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Thread: Rise of Kings v2.0 Beta 3 Bug Thread

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  1. #1
    Kushan's Avatar Artifex
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    Default Rise of Kings v2.0 Beta 3 Bug Thread

    Please only post bug reports in this thread.

    KNOWN ISSUES:
    - When starting a campaign it can take a few minutes (approx 5-8 depending on your computer) for the campaign to start. This is the game loading the map and creating the map.rwm.

    Bug Reporting:
    Please follow the following guidelines when reporting bugs. This allows me to better find and fix the bug/issue.
    - State faction
    - Game year? (if campaign CTD)
    - Whos turn was it? (if campaign CTD)
    - Who were you fighting?
    - Is your MTWII directory unpacked?
    - Description of the bug/issue.

    Please give me as much information as possible in order to track down and fix the problem.

    Kushan

    (Closed thread until beta release)
    Last edited by Kushan; August 04, 2007 at 03:52 PM.
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  2. #2
    Dogma75's Avatar Civis
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    Default Re: Rise of Kings v2.0 Beta 1 Bug Thread

    Hi Kushan!

    Just dld your new version of the mod. Started with Denmark and recognized that the AI turns need more then 5 minutes for each turn. Most time needs the AI for the rebel movements.
    I know its not really a bug but its annoying to wait in the first rounds over five minutes till you can play again.
    I have all things for wathcing AIs movement and so on closed...

    cya


  3. #3

    Default Re: Rise of Kings v2.0 Beta 1 Bug Thread

    http://www.file-upload.net/download-...Kings.rar.html
    My savegame an the system log (much entries ?!? )
    Fraction: Byzantium
    Year: 1086 (not the autosave, that works)
    Problem:
    When i want to load the savegame the game crashs to desktop (unspecified error). I had the same problem with a save in the year 1090. The I reinstalled the game, patched it, installed the mod and started a new campain.
    I remember 2 rebelarmies stood at the same point in 1090.
    And the rebels are respawning and attacking and spawning and attacking (wanted?)
    I cheated a little bit to get the money back i lost every round through the mod (how can I turn it of).

    And a questions, why the rebels get money??

    Edit:
    Sorry, i forgot to write, that I'm using the german version of the game. But i don't think that this is the problem.
    If you play the autosave further you should have the same problem.
    Last edited by nickname; July 19, 2007 at 06:48 PM.

  4. #4

    Default Re: Rise of Kings v2.0 Beta 1 Bug Thread

    ---
    Sorry, please delet.

  5. #5
    EzE's Avatar Libertus
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    Default Re: Rise of Kings v2.0 Beta 1 Bug Thread

    Why does it take so long in between turns? How can we adjust this - none of the other Mods I use take this long and they have bigger maps and more factions.
    "Let every nation know, whether it wishes us well or ill, that we shall pay any price, bear any burden, meet any hardship, support any friend, oppose any foe to assure the survival and success of freedom." - John F. Kennedy, 1961
    :usflag:
    "Beer is proof that God loves us and wants us to be happy" - Benjamin Franklin


  6. #6
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Beta 1 Bug Thread

    I dont know why it takes so long in between turns. I dont know of any obvious reasons. In order to figure it out I am going to have to dig through everything. Sorry, I wish I knew.

    Kushan

    Edit: After reading THIS thread about a new garrison script, and how alot them can cause lag. I am thinking that maybe that is the reason for the lag in v2.0. For beta 3 I think I will go through and redo the script, using the ideas from GrnEyedDvl script above. That hopefully will fix the problem.
    Last edited by Kushan; July 27, 2007 at 09:21 PM.
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  7. #7

    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    Hi Kushan,
    i'm playing the byzantine campaign and i get a possible family-member every round. Is this intended? They all seem to be fairly good and i get 30 knights together with them so i only see advantages if i chose them. Are there any disadvantages if i adopt lots of young men?

  8. #8
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    I get the same thing as England. The game determines the number of births/adoptions based on the number of settlements you have. Some percentage of the number of settlements vs the number of family members/possible governors. The more you have the more you will have. We can tweak birtth rates and fertility for some control over it (which I havent messed with yet). They should slow down when (I think) about half you settlements have governors...give or take. Really havent looked into it much. Its on my list of things to do..but its not high on the list atm.

    Thanks,

    Kushan
    Under the patronage of Silver Guard

  9. #9

    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    I have downloaded and installed the beta 2, but the game won't start. Prior to that I had no other mods. I am running it via the rise of kings.bat, but the MS DOS programs opens for less than a second and then closes. Nothing happens.

    Thank you.

  10. #10
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    Make sure the directory "structure" is correct. It should be Medieval II Directory/Rise of Kings and NOT M2 Directory/Rise of Kings/Rise of Kings.. If it look like the latter cut and past the date folder from the 2nd Rise of Kings folder into the first one.

    Kushan
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  11. #11

    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    I've done what you told me but it still doesn't work.
    Now I have M2TW/Rise of Kings and from there I try to launch it via batch. I have copied the data folder. =(

  12. #12

    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    The "Rise of Kings.bat" and the "RiseofKings.cfg" have to be locatet in the Medieval 2 main foulder. Like : "[...]\SEGA\Medieval II Total War". I have the same problem i has with the beta1. After a while my safes are destroid. This problem wasn't in rok 1.3. So, whats new in beta2 (new mods it includes, not newer versions of the old ones). I think the problem is the script that controles the rebels (the spawning and their behaivior). I mean, sometime there are 2 or 3 rebelarmis at the same spot of the map and when they attacking one of my towns, they don't build any wapons. They just wait until the town give up. So, tell me how i can disable this script and i will see if it help. I have the Problem with England, Spain and Byzantium. And some minor bugs. 1. why it takes so long when i trade the map with the ai. Sometimes it takes 30s until the game goes on. 2. When i played byzanz, there was a dshihad at konstantinoupoli. But the ai was to stuipid tu use the landbridge in the south. The army stood abouve Nikeia (do i write it right? ).

  13. #13

    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    Got it. I've deletet the rebelspawningscript and i've played up to the year 1120 without problems. Also the AIturn is much faster.

    And another thing, the ai can't stand the supplysystem. An english crusade army had lost the run on ursahlim and no supplies. So there was an big english army next to one of my citys that couldn't move, with the english king in his rows and so high costs, that england was very low on money (6 mounted crusadorknights, everyone costs 750 a round...).
    Is it posible to make a script, that an army will join the rebels when it stands to long in the terretory of annother nation and don't move.
    (after i killed the armyleader and buyed the army the english nation has destroyd the frensh, lot of spain and a big part of the germans ).

  14. #14
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    And another thing, the ai can't stand the supplysystem. An english crusade army had lost the run on ursahlim and no supplies.
    The supply system shouldn't be applying to the AI. It should only be affecting the player. If you run into it again, could you please post a screenshot of the AI army with any supply traits.

    I will be rewriting the rebel spawn script at some point. The reason beta 1 and 2 run so slow is because of how the garrison script checks for faction owner ship for every faction, every turn, and if it is under siege or not. Klink and GrnEyedDvl have both wrote very good garrison scripts that I will be using as a base for my new one. I hope to get around to rewriting it for v2.0 but if I dont I'll remove it and add it back in for v2.1.

    Kushan
    Under the patronage of Silver Guard

  15. #15

    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    Quote Originally Posted by Kushan View Post
    The supply system shouldn't be applying to the AI. It should only be affecting the player. If you run into it again, could you please post a screenshot of the AI army with any supply traits.

    I will be rewriting the rebel spawn script at some point. The reason beta 1 and 2 run so slow is because of how the garrison script checks for faction owner ship for every faction, every turn, and if it is under siege or not. Klink and GrnEyedDvl have both wrote very good garrison scripts that I will be using as a base for my new one. I hope to get around to rewriting it for v2.0 but if I dont I'll remove it and add it back in for v2.1.

    Kushan
    Thanks. The Rebelscript has killed 5 or 6 of my campainsaves and an unkown number of autosaves .
    And with the crusadearmy was my fault. I think they could't move because they where standing very stuipid.
    My little army between Akka and the ocean is standing on the same spot where the english army stood so long. But, they where my allied at that time, so my town doesn't had a no go area around it for them *confused*

    But as i sad, if an army who is standing to long in enemy teretory at the same point would join the rebels the ai would have les problems (i like to blockade all posible routs (bridges an some other ways through the rivers) with little armis and the landbridges with little fleets. (I hate it when the ai sends their reliigos idiots through my country ) And the ai can't give a better rout. But i can't kill a army with an assasin. Like this: (the blockade)


    And the ai is silly. This army stood there for 20 rounds (another eyample for an standing army...)

    (Then i build up an own army and whiped them out.)
    My question, why all units where nearly full. I mean, in Medieval2 the men run away if i stand arround some rounds iwhen they are in an crusadearmy.

    *the quality of the images was reduced. don't wonder about the bad quality.*

  16. #16
    Kushan's Avatar Artifex
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    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    My question, why all units where nearly full.
    Dumb AI, unfortunately. I'm waiting for GrandViz to release UAI v1.6 so I can include that in RoK. Hopefully that will help limit this from happening.

    Kushan
    Under the patronage of Silver Guard

  17. #17

    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    Quote Originally Posted by Kushan View Post
    Dumb AI, unfortunately. I'm waiting for GrandViz to release UAI v1.6 so I can include that in RoK. Hopefully that will help limit this from happening.

    Kushan
    I know .
    But I ment something else. If you send an army on a Crusade or Dsihad, then some men of your units will run away if your army dosn't get closer to their target for some rounds. (In Medieval2 normal)
    But that army stood there for 20 turns and no on run away. (Maybe 1 per unit...). I just was wondering about that. :hmmm:

  18. #18

    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    after the second turn on the French campaign, the game seems to get stuck on the English turn. the game does not seemed to be locked up but the English turn doesn't end. i have tried reloading the auto save and it does the same thing. This has happened on all 3 separate campaigns at the same spot.

  19. #19

    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    i just tried to play the English campaign and after a battle for Rennes with rebels the games same to experience something similar to my problem with the French campaign with the exception that this time the rebel turn won't end. i has happened two time doesn't matter if i win or lose the battle or if i use auto fight or fight the battle me self.

  20. #20

    Default Re: Rise of Kings v2.0 Beta 2 Bug Thread

    sorry, i just played without the mod enable and these bug seem to be a problem with the game itself and my computer or vista and not your mods.

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