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Thread: BUG REPORTS & INSTALLATION PROBLEMS | POST HERE!!!

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  1. #1
    tornnight's Avatar Forum Bot
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    Default Re: Bug Reports

    Quote Originally Posted by Sulla's Dog View Post
    Torn - a couple quick questions:

    Will your next version include the final version of the Byzantine re-skin from Disgruntled goat? He re-posted a final fixed version.

    Are the animation speeds at where you want them? I find them almost perfect. If there's one thing I could change, it would be the speed at which soldiers turn (i.e. when they do their 90 degrees at a time stationary turn). Not sure if it's even possible to change that part of their animation...

    With regards to musketeers, I've found that sometimes they work great and sometimes they work terrible. When I put them in a 2 row formation, sometimes they will just alternate firing from the two rows (meaning they don't swap positions inbetween shots). Other times, the front row will fire, swap positions with the back row...then the new front row will not fire but instead just stand there till the new back row is done reloading...then the new back row goes back to the front...etc

    Anyways, a lot of this is most likely issues with the vanilla code. Thanks for listening anyhow.

    On another note - is there anyone out there that DOES NOT have intermittent crashes to the desktop?
    Yep, the Byzantine Reskin is now fixed. It also now has a nice armour progression by mixing Whitewolfs and DG's skins. It looks seamless and perfect!

    The animation speeds are just about where I want them. I had minor tweaks to knife units and 2-handed units, but you won't notice the changes at all.
    Sorry I can't fix turn speed or the musketeers.

    Quote Originally Posted by super-panda View Post
    I am currently playing a kwarezian empire campaign, I had no more or really few crashs, exellent. I use auto-building manadgment because constucton take too much time and it's same everywhere.

    But i currently have a bug with princess, there's always a family tragedy and so, they keep dying, I already had two or three but now, they currently always die.Strange.

    I also had bad traits for my two merchants, they don't seem to have good traits whereas they are trding since a lot of time.

    For the promote, I made approximativly five battle and three jihads with the same generals on hard abttles, and I only got promoted of one rank. Did we must make lots of battles, or really hard battles to have heroic victoires to get promoted?

    Can you make that some adopted generals and sons better at the start? They start with too bad traits often.

    Again,for the new gouverning trait, should you put minus and plus before the squalor etc.. to know if they have good or bad?And having a great governor shouldn't help for building, like it improve income?

    Last, like I auto-manadge, I don't get the mercenary guild early, but cost of much units are too high, I saw that the mercenary turkomans lost one defences comparing to the normal army one, and cost 200-400 florins more than them.
    It doesn't make sense, I use mercenaries like support, but some of them cost really too much for their possibilities. They cost a bit more than normal troops, but not lot or that doesn't make sense, because if they cost too much, no one will afford them, like they lost the advantage to be recruted fast, and wherever you could.
    Anyway, exellent work, keep on.

    There is one town in the south of the kwareziam capital that have a western type look.(Astarabad)
    My heir just got crowned , and he earned the legendary ruler trait, whereas he only fought a bit,and was more a governor.
    Not sure about the deal with princesses. Thats generally hardcoded.

    Ya, I need to add some additional merchant traits, or make them easier to acquire.

    I've tweaked the Battle promotion system to make it easier to raise. I agree that it was too difficult.

    Mercenary units cost the way they do because they will be the only thing available for a while (until you build your government) in newly conquered towns, when I implement the AOR system for factions.

    Ahh thanks, will fix Astarabad.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  2. #2

    Default Re: Bug Reports

    Have you added a night battle mod to recent releases?
    I've noticed that night battles are incredibly dark now and it's just unpleasant to try and keep up with the action.

    You may also want to check out the recent fix for the floating head bug for Knight models.
    Popular superstition is still superstition.

  3. #3
    tornnight's Avatar Forum Bot
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    Default Re: Bug Reports

    Hehe yep there is a dark night mod built in with the weather mod.

    I've already added the floating head fix for the next release.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  4. #4

    Default Re: Bug Reports

    just a minor thing, I notice when you have a lot of units available in the unit recruitment screen that they often don't take up the whole row, and the unit options become scattered for 3 or 4 rows

    The quickest route may not always be the most fun.
    http://www.twcenter.net/forums/forumdisplay.php?f=315

  5. #5
    tornnight's Avatar Forum Bot
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    Default Re: Bug Reports

    I've seen that too. There is an odd sort=true setting in one of the files that may change that.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  6. #6

    Default Re: Bug Reports

    another problem that seems to occur in many mods, and I'm seeing again in TLR 2.0 is that later in the game (around year 1200) my generals, can't get seem to get married and if they do, they need a prescription of viagra because they simply aren't producing kids.

    However reading in the DLV forums it looks like pnutmaster (I think) has found a way to counter this...

    just getting bummed out seeing my royal line whither and die right now


    but after all my whining, I must say job well done on 2.0 this is one solid mod
    Last edited by Rusty Hammer; June 05, 2007 at 06:05 PM.

    The quickest route may not always be the most fun.
    http://www.twcenter.net/forums/forumdisplay.php?f=315

  7. #7

    Default Re: Bug Reports

    My generals dont seem to get any traits from building in settlements. No piety bonus for building churches for example. Is this normal?

  8. #8

    Default Re: Bug Reports

    I'm playing the Abbassids. Currently, the territory of Acre is 105% Islam. I heard the phrase "Give more then 100 percent" but I never thought it would be literal in this game

    Also, the "Superstitious" trait line (Silly Beliefs, Superstitious, Slave to Superstiton) is broken. I know the traits are more on the BBB side of things. The reason this particular tarit line is broken is that it tests every single general, every single turn at a 4-5% rate. So, give it enough turns, 20 or so, and pretty much all of your generals will have it.

    For my game, I simply deleted the trait from the nessesary files (But before I started a new campaign. If you do it midway, all the traits will shift, and you'll get some mixed up characters). I recommend that perhaps, for the next release, you do the same. It may be a minimal thing, but it's bloody annoying.

  9. #9
    tornnight's Avatar Forum Bot
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    Default Re: Bug Reports

    Quote Originally Posted by infernocanuck View Post
    I'm playing the Abbassids. Currently, the territory of Acre is 105% Islam. I heard the phrase "Give more then 100 percent" but I never thought it would be literal in this game

    Also, the "Superstitious" trait line (Silly Beliefs, Superstitious, Slave to Superstiton) is broken. I know the traits are more on the BBB side of things. The reason this particular tarit line is broken is that it tests every single general, every single turn at a 4-5% rate. So, give it enough turns, 20 or so, and pretty much all of your generals will have it.

    For my game, I simply deleted the trait from the nessesary files (But before I started a new campaign. If you do it midway, all the traits will shift, and you'll get some mixed up characters). I recommend that perhaps, for the next release, you do the same. It may be a minimal thing, but it's bloody annoying.
    Thanks, Salamanca was also bugged. If anyone else notices another one of these, please let me know.

    Now that I'm integrating BBB 2.0, I will be modifying the character traits myself heavily. So I'll fix things like that.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  10. #10

    Default Re: Bug Reports

    When I load custom battles in either the sea of grass or tuscany map (no settlement, afternoon, cloudy) I end up in being placed in an area that is maybe large enough for the two armies plus a couple football fields while the entire rest of the map is water. Wish I could upload a pic! I will later...thx

  11. #11
    tornnight's Avatar Forum Bot
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    Default Re: Bug Reports

    Yep, custom battles will be fixed in the next release.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  12. #12

    Default Re: Bug Reports

    a small bug : when king received spymaster trait all agents were 20% cheaper not only spies

  13. #13
    Sosobra's Avatar Domesticus
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    Default Re: Bug Reports

    Urban militia , Andul Infantry , and dismounted Arab Calvary have very similar stats (7 attack, 11 Charge , 11 defense I think , Andul Infantry have lower stats and are kinda useless)
    I find most people irritating
    SteamID:Sosobra

  14. #14
    tornnight's Avatar Forum Bot
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    Default Re: Bug Reports

    Thank you, Urban Militia was incorrect. Dismoutned Arab Cavaly is a spear unit and is slightly stronger than andalusian swordsmen. They are also in different tiers.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  15. #15

    Default Re: Bug Reports

    I have attacked a south-west town in spain that was owned by england ( by a crusade) with my kwarewin empire.

    There was heavy fog (possible in spain?) and the battle was having lag like in the 1.0 version into sieges, when I was looking my units, quite less when I was looking my catapults shooting the walls.
    Therefore, It's the first time I had such a problem since I began my campaign, as on battles where there was more units, so is it because there was fog?Or, what else?

    I'm asking something else too, I have allied with all the islamic faction, and I see that most of the catholics are on terrible or abbysal, though I didn't attacked them yet. Some of the allies are attacking some of those catholics factions, but some of them hate me, while they have not been related to a war.

    Is the diplomatic system making more on catholics against islamists?

    For the mercenaries, the system of attracting them and train them is great, but it lose the possibility to could buy them when you're near a battle.

    So, making them costing sighly more than normal soldiers doesn't seem equitable.

    Last, Is it possible to add a fire/dismiss possibilities for generals and agents, and maybe disgracing for family members? There's often generals and agents that come with really bad traits, that either it be for battle or government, so I put them into forts until they died, is there something else that can be done? Maybe that with training and expericence, even things like silly beliefs, mad and bad traits will grow to good traits. (possible?)

    Anyway, mod is really great, keep on.

  16. #16
    tornnight's Avatar Forum Bot
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    Default Re: Bug Reports

    Diplomacy takes into account alliances. If you are allied with my enemy, I'm not going to like you that much either.

    Also, if my ally is at war with you, I won't like you either.

    I've removed the higher upkeep on mercenaries as it was holding back the AI as well.

    There isn't a way to kill the character legitamitely through the game. You can use a console cheat command though.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  17. #17

    Default Re: Bug Reports

    Quote Originally Posted by tornnight View Post
    There isn't a way to kill the character legitamitely through the game. You can use a console cheat command though.
    What!? Seriously? What's the code you have to put in? I've attempted a dozen times before, but I can never get it to work.

  18. #18

    Default Re: Bug Reports

    Sorry to post again, but I really want to play my Byzatium file! I'll try to add more info to my problem.

    Though I added that "5" to the file like what was suggested beforehand, the log says it doesn't have the "5" at the end (sorry, not at my home PC atm).

    It still gives a CTD at the end of the rebel's/independent's turn.

    I'm using the TLR 2.0, I'm at turn 1104 (48 or 49 turns in, I think). I have other major mods like LTC and Stainless Steel installed, but I don't think they should be making a difference to this mod.

    Should I go hunting for oddly-placed characters or is the problem some sort of mod-related thing that I really don't want to touch?

  19. #19

    Default Re: Bug Reports

    Yep have same problem as previous poster. playing as danes and the year is 1148. Did change the script file, but still have CTDs and logfile shows same old error.

    Does this means that i need to start new campaign game? or there is still a way to continue current one.

  20. #20
    Laetus
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    Default not starting at all

    hello, this is my first time here. I tried to install TLR 2.0 but with not much success After starting TLR, the 1st screen appears and then I'm back at windows desktop. I have TW 1.2 installed. The log file says:

    20:53:30.984 [script.err] [error] Script Error in The_Long_Road/data/export_descr_unit.txt, at line 14311, column 1
    Could not find soldier battle model for unit type 'sergeant_swordsmen'.

    20:53:30.984 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file The_Long_Road/data/export_descr_unit.txt.
    any chance to actually play this great mod??

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