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  1. #1

    Default Disappearing Florins

    I have a problem that just showed up on my stainless steel 6.0 concerning my treasury. Once it reaches around 80,000 florins i start to lose 5,000-10,000 florins per turn. It doesn't show up in my projected income, it just disappears after i start my next turn. The end of turn report will even say that i gained money, and its driving me crazy. I tried downloading 6.1, but it didn't seem to help. If anyone else had this problem and found a solution please let me know.

    One person's response was that it had to do with " Byg's Grim Reality add-on" I didn't know what that was and don't remember installing it, but i'm not ruling it out by any means. Simply i just don't know what the problem is.

  2. #2

    Default Re: Disappearing Florins

    If your treasury grows bigger than 75,000 you will get a message about pirates. Often times this is bugged and you will lose 5,000 - 10,000 florins per turn for the rest of the game. There is a fix for it in the bugs forum.
    Last edited by django333; January 16, 2009 at 04:23 PM.

  3. #3
    delra's Avatar Praepositus
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    Default Re: Disappearing Florins

    There might be somewhere in SS or BYG's campaign scripts a command that will automatically substract some amount of cash when your treasury goes over a set limit. There would be two solutions in such a case, go and remove from your campaign script any command that removes cash from player or ... don't go over the limit.

  4. #4
    Jynx's Avatar Decanus
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    Default Re: Disappearing Florins

    Quote Originally Posted by delra View Post
    There would be two solutions in such a case, go and remove from your campaign script any command that removes cash from player or ... don't go over the limit.
    Lol! A bit too late for my campaign! I have 1/2 million florins and the bug would be driving me crazy too if it weren't that I earn tonnes per turn anyway. There is another money problem: the AI money goes berserk for the first 50 turns!

    Also their millitary growth is impossible to do as the player.
    80 years is simply not enough to enjoy all of the fun in the world, and out of it...

  5. #5
    Senator
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    Default Re: Disappearing Florins

    Go to:

    C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6

    Then to find the campaign script you go to \data\world\maps
    \campaign\imperial_campaign

    In this folder there is a txt file called campaign_script.txt

    Find:

    ;---------------------- Pirates ------------------------------
    declare_counter had_pirates
    set_counter had_pirates 0

    monitor_event PreFactionTurnStart FactionIsLocal
    set_event_counter pirates_accepted = 0
    set_event_counter pirates_declined = 0
    end_monitor

    monitor_event FactionTurnStart FactionIsLocal
    and Treasury > 75000
    and RandomPercent < 10

    historic_event pirates true
    set_counter had_pirates 1
    end_monitor


    monitor_conditions I_EventCounter pirates_accepted = 1
    and I_CompareCounter had_pirates = 1

    console_command add_money -5000

    set_counter had_pirates 0
    end_monitor

    monitor_conditions I_EventCounter pirates_declined = 1
    and I_CompareCounter had_pirates = 1
    and RandomPercent < 51

    console_command add_money -12000

    set_counter had_pirates 0
    end_monitor

    Then set the number of florins needed to activate the event from >75000 to 7500000 ( a number you know that you will never attain).

    The pirate event will be no more.

    For more info:

    http://www.twcenter.net/forums/showthread.php?t=176298

  6. #6

    Default Re: Disappearing Florins

    okay, so i go to the bug page, do what they say and copy in the new version, started a new game and now i can't train any cavalry or new infantry. I can build the buildings to make them, and i see them show up on my train units screen, but my kwarezmian nobles in a permanent state of being 9 turns away from being trained. As far as i can see it only affects castles. I don't see how this could be part of the previous problem, but it seems like more than a coincidence since it just showed up

  7. #7
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: Disappearing Florins

    Quote Originally Posted by The_Wikipedian View Post
    but my kwarezmian nobles in a permanent state of being 9 turns away from being trained. As far as i can see it only affects castles. I don't see how this could be part of the previous problem, but it seems like more than a coincidence since it just showed up
    You have installed Byg's Grim Reality mod with the SS6.1 installer. There is a patch you need to download and install. The patch is located in the Byg's Grim Reality submod thread (bottom of the first post) in the submods forum.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

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