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  1. #1

    Default CTD Walachia

    i was playing with walachia and in the first few rounds i pressed to build a pirate ship, double click to read the details about it, and the image became interfered with the clouds from the description pic. when i closed it and pressed end turn, it crashed to desktop.

    when playing mods with new factions i expect them to crash sooner or later, i always hope for later).
    anyway thanks for introducing principates of valahorum- a dream came true

  2. #2

    Default Re: CAE v1.4 Bug&CTD Thread

    Hello I´m playing the mongols and in the beginning the game crashes automaticly when u click on troops or persons.... i think it is also relatet to the upgrading problem.....

    I have MT2 1.3 and i downloaded the latest CAE 1.4 and installed it
    Last edited by wolfi; February 01, 2008 at 08:22 AM.

  3. #3
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    Default Re: CAE v1.4 Bug&CTD Thread

    Quote Originally Posted by wolfi View Post
    Hello I´m playing the mongols and in the beginning the game crashes automaticly when u click on troops or persons.... i think it is also relatet to the upgrading problem.....

    I have MT2 1.3 and i downloaded the latest CAE 1.4 and installed it
    Well if you are using some other language version of CAE other than english,just copy and paste the contents of your main m2tw vanilla sound folder to the following directory:

    C:\Program Files\SEGA\Medieval II Total War\CloudsAcrossEurope\data\sounds

    and afterwards delete these files:

    -Events.dat
    -Events.idx

    Also CAE still requires the patch v1.2 installed to run properly.If you don't have it I install you download and apply the patch.
    Shine on you crazy diamond...

  4. #4

    Default Re: CAE v1.4 Bug&CTD Thread

    Any one ever help you with this?

  5. #5
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    Default Re: CTD Walachia

    Quote Originally Posted by greymval View Post
    i was playing with walachia and in the first few rounds i pressed to build a pirate ship, double click to read the details about it, and the image became interfered with the clouds from the description pic. when i closed it and pressed end turn, it crashed to desktop.

    when playing mods with new factions i expect them to crash sooner or later, i always hope for later).
    anyway thanks for introducing principates of valahorum- a dream came true
    Unfortunately greymval I'm aware of this problem and I know how to fix it and what exactly causes it,but I can't.

    I was informed by SV that the reason for that graphical mess and the afterwards CTD,is caused by the modpage.tga that includes all the faction symbols of the new factions.

    For that to be fixed I need to use the vanilla sharedpage.tgas and implement the faction symbols there.The problem is there is no space there at all for all the logos to be implemented,and I can't put the new faction logos over the vanilla ones,since they are also being used by vanilla factions,which take place in CAE's campaign.

    I haven't yet tried to put the symbols in some empty areas(in black colour) and specify the entries in the related file.If that works when I'll try it the problem will be over.
    Last edited by Zephrelial; February 09, 2008 at 09:10 AM.
    Shine on you crazy diamond...

  6. #6

    Default Re: CAE v1.4 Bug&CTD Thread

    When I play with Milan, I loose 1,5 million each turn becausse of a kings purse.. sucks really

  7. #7
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    Default Re: CAE v1.4 Bug&CTD Thread

    Quote Originally Posted by SencilaDeux View Post
    When I play with Milan, I loose 1,5 million each turn becausse of a kings purse.. sucks really
    It seems I've mixed the content of the passive milan of the optional folder with that of milan's.Here I'm attaching the proper version.Download and Extract the 16.9kb sized zip and please copy and paste descr_strat.txt file to this directory in order to fix the problem,and then restart with milan:
    Shine on you crazy diamond...

  8. #8

    Default Re: CAE v1.4 Bug&CTD Thread

    I wanted to play as Abbasid, but some units do not have textures, I mean they look strange like if made of water. Units are :
    Peasants,Sudanese Trbesmen, Sudanese Javelinmen, Naffatum, Desert Archers, Arab Cavalary, Turkish Horse archers, Turkomans.
    Besides on battle map, flag is dark. Could anyone help?
    One more thing I get very often CTD, especially when turn change.
    Last edited by SaszkuksPL; February 05, 2008 at 03:10 PM.

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    Default Re: CAE v1.4 Bug&CTD Thread

    Quote Originally Posted by SaszkuksPL View Post
    I wanted to play as Abbasid, but some units do not have textures, I mean they look strange like if made of water. Units are :
    Peasants,Sudanese Trbesmen, Sudanese Javelinmen, Naffatum, Desert Archers, Arab Cavalary, Turkish Horse archers, Turkomans.
    Besides on battle map, flag is dark. Could anyone help?
    One more thing I get very often CTD, especially when turn change.
    I were working on the rest of the Abbasid roster before deciding to release v1.4 when Sweden and Georgia were completed.Those units you mention are not supposed to be within 1.4,they are not completed.I assume you tested the Abbasids in the custom battle.The uncompleted units do not take place in the grand campaign.So disregard them for now.

    The Abbasid flag was also planned to be added for v1.4 but it couldn't make it since I decided to release v1.4 earlier than I planned.

    " One more thing I get very often CTD, especially when turn change."

    Do you have the patch v1.2 installed? Do you somehow have patch v1.1 installed?

    Please post your log here,and with which faction or factions do you get CTD?

    Your systemlog.txt is located at the following directory:

    C:\Program Files\SEGA\Medieval II Total War\logs
    Shine on you crazy diamond...

  10. #10

    Default Re: CAE v1.4 Bug&CTD Thread

    Instal is fine followed instructions, been playing England, whatever I do it will crash 'Winter 1190' just as the game turn process's Caliphate of Abbasid.

    Sounds like the Mongols are trying to build something they shouldnt.

    Log details:

    10:56:00.500 [system.io] [always] mounted pack packs/localized.pack
    10:56:03.968 [script.err] [error] Script Error in CloudsAcrossEurope/data/export_descr_buildings.txt, at line 5848, column 2
    Building DB error - faction mongols has gap in building prior to masjid (unavailable at level zero)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, town -> wooden_castle, sudbeth_altar[0](sudbeth_altar) -> sudbeth_altar[0](sudbeth_altar)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, large_town -> castle, temple_muslim[1](masjid) -> temple_muslim_castle[1](c_masjid)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, large_town -> castle, sudbeth_altar[0](sudbeth_altar) -> sudbeth_altar[0](sudbeth_altar)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, wooden_castle -> town, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, castle -> large_town, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, fortress -> city, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, citadel -> city, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, wooden_castle -> town, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, castle -> large_town, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, fortress -> city, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, citadel -> city, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    10:58:19.718 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  11. #11
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: CAE v1.4 Bug&CTD Thread

    Quote Originally Posted by SAF_Biffa View Post
    Instal is fine followed instructions, been playing England, whatever I do it will crash 'Winter 1190' just as the game turn process's Caliphate of Abbasid.

    Sounds like the Mongols are trying to build something they shouldnt.

    Log details:

    10:56:00.500 [system.io] [always] mounted pack packs/localized.pack
    10:56:03.968 [script.err] [error] Script Error in CloudsAcrossEurope/data/export_descr_buildings.txt, at line 5848, column 2
    Building DB error - faction mongols has gap in building prior to masjid (unavailable at level zero)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, town -> wooden_castle, sudbeth_altar[0](sudbeth_altar) -> sudbeth_altar[0](sudbeth_altar)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, large_town -> castle, temple_muslim[1](masjid) -> temple_muslim_castle[1](c_masjid)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, large_town -> castle, sudbeth_altar[0](sudbeth_altar) -> sudbeth_altar[0](sudbeth_altar)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, wooden_castle -> town, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, castle -> large_town, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, fortress -> city, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: The Mongols, citadel -> city, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, wooden_castle -> town, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, castle -> large_town, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, fortress -> city, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    10:56:03.984 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, citadel -> city, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    10:58:19.718 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    SAF,The if the AI builds the altar of sudbeth,the game doesn't crash the players are able to build it,and so is the AI and believe me it doesn't lead to a CTD.They take place in the log because mongols aren't specified as a seperate culture,since their culture is still middle_eastern the game doesn't accept the pagan buildings at least in the log.

    About the crash unfortunately I am not sure what might be causing it.I need to make a detailed checking of abbasids..
    Shine on you crazy diamond...

  12. #12

    Default Re: CAE v1.4 Bug&CTD Thread

    Tried Scillians think I got about 30 years maybe less then crash.

    11:47:03.281 [system.rpt] [always] CPU: SSE2
    11:47:03.312 [system.rpt] [always] ==== system log start, build date: Apr 23 2007 version bld-medieval2-update2-84 (37970) ===
    11:47:03.390 [system.io] [always] mounted pack packs/data_0.pack
    11:47:03.468 [system.io] [always] mounted pack packs/data_1.pack
    11:47:03.562 [system.io] [always] mounted pack packs/data_2.pack
    11:47:03.625 [system.io] [always] mounted pack packs/data_3.pack
    11:47:03.671 [system.io] [always] mounted pack packs/data_4.pack
    11:47:03.687 [system.io] [always] mounted pack packs/localized.pack
    11:47:15.953 [script.err] [error] Script Error in CloudsAcrossEurope/data/export_descr_buildings.txt, at line 5848, column 2
    Building DB error - faction mongols has gap in building prior to masjid (unavailable at level zero)
    11:47:15.953 [data.invalid] [error] Target building level not allowed: The Mongols, town -> wooden_castle, sudbeth_altar[0](sudbeth_altar) -> sudbeth_altar[0](sudbeth_altar)
    11:47:15.953 [data.invalid] [error] Target building level not allowed: The Mongols, large_town -> castle, temple_muslim[1](masjid) -> temple_muslim_castle[1](c_masjid)
    11:47:15.953 [data.invalid] [error] Target building level not allowed: The Mongols, large_town -> castle, sudbeth_altar[0](sudbeth_altar) -> sudbeth_altar[0](sudbeth_altar)
    11:47:15.953 [data.invalid] [error] Target building level not allowed: The Mongols, wooden_castle -> town, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    11:47:15.953 [data.invalid] [error] Target building level not allowed: The Mongols, castle -> large_town, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    11:47:15.953 [data.invalid] [error] Target building level not allowed: The Mongols, fortress -> city, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    11:47:15.953 [data.invalid] [error] Target building level not allowed: The Mongols, citadel -> city, sudbeth_altar_c[0](sudbeth_altar_c) -> sudbeth_altar_c[0](sudbeth_altar_c)
    11:47:15.953 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, wooden_castle -> town, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    11:47:15.953 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, castle -> large_town, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    11:47:15.953 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, fortress -> city, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    11:47:15.953 [data.invalid] [error] Target building level not allowed: Grand Duchy of Lithuania, citadel -> city, temple_pagan_castle[0](dievas_temple_c) -> temple_pagan[0](high_temple)
    14:26:26.703 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  13. #13

    Default Re: CAE v1.4 Bug&CTD Thread

    I have 1.3 patch instaled, never 1.1. I understand the problem with abbasid. What about often CTD, it happens in every faction. I have noticed that for example when I was playing Mamluks and I sent diplomat to the region of Lithuania, Poland, Teutonic I can't even press the button NEXT TURN, because CTD occured. I was reinstaling everything so in file system.log there is nothing so far. I am going to start the game once again, then I will post that file as soon as possible.
    Are you plannig finishing Abbasid in future?? When?? Could you give me a clue at least on how to make their flag visible on battle map?

  14. #14

    Default campaign trading animation

    hi, my problems is that i can't see the campaign background animation, i mean the trading paths on the see are just a green line no little sailing boats. it s the same with the roads. i played the mod and also the original and everywhere it's the same problem. i don't know the cause but if enyone can tell me how to fix it i would be greatfull

  15. #15
    Zephrelial's Avatar Eternal Sorrow
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    Default

    Quote Originally Posted by Phalanx7 View Post
    Well, I uninstalled everything: Medieval 2, Kingdoms and CAE. Deleted all the folders left.
    Then I reinstalled:
    1. Medieval 2 v1.0
    2. Patched it to 1.2, then 1.3
    3. Installed CAE.
    Result: CTD still at that specific turn/event (details from my previous post)

    ADD:
    I'm thinking it may have something to do with that event.
    Egyptian diplomat attempts to offer (bribe?) Jerusalem.
    Egyptian army attempts to siege it and subsequently pushes its diplomat away.
    Then CTD.
    I don't know if some bugged units are in that Egyptian's stack, or in Jerusalem's stack. Is there a command that enables you to view units that are not infiltrated by your spy? Is there a way to remove them?
    ie. create_unit this <wrong unit> -1 0 0 0?

    Well I see.The long termed ctd's should be no more because the malfunctioning ctd causing vanquisher and other traits are removed.. If a part of a campaign tile is causing a ctd(assuming as you say the diplomat pushing the diplomat away) This is also unlikely because the map of v1.4 is pretty much the vanilla save for some new cities,but the ground types,and heights everything of the entire map is vanilla.

    I doubt that there are any units in the Egyptian roster or the jerusalem roster that would be causing a CTD.The only Egyptian unit that I added was the dismounted mamluk archers,you could test them in battle and see if they CTD or not.

    As for the Jerusalem roster it's pretty much unchanged,and I've tested before in custom battles,not a single armour upgrade of any of its units cause a ctd,all of their textures and attachmentsets are included to the mod,so the game doesn't CTD and is able to find them.

    This is really strange.Please check the Jerusalem or Egypt roster if you can,I would have done it myself,however can't since my own CAE is not exactly the same as v1.4 CAE.

    Also please post your system.log.txt so I can take a look at it,it's located in the directory:

    C:\Program Files\SEGA\Medieval II Total War\logs

    It's also useful to ask you these questions:

    Is your m2tw version is a non-English one?
    Where exactly(which directory) have you installed the mod?

    Quote Originally Posted by Phalanx7 View Post
    Ok dudes. One day later, another complete overhaul (uninstall/reinstall).
    1.0 -> 1.2 -> 1.3 -> CAE -> Kingdoms
    Still no dice.

    Btw, if I stop the process after patching 1.2, I won't be able my awesome game which was in patch 1.3 so yeah, I really don't want to try see how things go if I just leave it patched to 1.2 (besides, game plays a whole lot better at 1.3).

    Anyways, any commands to remove an existing AI army manually?
    There aren't any commands to remove an existing AI army via consola as far as I'm concerned.

    No,don't uninstall patch v1.3 nor Kingdoms.I haven't experienced a long termed CTD in v1.4 and I have Kingdoms installed,too.But somehow it occurs in your game. :hmmm:

    The only different installation style I could offer is to skip 1.3 and install Kingdoms,I don't know if this is possible.But I installed all of the campaigns of the Kingdoms,but the game didn't notify me that patch v1.3 is being installed.However when I only chose to install the Teutonic campaign,the installer attempted to install patch v1.3.

    Quote Originally Posted by juanguer View Post
    Ok.... so I was playing as Sweden in hotseat.... I had Hamburg under siege.... when I conquered it after 3 or 4 turns graphics went all wrong and then game collapsed.

    Another Thing:
    How do you change spear's militia card? It is a bit ugly and I would like to do a better . (like... where are Sweden's spear militia card files...)
    I answered half of this in this thread a page back I believe,asked by another person,and also you pm'd me the samething Juanguer.I answered that as you know.

    Quote Originally Posted by SaszkuksPL View Post
    I have 1.3 patch instaled, never 1.1. I understand the problem with abbasid. What about often CTD, it happens in every faction. I have noticed that for example when I was playing Mamluks and I sent diplomat to the region of Lithuania, Poland, Teutonic I can't even press the button NEXT TURN, because CTD occured. I was reinstaling everything so in file system.log there is nothing so far. I am going to start the game once again, then I will post that file as soon as possible.
    Are you plannig finishing Abbasid in future?? When?? Could you give me a clue at least on how to make their flag visible on battle map?

    Do you also have patch v1.2 installed as well? It's also necessary for the mod to run properly.Also if you are using a non-English version make sure you copy and paste the content of your vanilla(original) m2tw sound folder over the one in CAE to this directory:

    \Program Files\SEGA\Medieval II Total War\CloudsAcrossEurope\data\sounds

    And after that delete,the events.idx and events.dat files.

    The completion of the Abbasid roster is within the content of the next version of CAE,which is v1.5 however currently I'm working on the map of CAE v1.5,you can check its progress here
    After the map is completed,the Abbasid roster is next.

    Quote Originally Posted by greymval View Post
    hi, my problems is that i can't see the campaign background animation, i mean the trading paths on the see are just a green line no little sailing boats. it s the same with the roads. i played the mod and also the original and everywhere it's the same problem. i don't know the cause but if enyone can tell me how to fix it i would be greatfull
    This is the first time I've heard such a thing.It can be because it's too early in game and the ports and the trade agreements,routes aren't yet established?

    Trade routes.tga which the trade routes are indicated, are just within the mod.:hmmm:
    Shine on you crazy diamond...

  16. #16

    Default Re: CAE v1.4 Bug&CTD Thread

    Yes I have 1.2 patch installed. I have English version. Map looks nice , So far i am playing with Jerusalem, no CTD occured. If you create new map for 1.5 CAE so the speed of the turns will be then longer than in 1.4?

  17. #17
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: CAE v1.4 Bug&CTD Thread

    Quote Originally Posted by SaszkuksPL View Post
    Yes I have 1.2 patch installed. I have English version. Map looks nice , So far i am playing with Jerusalem, no CTD occured. If you create new map for 1.5 CAE so the speed of the turns will be then longer than in 1.4?

    I see.Thanks about the map. I think you mean the movement speed of the armies,instead of the turns?

    I did a test and it takes 8 turns for an army to arrive at Samarkand(one of the furthest eastern part of the extended map) from Tbilisi,Georgia.I decided not to increase the movement speed of the armies.This is because only the east of the Caspian is extended,and the distances between the rest of the old settlements is the same.

    So if I increase the movement speed of the armies since the effect is global,say a French army will be able to besiege and arrive at a HRE or an English settlement(eg.Caen) much quicker,and it doesn't make sense since the distances between the western cities,all the way to the west side of the Caspian are the same.

    However I decided to increase the movement speed of agents such as diplomats and spies by 10%.
    Last edited by Zephrelial; February 11, 2008 at 08:58 AM.
    Shine on you crazy diamond...

  18. #18

    Default Re: CAE v1.4 Bug&CTD Thread

    My english is not very good, so I have problems to explain my thoughts. What I mean by turn speed was the time when you pressed the Next Turn icon and you have to wait for your turn. In mods with larger map it took more time to start again. One of things that I like your WORK OF ART the most is because I did not have to wait, I am not very patient person
    One more thing maybe good idea would be to add on your new map 2-3 regions in British Isles, Region Sinope, Athens. That are only Four things

  19. #19
    Zephrelial's Avatar Eternal Sorrow
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    Default

    Quote Originally Posted by SaszkuksPL View Post
    My english is not very good, so I have problems to explain my thoughts. What I mean by turn speed was the time when you pressed the Next Turn icon and you have to wait for your turn. In mods with larger map it took more time to start again. One of things that I like your WORK OF ART the most is because I did not have to wait, I am not very patient person
    One more thing maybe good idea would be to add on your new map 2-3 regions in British Isles, Region Sinope, Athens. That are only Four things
    Oh sorry I misunderstood that than.. Well technically what you say is true.But luckily in our case I doubt that the waiting turn will be prolonged.And the waiting time between turns will be more time consuming.

    Here is the vanilla size of the map:

    VANILLA
    width: 591pix
    height: 379pix

    NEW
    width: 731 pix -Based on map_heights comparision.
    height: 379pix

    Yet still I don't think the waiting time will be too long.Just a bit longer.
    I intend to make additions to Balkans to make space for the Ottoman invasion,however this will be problematic.Btw please post any questions or suggestions related to the map to the CAE MAP thread.

    Quote Originally Posted by captcouv View Post
    Since I've already loaded patch 1.1 - then 1.2 & 1.3 on top of that (no problem running MTWII, Kingdoms, or Lithuania Mod 1.0). Do I have to delete all and make a new clean install. Really want to get CAE up and running. CTD immediate upon moving from the faction selection screen to the game.

    s/f
    Couv

    My dear friend it's indicated in the mod's download section in great sized red fonts that patch v1.1 is NOT compatible with the mod.It shouldn't be installed.

    Whatever you do just don't install patch v1.1 ,you NEED patch v1.2 ,and Kingdoms,v1.3 are just fine,doesn't matter whether you install them or not.

    Quote Originally Posted by greymval View Post
    i have ports and trade routs and still no boats or cariages. i first thought it was something with the mod. i also checked in the originals and in kingdoms.. same problems. i ve unistalled all and reinstalled... and i m stuck.. if u have any ideas to make it work pls tell me. it's becoming an obsession)

    Shortly after you posted that report I got curious and tested to see whether the animations occured or not.The ships were visible and the caravans were also.

    This isn't an issue with CAE.However PM me,I'll try to help you with this particular problem.
    Last edited by Zephrelial; February 12, 2008 at 01:31 AM.
    Shine on you crazy diamond...

  20. #20

    Default Re: CAE v1.4 Bug&CTD Thread

    Quote Originally Posted by Zephrelial View Post
    My dear friend it's indicated in the mod's download section in great sized red fonts that patch v1.1 is NOT compatible with the mod.It shouldn't be installed.

    Whatever you do just don't install patch v1.1 ,you NEED patch v1.2 ,and Kingdoms,v1.3 are just fine,doesn't matter whether you install them or not.
    Well, I'm old, tired and just plain cranky lately. To play CAE, I'll now have to delete all and reload completely fresh.:hmmm: Please indicate in your download section that for people (like me) who ALREADY had patch v1.1 installed BEFORE they even aquired CAE - they'll need a fresh load of the game. Yes, it's implied, but not specific. (In my own adled brain - I figured having installed v1.2 & v1.3 overlayed the v1.1 problems).

    Thanks,
    Couv

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