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  1. #1

    Default Can't find a solution after 7 days

    07:26:50.312 [game.script] [error] Condition parsing error in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 66117, column 48
    faction type not recognised
    07:28:54.390 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    I think that has got to be becuase I put Jerusalem Early emergent sub-mod in but I don't think it was compatible with the BYG III's grim reality sub-mod becuase the campaign script has all of that there, and just overwriting that with the Jerusalem Campaign_script would have overwritten all of that, no?

    So anyway, becuase I wanted to see KoJ emerge, I just cut and pasted the part about Jerusalem emerging, so is that the problem? Cheers

  2. #2
    Tiro
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    Default Re: Can't find a solution after 7 days

    There are a lot of file dependencies for things like factions appearing on the map and such. It's usually not as simple as a cut and paste and I suggest you revert to a backup file, or worst case, reinstall SS.

  3. #3

    Default Re: Can't find a solution after 7 days

    easier than that....delete what you pasted and test it
    "we're way way pre-alpha and what that means is there is loads of features not just in terms of the graphics but also in terms of the combat and animations that actually aren't in the game yet.So the final game is actually gonna look way way better than this!” - James Russell, CA
    Just like the elephant animation, this Carthage scenario is actually in the game, it just has a small percantage factor for showing up, that's all...

    Beware of scoundrels



  4. #4
    aduellist's Avatar Push the button Max!
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    Default Re: Can't find a solution after 7 days

    I DID have an issue, IIRC, because of a typo that capitalized "Jerusalem" when it should have been "jerusalem". You might want to check that. Not at home comp, so can't give you the exact code I've got.

    Edit: Found it! Sometimes the old memory functions after all!

    In campaign_script.txt, change:

    Code:
    ;-------------- JERUSALEM_INVASION --------------; 1100 against Prussia
    
    	monitor_event FactionTurnStart FactionType any
    		and I_TurnNumber > 13
    		add_events
    			event emergent_faction Jerusalem
    			date	1100
    		end_add_events
    to:

    Code:
    ;-------------- JERUSALEM_INVASION --------------; 1100 against Prussia
    
    	monitor_event FactionTurnStart FactionType any
    		and I_TurnNumber > 13
    		add_events
    			event emergent_faction jerusalem
    			date	1100
    		end_add_events
    Bet that fixes it!
    Last edited by aduellist; June 10, 2008 at 09:39 PM.
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  5. #5

    Default Re: Can't find a solution after 7 days

    Aye thanks auellist that worked
    However, a new problem has arisen on my log when i try to do that battle on the first turn of knights templar and lay siege to antioch:
    I should also say i have edited the templar faction, as follows:
    Changed what music plays in strat map to arabic
    Changed what sounds play for different units (varies)
    Changed the agents and generals accents to English
    Changed culture to middle_eastern
    And changed names on text/extended txt file to rename the faction name, and all faction properties for example, navies have had name changed etc


    Building DB error - faction knights_templar has gap in building prior to royal_arsenal
    09:40:00.828 [script.err] [error] Script Error in mods/Stainless_Steel_6/data/export_descr_buildings.txt, at line 6426, column 4
    Building DB error - faction knights_templar has gap in building prior to c_royal_arsenal
    09:40:43.203 [game.script] [error] Condition parsing error in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 66117, column 48
    faction type not recognised
    09:42:58.859 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Line 66117 on that campaign script has this:
    monitor_event FactionTurnStart FactionType any
    Last edited by CodOfDuty; June 12, 2008 at 05:59 AM.

  6. #6

    Default Re: Can't find a solution after 7 days

    there seems to be a lots of instances of Ireland with a capital I... instead of being "ireland".. not sure if that could be problematic or not..

  7. #7
    Tiro
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    Default Re: Can't find a solution after 7 days

    Dude, the text document you posted on this page froze my browzer for about a minute. I guarantee that most people won't even be patient enough to open this page if you continue to leave the whole document in the hidden block. It doesn't make the load time go away to use that hidden segment and it's daunting that TWC even actually stored the whole post for you.

  8. #8

    Default Re: Can't find a solution after 7 days

    Code:
    monitor_event FactionTurnStart FactionType any
    The above monitor is causing your campaign_script not to fire at all due to the condition 'FactionType any'. The 'any' needs to be an actual faction type (moors, england, france etc etc). If you want that same monitor to reference EVERY faction then you either need to repeat the monitor for EVERY faction or have as...

    Code:
    monitor_event FactionTurnStart not FactionType slave
    The monitor will fire for every faction except the slave faction...

    In regards to the building DB error, the EDB is a very touchy file, one miss placed 'space' and it wont be read properly. It is very possible to place a space at some random point in the file and the log will tell you it expected the very first line of the file but got the second (which is nowhere near where the random space may have been). Meaning, the log itself can't pin point every problem in the EDB (it can in the campaign_script). My suggestion to you is to simply do what the log says, remove the gap prior to 'c_royal_arsenal'. you may have simply pressed 'enter' creating a new 'empty' line, so now the engine expects to find 'c_royal_arsenal' but is getting the 'gap'...

    hope that helps...
    ...longbows, in skilled hands, could reach further than trebuchets...

  9. #9

    Default Re: Can't find a solution after 7 days

    @war927
    Your right, I'm gonig crazy trying to figure this out.

    @Tsarsies
    Cheers, I changed the monitor part, however I looked very thouroughly through the c_royal_arsenal and could not find any random spaces, i also compared that is was in line with the coded buildings above and below it etc

  10. #10

    Default Re: Can't find a solution after 7 days

    CodOfDuty
    I generally load up in excel and check the line number for errors, but the error message seems to be saying that c_royal_arsenal can be built by the faction knights_templar, but c_cannon_foundry can not. This is because that building uses the culture of northern_european, which is no longer true given your modifications. Just add then to the previous line as a faction, and then check other buildings where this could be true.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  11. #11

    Default Re: Can't find a solution after 7 days

    Quote Originally Posted by Quark View Post
    CodOfDuty
    I generally load up in excel and check the line number for errors, but the error message seems to be saying that c_royal_arsenal can be built by the faction knights_templar, but c_cannon_foundry can not. This is because that building uses the culture of northern_european, which is no longer true given your modifications. Just add then to the previous line as a faction, and then check other buildings where this could be true.
    Yep! I just managed to find that out after changing it back earlier, but now i have the strangest of problems, the crash is still happening at the same time and same place, however after the CTD, nothing is reported on my system log, the only thing it will report is the CTD, for example: (Medieval 2 total war has encountered an unspecified error and will now exit) and that is all that comes up in the system log.

  12. #12

    Default Re: Can't find a solution after 7 days

    Wrong forum, thread moved.
    Artifex
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  13. #13

    Default Re: Can't find a solution after 7 days

    Is this then a bug of some sort, it's never happened before.

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