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Thread: [Bug Helpdesk] Chivalry II : SV 3.x Bugreports (read 1st post)

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  1. #1

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    In the dark age campaign when ever I end turn it crashes when the AI for what ever country comes after the papal states in the lineup. I'm running a 32 bit vista.

    Edit: Realized I was supposed to use custom campaign instead of Grand Campaign. But now when I select dark ages in the custom campaign and get ready to start it it kicks me back to the choose campaign screen.

    I just tried the Early campaign and that crashed too at the same point as when I tried the grand campaign.
    Says that it has encountered an unexpected error. I just reinstalled it and kingdoms, with only the american mod too.
    Last edited by Dubin; October 11, 2008 at 04:35 PM.

  2. #2

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    I have only just found this mod and it looks very good so I installed it and I have not been disappointed so far but I am having a few problems. (I am sorry if some one has mentioned them before but I don't have time to read a 10 page Thread)

    Anyway I installed this mod as well as the hotfix on the same page and playing the Saxons in DA Era. Few problems with Danish generals they are invisible and so was the Rebel general in Cardiff. According the the first page that has been fixed but I don't know where to download the fix.

    Also another problem I have noticed is that the I have been at war with the Danish for 29 turns but they have not attacked me once I have attacked their cities but they have not attacked my armies even when they have better armies than me. I have seen other nations attack each other and other nations attack my fleets but they have not done anything.

  3. #3

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Quote Originally Posted by Dubin View Post
    In the dark age campaign when ever I end turn it crashes when the AI for what ever country comes after the papal states in the lineup. I'm running a 32 bit vista.

    Edit: Realized I was supposed to use custom campaign instead of Grand Campaign. But now when I select dark ages in the custom campaign and get ready to start it it kicks me back to the choose campaign screen.

    I just tried the Early campaign and that crashed too at the same point as when I tried the grand campaign.
    Says that it has encountered an unexpected error. I just reinstalled it and kingdoms, with only the american mod too.
    Just wanted to bring some attention to my forgotten post from the other day. I'm really excited to play this mod from what I've seen of the first turns. I'd post the log but I can't figure out how to do that, I checked my Sega/medievaltotalwar2 folder but I didn't see any log files.

  4. #4

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    so how do i build comital estates?? admit it...u cant^^

    edit> grand campain,danes / i cant build stronghold or marketrights
    Last edited by algorath; October 12, 2008 at 07:29 AM.

  5. #5

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Quote Originally Posted by algorath View Post
    so how do i build comital estates?? admit it...u cant^^

    edit> grand campain,danes / i cant build stronghold or marketrights
    I will have to check, but I believe you need "city" level and stronghold rights. Will have to check.

    Quote Originally Posted by Zmaj od Noćaja View Post
    Don't know if this is a bug - but here..
    Whenever i try to change unit stats (in export_descr_unit), it doesn't work..I want to add additional amunition for siege equipment (it has too few missles..), but when I save the file, and start the game - nothing changes AND it all returns as if I hadn't change anything...

    p.s. I have vista, and i tried to make the export_unit_descr read-only.

    help please...

    It's not a bug, but a function of the launcher. You need to mod the edu_dark , edu_early, etc... The basic edu gets overwritten depending on which era you choose.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  6. #6

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Hi guys,

    I have big problem....if someone can help me I will be grateful.

    So I install MTW2 with the patches 1.01 and 1.02 and Sicilian Vespers 2.0.

    Everything was fine, but I saw Sicilian Vespers 2.5 in this forum and decided to install this new version. I uninstall Sicilian Vespers 2.0 and after deleted the folder Sicilian Vespers with the survived files during the uninstall. After that install Sicilian Vespers 2.5 with the Hotfixer2.5 in the main folder.
    When I start the game I saw only black screen and on my monitor display the text "out of range"?!?! I press Alt+Ctrl+Del and my monitor light up. After I try to play MTW2 without Sicilian, but the result was the same. I uninstall Sicilian Vespers 2.5 with the hope to change the status quo, but with no success I even reinstall the all MTW2 game, but this huge fundamental problem remain. The game start I can hear the music and actually to play something, but without the monitor and can`t see nothing.

    Please if somebody can help.....

  7. #7

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Quote Originally Posted by Arul View Post
    Hi guys,

    I have big problem....if someone can help me I will be grateful.

    So I install MTW2 with the patches 1.01 and 1.02 and Sicilian Vespers 2.0.

    Everything was fine, but I saw Sicilian Vespers 2.5 in this forum and decided to install this new version. I uninstall Sicilian Vespers 2.0 and after deleted the folder Sicilian Vespers with the survived files during the uninstall. After that install Sicilian Vespers 2.5 with the Hotfixer2.5 in the main folder.
    When I start the game I saw only black screen and on my monitor display the text "out of range"?!?! I press Alt+Ctrl+Del and my monitor light up. After I try to play MTW2 without Sicilian, but the result was the same. I uninstall Sicilian Vespers 2.5 with the hope to change the status quo, but with no success I even reinstall the all MTW2 game, but this huge fundamental problem remain. The game start I can hear the music and actually to play something, but without the monitor and can`t see nothing.

    Please if somebody can help.....
    This sounds like an install issue.

    I would uninstall SV, and install base SV 2.0. Then check to see if it works.

    If this works apply the patch, and recheck.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  8. #8

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Any update on the Targoviste CTD bug?

    I was playing Byzantines in the Dark Age and it did a CTD, same thing for Dark Age mongols. Everything else plays fine though so it's not like I chose the wrong campaign from the launcher.

    Running 32 Vista if that helps.

  9. #9

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Quote Originally Posted by Gigamacdaddy View Post
    Any update on the Targoviste CTD bug?

    I was playing Byzantines in the Dark Age and it did a CTD, same thing for Dark Age mongols. Everything else plays fine though so it's not like I chose the wrong campaign from the launcher.

    Running 32 Vista if that helps.
    I am not having a problem with Targoviste. Can you give more details abou tthe problem? (ie. campaign, faction, battle vs campaign ctd, clicking on something in particular)

    Do you have a save before the ctd, that you can upload?


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

  10. #10
    Zmaj od Noćaja's Avatar Miles
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    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Don't know if this is a bug - but here..
    Whenever i try to change unit stats (in export_descr_unit), it doesn't work..I want to add additional amunition for siege equipment (it has too few missles..), but when I save the file, and start the game - nothing changes AND it all returns as if I hadn't change anything...

    p.s. I have vista, and i tried to make the export_unit_descr read-only.

    help please...

  11. #11

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    like SV sayed
    when edited save firts as unit.strat 2 nd time save as ....early.txt 3 saves as ....dark.txt.
    I do it that way because i don't know which the grand campaign uses.Are they the"normal EDU and EDB files
    Gtx

  12. #12
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    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Quote Originally Posted by ElSypatiko View Post
    like SV sayed
    when edited save firts as unit.strat 2 nd time save as ....early.txt 3 saves as ....dark.txt.
    I do it that way because i don't know which the grand campaign uses.Are they the"normal EDU and EDB files
    Gtx
    The normal not "commented" txt files are for Grand Campaign, that's right.
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  13. #13
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    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Ok, thanky you!
    One more thing what do I need to change to have siege units do more damage to walls? I think that stats_pri is the damage done to infantry...

    p.s. in your patch I really think you should make artilery stronger..for example, I couldn't bring down city walls with 2 bombards (and they are stronger than catapults and trebuchets, so I know that they would do even less harm)...they should be some 15-20% stronger and have more shots...at least that's what I thought while I played the mod (I'm still playing it)...

  14. #14
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    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Quote Originally Posted by Zmaj od Noćaja View Post
    Ok, thanky you!
    One more thing what do I need to change to have siege units do more damage to walls? I think that stats_pri is the damage done to infantry...

    p.s. in your patch I really think you should make artilery stronger..for example, I couldn't bring down city walls with 2 bombards (and they are stronger than catapults and trebuchets, so I know that they would do even less harm)...they should be some 15-20% stronger and have more shots...at least that's what I thought while I played the mod (I'm still playing it)...
    Well, we try to make this as well realistic (a bit). If you would be able to bring down castle walls with one canon, then it would be rendered unrealistic. In reality, canons often weren't able to cut through such walls. It was in fact a competition between the ballistic-science and the construction-science in this area. So it would be quite proper displayed if you can bring down big and thick walls with the best canons, but not with a simple early medieval culverin the best and thickest walls (although you can in our mod).
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
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    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
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  15. #15
    Zmaj od Noćaja's Avatar Miles
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    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Quote Originally Posted by DaVinci View Post
    Well, we try to make this as well realistic (a bit). If you would be able to bring down castle walls with one canon, then it would be rendered unrealistic. In reality, canons often weren't able to cut through such walls. It was in fact a competition between the ballistic-science and the construction-science in this area. So it would be quite proper displayed if you can bring down big and thick walls with the best canons, but not with a simple early medieval culverin the best and thickest walls (although you can in our mod).
    I know that, but you would have to make balance between gamplay and history. Trebuchets and catapults were very often used in history..but in this mod 2 of them couldn't even make a hole in wooden wall!! As I said, I used 2 bombards for making a hole in small city walls, and couldn't do ti...it would be historically accurate to make at least one hole..
    When Constantinople was conquered by Ottomans, who had by far the best artilery in the world (thanks to Hungarian scientist and Sultan's generocity), they used canon that could only take 1 shot per day, but that 1 one shot was devastating...So if you'd make the great bombard 100% historical, you could only shoot once - succesfully, but that's all. It wouldn't be interesting. History should be a guide, not a limit...although I agree that there must be some historical limitations..
    Therefore - in my opinion 2 canons (such as bombards) should be able to make 2 holes in small city walls, or 4-5 in wooden walls...If you don't make this, then what's the point in using the artilery?? Also, in high and late periods the place for siege stuff should be able to be built very fast, because one could already build canons (just so that players would still be interested in building that place).
    Once again, I agree that it can't be like in vanila, where with 2 bombards you could make some holes in walls and destroy many towers etc.

    p.s. you didn't answer my question - where do I make canons stronger vs walls, not infantry?

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    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Quote Originally Posted by Zmaj od Noćaja View Post
    I know that, but you would have to make balance between gamplay and history. Trebuchets and catapults were very often used in history..but in this mod 2 of them couldn't even make a hole in wooden wall!! As I said, I used 2 bombards for making a hole in small city walls, and couldn't do ti...it would be historically accurate to make at least one hole..
    When Constantinople was conquered by Ottomans, who had by far the best artilery in the world (thanks to Hungarian scientist and Sultan's generocity), they used canon that could only take 1 shot per day, but that 1 one shot was devastating...So if you'd make the great bombard 100% historical, you could only shoot once - succesfully, but that's all. It wouldn't be interesting. History should be a guide, not a limit...although I agree that there must be some historical limitations..
    Therefore - in my opinion 2 canons (such as bombards) should be able to make 2 holes in small city walls, or 4-5 in wooden walls...If you don't make this, then what's the point in using the artilery?? Also, in high and late periods the place for siege stuff should be able to be built very fast, because one could already build canons (just so that players would still be interested in building that place).
    Once again, I agree that it can't be like in vanila, where with 2 bombards you could make some holes in walls and destroy many towers etc.

    p.s. you didn't answer my question - where do I make canons stronger vs walls, not infantry?
    where do I make canons stronger vs walls, not infantry?
    In descr_projectiles.txt
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    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
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  17. #17

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    byzanz ,late era, cant upgrade city to "huge city". got around 30000ppl and brickshop and farms, pretty much all the available buildings except the cathedral

    ive played several campains in all eras, its not possible to upgrade to a citadel, or to build comital estates...

  18. #18
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    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    byzantines cannot capture targoviste (wallachia) not isolated, occured in high and early era campaigns
    The Duke of Dunwich and surrounding fiefdom

    For any who are interested by my FF on occurrences in Rhun and beyond; I have begun a new project (not because the old one is finished, just opening more room for ideas) about one of the minor characters, Rankal. It is in the Third Age AAR index and here is the link http://www.twcenter.net/forums/showthread.php?t=376994

  19. #19
    Zmaj od Noćaja's Avatar Miles
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    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    THANKS LEONARDO..

  20. #20

    Default Re: Chivalry II : The Sicilian Vespers 3.x - Bugreports

    Regarding the sea trade issues, I have just finihsed making chnaged in this area.

    Safe Port has been renamed to Protected Anchorage, and will now give 1 trade fleet.

    The economy is difficult enough for many players, so adding a trade fleet here will not really hurt anything. It seems to be working very well in my test with Cyprus in late.

    The main problem here was that a castle settlement could get a trade fleet.


    Chivalry II TW : The Sicilian Vespers - The Multi-Era Mod Project (MIITW/Kingdoms)
    Chivalry I TW - The Original Medieval Total Conversion Mod (BI 1.6 Or RTW 1.5)
    Under the Patronage of Atterdag

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