make nearly everyone experience that on turn 84.
The Crusade armies unable to return to their home countries is a long standing issue... not sure if we can fix it with SSHIP as it exists in base MTW2 and basically is a flaw in the AI and pathfinding where paths past a certain length aren't calculated sometimes to save turn times. The longer the length of path we force the AI to calculate the longer the turn times especially on larger map.
June 14, 2014, 12:46 PM
MWY
Re: SSHIP - Bugs Reports & Technical Help
I think so too, there is no script spawning zhengid generals there.
I have no clue how to fix the crusading armies sadly.
Welsh spearmen and miles pedites will be fixed in the new version.
June 14, 2014, 01:31 PM
MatVego
Re: SSHIP - Bugs Reports & Technical Help
Surprise me that the crusading armies don't travel by ship, it's much faster than travelling by land, and by that I mean the coastal states (e.g. Aragon, Pisa, Venice). Although it may not be fixed, because it was also in vanilla.
@Koso Maybe you're right, but he came near the Byzantine settlement in turn 85, which doesn't change the fact that it could be a Zengid princess.
June 14, 2014, 02:27 PM
trenktas
Re: SSHIP - Bugs Reports & Technical Help
how is it that neutral countries are ambushing me? basically starting war with ambush. even when i'm with crusading army. if you are ambushing yourself, you can choose not to attack, AI seems to always choose to fight even if the odds are horrible for them and they are not at war with me. and why on a crusade other crusading armies do not join you i a fight when taking the target settlement? you always need to fight alone. and now i'm playing with scotland, alied with hre, crusade against france which is a vassal of hre. hre join the crusade, but still alied with france, i besiege valencia (crusade target) and my alliance is broken with hre. only next turn other countries which had armies near valencia declare war against france, despite beeing on crusade for several turns already.
June 14, 2014, 03:11 PM
Ichon
Re: SSHIP - Bugs Reports & Technical Help
For military support in Crusade you have to be allied with the faction to combine armies in 1 siege battle. Playing as Fatimids I had some tedious experiences vs Crusade where during 1 turn had to fight siege battle for the same city 4-5 times a couple turns in a row because the besieging armies did not combine in 1 attack. I think it makes it a bit easier to win as defenders but... if you read the history of the Crusades it is replete with examples of the various armies not cooperating and pursing their own interests. Main reason why most Crusades after 1st Crusade did not go so well in fact is that the armies from different places hardly ever worked together. Actually not too different from why Muslim armies were defeated many times as well until Zengdis and then Ayyubids under Saladin enforced cooperation.
Neutral faction armies not at war with you are ambushing your armies? Or do you mean rebels?
Crusade mechanics we have little control over. Basically you can join Crusade without declaring war and just wander around as long as you head in the general direction of the target. Then when you arrive sit there for several turns doing nothing since your troops are free upkeep and you will get Crusade reward as long as an army on Crusade is the one which captures the city from the non-Christian faction. If rebellion happens or another Christian faction not excommunicated takes the target city the Crusade ends unsuccessfully. If all Crusade armies are defeated the Crusade ends unsuccessfully. Otherwise I think Crusade can continue forever though if you wait long enough eventually some AI army is usually successful. If you don't want to wait I suggest allying with Crusade army that arrives to target first and won't cause problems for your later expansion.
We might decrease the number of valid Crusade targets at some point. I favor a relatively short list myself- Jerusalem, Seville, Rome, Antioch, maybe Alexandria. Having too many targets means many Christian excommunicated factions will experience Crusade against which I don't view as very historical. Also if a Muslim faction expands hugely into Europe through Hungary for example calling a Crusade to Antioch of Jerusalem would still do something and is better than alternative of so many inter-Christian Crusades due to excommunication. Jihads would have a bit shorter list as well- Seville, Constantinople, Marrakesh, Mecca, Cairo, Baghdad.
Neutral faction armies not at war with you are ambushing your armies? Or do you mean rebels?
not rebels, other kingdoms. if i travel in their territory in forest area, and they have some units in ambush there, they always choose to attack me, even if i'm neutral with them and on a crusade and have a lot bigger army.
June 15, 2014, 10:10 AM
stevietheconquer
Re: SSHIP - Bugs Reports & Technical Help
about the other crusader armies not helping you when you attack a crusader target is a little bit normal if you are not allied with them and i think in history it happend a lot when france crusader army let english crusader army down and the other way around,manny betray was gowing on there lol you maybe can say that only the first crusade was a crusade fighted side by side by each crusader army.
çi can be wrong here lol)even i thought i read about this manny times.
June 15, 2014, 12:43 PM
GrafEdwin
1 Attachment(s)
Re: SSHIP - Bugs Reports & Technical Help
Are Citadels suppose to look like large cities? Thanks for the great mod! Attachment 308954
June 15, 2014, 12:52 PM
GrafEdwin
1 Attachment(s)
Re: SSHIP - Bugs Reports & Technical Help
In post #63, the citadel is suppose to be Ghent. Sorry for any confusion.
Also Merc. Frankish Knights are missing their body textures. Again, thanks for this great mod. It is very fun to play. Attachment 308955
June 17, 2014, 04:37 AM
MWY
Re: SSHIP - Bugs Reports & Technical Help
Thanks for the bug report GrafEdwin. :) Nope, citadels are not supposed to look like this. They will be fixed in the new version, aswell as frankish knights.
June 17, 2014, 01:33 PM
werstin
Re: SSHIP - Bugs Reports & Technical Help
I have a technical questions, do you guys use SSD's? if so, how much does it help reduce loading times? as they are quite long with a normal 7200rpm hdd.
June 17, 2014, 01:34 PM
werstin
Re: SSHIP - Bugs Reports & Technical Help
By loading times i meant turn times.
June 17, 2014, 02:06 PM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by GrafEdwin
Are Citadels suppose to look like large cities? Thanks for the great mod! Attachment 308954
This is actually strange. I've just made a quick game, just to see some changes I'm making for the next release, and in my game Ghent looks like a citadel and not like a large city.
June 17, 2014, 02:12 PM
MWY
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by werstin
By loading times i meant turn times.
In my game using a SSD, the first turn on a singleplayer campaign takes about 25 seconds I think, perhaps less. Multiplayer turns take more time.
Going on the turn times increase to about a minute I think.
June 17, 2014, 08:57 PM
GrafEdwin
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by Lifthrasir
This is actually strange. I've just made a quick game, just to see some changes I'm making for the next release, and in my game Ghent looks like a citadel and not like a large city.
I was looking around in the files and noticed that the hre has its own folder under data\models_strat\residences\faction_variants. My hre folder was missing the cas file for the citadel and huge city. I copied the generic northern_european cas files in there for the citadel and huge city and I now have a citadel on the strat map. I don't know if this helps or will cause any problems down the road. My modding skills are rather poor.
June 18, 2014, 02:07 AM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
It should be fine. However, I remember MWY mentioning that it seems that the game can't handle too many models. It might be interesting to see how the citadels for other factions look in your game by using the "toggle_fow" command.
June 18, 2014, 03:09 AM
MWY
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by GrafEdwin
I was looking around in the files and noticed that the hre has its own folder under data\models_strat\residences\faction_variants. My hre folder was missing the cas file for the citadel and huge city. I copied the generic northern_european cas files in there for the citadel and huge city and I now have a citadel on the strat map. I don't know if this helps or will cause any problems down the road. My modding skills are rather poor.
That's exactly what I did aswell. ;) I previously made special northern european cities and castles for the hre, but had to cut some of them due to the reasons lifth mentioned. I didn't know the game would show a large city instead of a citadel when I simply cut the model from the faction_variants folder.
15:15:38.556 [game.script] [error] Script execution error for <label_unit>, at line 10576, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt: label_unit referenced non-existent unit
15:15:38.556 [game.script] [error] Script execution error for <label_unit>, at line 10577, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.556 [game.script] [error] Script execution error for <label_unit>, at line 10578, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.556 [game.script] [error] Script execution error for <label_unit>, at line 10579, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.556 [game.script] [error] Script execution error for <label_unit>, at line 10580, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10581, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10582, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10583, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10584, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10585, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10586, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10603, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10604, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10605, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10606, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10607, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <label_unit>, at line 10608, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
15:15:38.557 [game.script] [error] Script execution error for <define_unit_group>, at line 10610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit9'.
15:15:38.557 [game.script] [error] Script execution error for <define_unit_group>, at line 10610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit10'.
15:15:38.557 [game.script] [error] Script execution error for <define_unit_group>, at line 10610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit11'.
15:15:38.557 [game.script] [error] Script execution error for <define_unit_group>, at line 10610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit12'.
15:15:38.557 [game.script] [error] Script execution error for <define_unit_group>, at line 10610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit13'.
15:15:38.557 [game.script] [error] Script execution error for <define_unit_group>, at line 10610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit14'.
15:15:38.557 [game.script] [error] Script execution error for <define_unit_group>, at line 10610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit15'.
15:15:38.557 [game.script] [error] Script execution error for <define_unit_group>, at line 10610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit16'.
15:15:38.558 [game.script] [error] Script execution error for <define_unit_group>, at line 10610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit17'.
15:15:38.558 [game.script] [error] Script execution error for <define_unit_group>, at line 10610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit18'.
15:15:38.558 [game.script] [error] Script execution error for <define_unit_group>, at line 10610, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit19'.
15:15:38.558 [game.script] [error] Script execution error for <define_unit_group>, at line 10611, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit33'.
15:15:38.558 [game.script] [error] Script execution error for <define_unit_group>, at line 10611, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit34'.
15:15:38.558 [game.script] [error] Script execution error for <define_unit_group>, at line 10611, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit35'.
15:15:38.558 [game.script] [error] Script execution error for <define_unit_group>, at line 10611, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit36'.
15:15:38.558 [game.script] [error] Script execution error for <define_unit_group>, at line 10611, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit37'.
15:15:38.558 [game.script] [error] Script execution error for <define_unit_group>, at line 10611, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit38'.
15:17:49.322 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
I have windows 7 and I have disabled UAC. I am not using steam version.
I CTD during this one specific battle where I have reinforcments from two other generals.
June 24, 2014, 01:15 AM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
Unfortunately, this bug seems to be caused by the bad AI feature included in the original SS6.4 script. MWY is on it. However, the only solution I see for now is to "auto resolve" the battle or to load a preview save and remove the reinforcement.
June 24, 2014, 03:41 PM
javeed
Re: SSHIP - Bugs Reports & Technical Help
Hi,
I am getting frequent CTD with this sub mod, I like this sub mod but having too many CTD's randomly is very annoying.
I am playing with Zengi's, since turn 90 Jihad and Crusade has been started and never finishing.
First CTD happened at Turn 107 then I reloaded save game from Turn 100 and it went fine till 2nd CTD happened at Turn 112 (William Wallace) arrived at Scotland.
I again reloaded from Turn 108 and it went fine till 127 Turn. Now again game is crashing at Byzantine Turn.
I like this sub-mod but am unsure whether to continue playing (too many CTD's) with any other faction or starting play 6.4 Vanilla...
Log file is showing only:
23:26:14.211 [system.rpt] [always] CPU: SSE2
23:26:14.211 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
23:26:14.211 [system.io] [always] mounted pack packs/data_0.pack
23:26:14.211 [system.io] [always] mounted pack packs/data_1.pack
23:26:14.211 [system.io] [always] mounted pack packs/data_2.pack
23:26:14.211 [system.io] [always] mounted pack packs/data_3.pack
23:26:14.211 [system.io] [always] mounted pack packs/data_4.pack
23:26:14.211 [system.io] [always] mounted pack packs/localized.pack
23:34:30.335 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Using-
Windows 8.1
MTW 2 - Kingdoms (Non Steam) with SS6.4
SSHIP latest Release
Actually, you'"re the 1st one reporting many CTD's.
Regarding crusades or jihad, that's not due to SSHIP. Not sure we can do something about it.
Regarding William Wallace, it might be due to the location where he appears. By using the "toggle_fow" command to remaove the fog of war and enabling the AI movement in your game menu, you should be able to see what it's going wrong. Same remark regarding the Byzantines.
June 25, 2014, 11:51 AM
javeed
Re: SSHIP - Bugs Reports & Technical Help
Hi,
Thanks for response, just to let us know that your mod is super!, i found it one of best sub-mod for SS.
I like many features and found variety of factions but missing Sultanate of Omanate, Ghaznavids, Ghauri, Rajput factions.
I removed FOW and found CTD is happening while Byzatines General is moving towards settlement (this seems to be weird of having CTD here):
Also Seljuk of Rum faction units needs improvements and variety (they are copy/paste of others).
We're working on the units rosters, especially the Muslim ones. Up to now, Rûm had a copy of the Seljuk roster. Regarding the other factions you mentioned, we have reached the maximum number and can't add anymore.
Regarding your problem, it might be due to the character itself as I can't see anything able to block him and to cause a CTD. Any info about his name and/or rank?
and run the save game, then we can see more datailed errors
June 26, 2014, 03:24 PM
javeed
Re: SSHIP - Bugs Reports & Technical Help
Hi,
I will try start playing with other Faction,
Yes in UK, as its always easier and enjoyable for any Faction to initially take Dublin and start growing from there (as British (Faction AI needs improvement) is most of the time invading EU and Scottish's are fighting with British)..
I did not like the idea of having 1 Settlement (Dublin) in Ireland when SS 6.4 vanilla have 2 settlements.
What about Elephants recruitment?, i am never able to recruit one with SSHIP
I am a big fan of Total War Series, waiting for your mod next release. Any hint about new features and release date?
June 27, 2014, 03:48 AM
MWY
Re: SSHIP - Bugs Reports & Technical Help
Next release will have early game elephants. ;) But only available in persia for now.
It's not easy to improve the british AI. Believe me I have tried. :D I'd even say it's almost impossible (without creating a personalized british AI).
We're working hard on the new release. Right now, it already contains around 15 new units and several other features. But there's still alot of work to do. :)
June 27, 2014, 06:03 PM
mortenstef
Re: SSHIP - Bugs Reports & Technical Help
Hi, in hope to play sship I started downloading SS. But I have a problem installing SS 6.3. during the last phase of the instalation (creating shortcuts) i get an error:
I think its only related to creating the shortcut, but im not sure. Any advice is appreciated.
Kind regards Morten
June 28, 2014, 01:48 AM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
If your problem happened during SS installation, please refer to the SS Bug report thread.
June 28, 2014, 05:55 AM
mortenstef
Re: SSHIP - Bugs Reports & Technical Help
Hi, I downloaded the full install and merged the folder with the data folder in ss6.3 dir. I also deleted the soundfiles, but when i start game, it still says stainless steel 6.4
What am I doing wrong?
June 28, 2014, 06:26 AM
mortenstef
Re: SSHIP - Bugs Reports & Technical Help
I think I made it work now, I just pasted the files in, instead of merging folders, and it seems to work. :)
A quick question though, in the options screen it says: 8.0 version 1.4.
Is that what it should say?
Kind regards and thx for a great mod
Morten
June 28, 2014, 04:53 PM
strategiry
Re: SSHIP - Bugs Reports & Technical Help
Not sure if this counts as a bug or not, but none of my units are receiving their urban militia bonus? It's been a few months since my last playthrough, but nothing in changes I've read indicates this was altered.
June 28, 2014, 10:15 PM
Ichon
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by strategiry
Not sure if this counts as a bug or not, but none of my units are receiving their urban militia bonus? It's been a few months since my last playthrough, but nothing in changes I've read indicates this was altered.
Do you mean free upkeep? That is the only militia bonus I am aware of. Basically we decided it was too much of an advantage for players to accumulate and stack units in garrisons that the AI can't match. Now you'll find yourself often tempted to leave just 1-2 units in garrison like the AI does to maximize economy as well the occupation of a new conquest city actually has some real costs keeping a full army as garrison to ensure no revolts instead of having -1/3 or more of the army get free upkeep. Should require more planning and a bigger treasury before going to war and the pace of conquest is more realistic.
June 29, 2014, 03:00 PM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by mortenstef
I think I made it work now, I just pasted the files in, instead of merging folders, and it seems to work. :)
A quick question though, in the options screen it says: 8.0 version 1.4.
Is that what it should say?
Kind regards and thx for a great mod
Morten
Not sure we're talking about the same screen but it should only said "SSHIP v0.8". Nothing else.
July 10, 2014, 06:06 AM
Jolenko
Re: SSHIP - Bugs Reports & Technical Help
Something I was wondering about the cuman accent, I don't know if this has been mentioned before. But why does the cumans have islamic accent when they should have the mongolian accent? Is it something that cannot be fixed? It's quite immersionbreaking when they keep yelling ''sultan'' all the time..
July 10, 2014, 12:42 PM
Prince Eugene
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by Jolenko
Something I was wondering about the cuman accent, I don't know if this has been mentioned before. But why does the cumans have islamic accent when they should have the mongolian accent? Is it something that cannot be fixed? It's quite immersionbreaking when they keep yelling ''sultan'' all the time..
I think the "middle-eastern accent" is a substitution. As far as I know, the in-game "mongolian accent" has far less or nearly no voices. It means that when you choose any unit or general on the campaign map, they will only keep silent...
By the way, I would like to ask that is the team going to redo or replace the unit cards? I found some of them do not match the actual models on battlefield.
July 10, 2014, 02:40 PM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
Yes, we know the problem. It's planned to fix at least some of them in the next release.
July 10, 2014, 11:43 PM
PerXX
Re: SSHIP - Bugs Reports & Technical Help
All my Lithuanian priests have the trait "Versed in Pagan Doctrine".
One would think that would be a good thing for a Pagan priest, but the trait gives -1 Piety.
July 11, 2014, 01:06 AM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
I'll check that and see what I can do.
July 11, 2014, 06:50 PM
Son of Mars
Re: SSHIP - Bugs Reports & Technical Help
Hello, I am attempting to install this excellent looking submod and I just can't seem to get it right. When I downloaded the SSHIP 0.8.2 full install and extracted it to my SS 6.3 data folder and I run the game, it just brings up normal stainless steel. I cannot tell what im doing wrong pls help
July 12, 2014, 12:05 AM
Ichon
Re: SSHIP - Bugs Reports & Technical Help
Quote:
Originally Posted by Son of Mars
Hello, I am attempting to install this excellent looking submod and I just can't seem to get it right. When I downloaded the SSHIP 0.8.2 full install and extracted it to my SS 6.3 data folder and I run the game, it just brings up normal stainless steel. I cannot tell what im doing wrong pls help
You can't extract directly into the SS 6.3 data folder. If you create a different folder to extract into then copy and paste into the 6.3 data folder it should work.
July 12, 2014, 03:55 AM
youngfool
Re: SSHIP - Bugs Reports & Technical Help
Hi, Im playing an catholic faction and miraculously and pleasantly my faction leader received the 'Muslim' trait (it was so cool first time seeing something different for a long time), and it the problems came, after than all my generals received 'leader's faith is different', and -5 loyalty, at first i thought that was ok because it all made sense, but then i found the bug that even my other 'muslim' generals, both faction leaders sons and Muslim generals stolen with princess also receives 'leader's faith is different'
could someone please patch this up.
many thanks
and please do keep those interesting traits coming and keep up the good work!!!
something weird is floating above the crossbowmen with the new texture
July 12, 2014, 02:51 PM
Lifthrasir
Re: SSHIP - Bugs Reports & Technical Help
@ umbracatervae777, that's related to the animation issue. These units were originally made for DLV but that mod uses some other animations. I've planned to have a look a that but it might take a while.
@ youngfool, did your FL married a Muslim princess? If yes, it can explain why this strange trait appears. If not, it might be an issue due to that "old" feature.