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  1. #1
    smoesville's Avatar Vicarius
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    Default Re: Crashes and how to fix them

    Has anyone run into the invisible unit problem when adding a new unit type?
    Were there but a tree in this godforsaken place i would have hanged myself.

  2. #2

  3. #3
    irishron's Avatar Cura Palatii
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    Default Re: Crashes and how to fix them

    What does the log say?

  4. #4

    Default Re: Crashes and how to fix them

    The log say nothing because the game dont CTD. It just immediately return to the single player menu from the campaign menu after i hit start, without any loading.

    Albeit I dont know this logging thing at all. Is the logging is capable to show this kind of errors?

  5. #5

    Default Re: Crashes and how to fix them

    Quote Originally Posted by bgabor911 View Post
    The log say nothing because the game dont CTD. It just immediately return to the single player menu from the campaign menu after i hit start, without any loading.

    Albeit I dont know this logging thing at all. Is the logging is capable to show this kind of errors?
    It's a push back to menu error which is not that serious and easy to fix.
    Check the log in your logs folder and see or post on what it says.

  6. #6

    Default

    My log folder is empty. I dont know how to swith logging on. I read that I should write things in my mods .cfg file. But my mod dont have a cfg file.
    I simply extracted britannia, then modified the lines in export_descr_buildings.txt, export_descr_unit.txt and descr_stat.txt with notepad, and I launching the game with the --io.file_first method. I dont even know what that cfg launch means.

    So what should I do now?

    Um, I successfully activated the logging in medieval2.preference.cfg.

    Checking the logs solved the problem:
    I wrote Armoured Sergeants instead of Armored Sergeants.

    Thanks for the help.
    Last edited by Squid; October 09, 2010 at 04:29 PM. Reason: tp

  7. #7

  8. #8

    Default Re: Crashes and how to fix them

    i`ve just finished installing this mod and tried to load the empires 1547,however after i pressed 5 and enter in the loading menu, the menu started to load for 4-6 secondsand then shut off automatically (seems it finished copying files,can`t be sure though).Then i tried to type in 0 but still nothing happened. After all i downloaded the True conquest.bat and managed to load the mod however mogol invasion was loaded instead of empires 1547, tried several times but mogol invasion came up everytime. please let me know ifthere is sth i havent done right. Great mod by the way.

  9. #9

    Default Re: Crashes and how to fix them

    I have made a small mod that adds a bit of difference to the HRE. basically adds three units that work fine in custom battle. I have added all the units in EDB and added their text info in the text folder. Every time I try to start a campaign it loads, I get a flash of the campaign map then unknown error crash. I get no log file. If I remove EDB and EDU it works fine. what might I have messed up in these files that allows the game to work in custom but not campaign?

  10. #10

    Default Re: Crashes and how to fix them

    Post the entries here only the EDU and EDB.

  11. #11

    Default Re: Crashes and how to fix them

    EDU:
    Code:
     
    type             Imperial Mounted Crossbowmen
    dictionary       Imperial_Mounted_Crossbowmen      ; Mounted Crossbowmen
    category         cavalry
    class            missile
    voice_type       Heavy
    banner faction   main_cavalry
    banner holy      crusade_cavalry
    soldier          Mounted_Crossbowmen, 32, 0, 1
    mount            fast pony
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, can_withdraw, cantabrian_circle, crossbow
    formation        2, 4.4, 3, 6, 3, square
    stat_health      1, 0
    stat_pri         6, 1, imperial_crossbow_bolt, 180, 40, missile, missile_mechanical, piercing, none, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    ap
    stat_sec         7, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  5, 5, 0, metal
    ;stat_armour_ex   5, 7, 0, 0, 5, 0, 0, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        4
    stat_ground      0, -2, -4, 0
    stat_mental      4, disciplined, trained
    stat_charge_dist 45
    stat_fire_delay  18
    stat_food        60, 300
    stat_cost        2, 770, 225, 90, 70, 470, 4, 110
    armour_ug_levels 2, 3
    armour_ug_models Mounted_Crossbowmen, Mounted_Crossbowmen_ug1
    ownership        hre
    era 1            hre
    era 2            hre
    ;unit_info        7, 5, 10
     
    type             Imperial Crossbowmen
    dictionary       Imperial_Crossbowmen      ; Pavise Crossbowmen
    category         infantry
    class            missile
    voice_type       Heavy
    banner faction   main_missile
    banner holy      crusade
    soldier          Pavise_Crossbowmen, 48, 0, 0.8
    attributes       sea_faring, hide_forest, can_withdraw, crossbow, hardy
    formation        1.2, 1.2, 2.4, 2.4, 3, square
    stat_health      1, 0
    stat_pri         13, 1, imperial_crossbow_bolt, 200, 40, missile, missile_mechanical, piercing, none, 25, 1
    ;stat_pri_ex      0, 0, 0
    stat_pri_attr    ap
    stat_sec         7, 1, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  5, 3, 6, metal
    ;stat_armour_ex   5, 7, 0, 0, 3, 6, 6, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        4
    stat_ground      1, -2, 3, 2
    stat_mental      5, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  18
    stat_food        60, 300
    stat_cost        2, 790, 175, 65, 50, 490, 4, 120
    armour_ug_levels 2, 3
    armour_ug_models Pavise_Crossbowmen, Pavise_Crossbowmen_ug1
    ownership        hre
    era 1            hre
    era 2            hre
    ;unit_info        6, 12, 14
     
    type             Imperial Musketeers
    dictionary       Imperial_Musketeers      ; Musketeers
    category         infantry
    class            missile
    voice_type       Light
    banner faction   main_missile
    banner holy      crusade
    soldier          Musketeers, 48, 0, 0.8
    attributes       sea_faring, hide_forest, can_withdraw, gunpowder_unit, start_not_skirmishing, gunmen
    formation        1.2, 1.2, 2.4, 2.4, 3, square
    stat_health      1, 0
    stat_pri         16, 1, imperial_musket_bullet, 240, 40, missile, missile_gunpowder, piercing, none, musket_shot_set, 25, 1
    ;stat_pri_ex      0, 0, 20
    stat_pri_attr    ap
    stat_sec         8, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
    ;stat_sec_ex      0, 0, 0
    stat_sec_attr    no
    stat_pri_armour  2, 5, 0, flesh
    ;stat_armour_ex   0, 5, 0, 0, 3, 0, 0, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        2
    stat_ground      1, -2, 3, 2
    stat_mental      5, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        2, 1040, 200, 65, 50, 540, 4, 130
    armour_ug_levels 0, 2
    armour_ug_models Musketeers, Musketeers_ug1
    ownership        hre
    era 2            hre
    ;unit_info        6, 14, 3
    EDB:

    Code:
     
                    recruit_pool "Imperial Musketeers"  1   0.5   4  0  requires factions { hre, }  and event_counter gunpowder_discovered 1 
     
                    recruit_pool "Dismounted Gothic Knights"  1   0.3   6  0  requires factions { hre, } 
     
                    recruit_pool "Imperial Crossbowmen"  1   0.7   6  0  requires factions { hre, } 
     
                    recruit_pool "Imperial Mounted Crossbowmen"  1   0.7   6  0  requires factions { hre, }
    The EDB entries are all in the relevant building locations, not all together like that.

    For the musketeers are already modified the Battle_Models file and all the units work in custom.

    I did change the color for hre in the descr_sm_factions file but it works fine withouth the EDU and EDB files.

  12. #12

    Default Re: Crashes and how to fix them

    Well it looks alright to me put this in your .cfg file and then load the campaign again and then post the log here in a .zip file if the game crashes.
    Code:
    [log] 
    to = logs/M2TW.system.log.txt 
    level = * trace

  13. #13

    Default Re: Crashes and how to fix them

    I just did... and I feel a bit dumb. Somehow my desc_rebel_factions was messed up. so I deleted it and it now works. Since I didnt touch it, it must have been corrupted. That'll teach me to get rid of files I havent modded.

  14. #14

    Default Re: Crashes and how to fix them

    Great, good to know that you got it working.

  15. #15

    Default Re: Crashes and how to fix them

    Sinde 10 hours I try to figur out, what the problem of a crash could be:

    The crash happens after bringing a new unit ingame, short after beginning of custom battle to test the new unit the crash happens with "unspecified error". I set my logfile to * trace, but I cannot find a solution.

    I read this tutorial and followed the advises, but I guess all must be right though.

    Please help me mates! Have a look at the EDU entry and/or the logfile, maybe you will figure out, what is wrong:

    EDU entry:

    Spoiler Alert, click show to read: 
    type Sum Club Militia
    dictionary Sum_Club_Militia ; Warrior Militia
    category infantry
    class light
    voice_type Light
    banner faction main_infantry
    soldier Sum_Club_Militia, 80, 0, 1
    attributes hide_forest, can_swim
    move_speed_mod 1.3
    formation 1.2, 1.2, 2.4, 2.4, 6, horde
    stat_health 1, 0
    stat_pri 4, 2, no, 0, 0, melee, melee_simple, blunt, mace, 25, 1
    ;stat_pri_ex 0, 0, 0
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
    ;stat_sec_ex 0, 0, 0
    stat_sec_attr no
    stat_pri_armour 0, 3, 0, flesh
    ;stat_armour_ex 0, 0, 0, 0, 1, 5, 5, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 1, 2, 5, -2
    stat_mental 3, normal, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 110, 50, 10, 10, 110, 4, 60
    armour_ug_levels 0
    armour_ug_models Sum_Club_Militia
    ownership hre
    era 0 hre
    era 1 hre
    era 2 hre
    ;unit_info 8, 0, 8
    Last edited by Odoaker; April 14, 2011 at 12:17 PM.
    Developer of Rising Sumer
    Beta-tester for ChC; Mapper of Colonialism-TW;

  16. #16
    Over the hills...
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    Default Re: Crashes and how to fix them

    I made an attempt at trying to rename a region and the game crashed when I tried to start a campaign.

    Code:
    Couldn't find settlement name 'Denver' in stringtable
    14:27:47.435 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    I have no idea what this means or how to fix it

  17. #17

    Default Re: Crashes and how to fix them

    Quote Originally Posted by E.K View Post
    I made an attempt at trying to rename a region and the game crashed when I tried to start a campaign.

    Code:
    Couldn't find settlement name 'Denver' in stringtable
    14:27:47.435 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    I have no idea what this means or how to fix it
    You must have altered descr_regions.txt which is an incorrect file.
    Go in the data\text folder and open the imperial_campaign_regions_and_settlement_names.txt after that say you want to rename london so do this in that file:-
    Code:
    {London}London
    to
    {London}xyznew
    That is outside the curly brackets only. Save changes and launch the game.
    btw are you playing a mod or modding vanilla as if vanilla you want to know more as that file is not directly available.

  18. #18
    irishron's Avatar Cura Palatii
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    Default Re: Crashes and how to fix them

    What file did you change?

  19. #19

    Default Re: Crashes and how to fix them

    Anyway, fortune was on my side and I figured it out by my self. Thanks for help.
    Developer of Rising Sumer
    Beta-tester for ChC; Mapper of Colonialism-TW;

  20. #20
    Over the hills...
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    Default Re: Crashes and how to fix them

    It works now
    Thanks Ishan

    That is outside the curly brackets only. Save changes and launch the game.
    btw are you playing a mod or modding vanilla as if vanilla you want to know more as that file is not directly available.
    Im playing vanilla.
    Last edited by E.K; April 15, 2011 at 04:06 AM.

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