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Thread: ReallyBadAI Battle System +Hardcore + Settlements v5.7 >Oct 17< ###quality taken to next level###

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  1. #1

    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    Quote Originally Posted by Lord Derfel View Post
    I am getting crashes which are similiar to this and the log file shows pretty much the same. It only happens when the AI has reinforcements coming in.

    It is very random and I can sometimes play out the same battle without it crashing but it is very annoying. I am playing SS 6.4, with the whatever version came with the SS install. I have win 7 with UAC completely off and the administrator check box checked. Will installing the 5.6 version of this AI dated 25-02-2012 prevent these crashes?
    I have the latest AI installed and I'm getting similar crashes to Lord Derfel, anyone have a fix for this or should I just roll back to vanilla 6.4 AI?
    M2TW Keeping Kernow's Dark Passenger at Bay since 2009
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  2. #2
    Enarec's Avatar Senator
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    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    Is v5.6 compatible with MSC 6.0? I started a campaign with MSC 6.0, but I've been a bit disappointed with the battles I've had so far (too easy) and this should make them harder a bit (I know that SS uses one of the previous versions of RBAI, but still).

  3. #3

    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    Quote Originally Posted by Germanicu5 View Post
    @AClockworkOrange

    Yes, the timer for loss if control could be extended, that's not a problem. The issue is having one release that satisfies most of players.
    This is brilliant and it adds a new depth to battle. I wonder, is it possible to link the amount of time on which the unit is out of control to a given stats (such as discipline)?

    Or linking the readiness on which a given units respond to your commands with a stat (such as discipline)? Meaning that it will easier to conduct complex flanking maneuvers with a more disciplined or experienced army. (It would be very historical for such maneuvers were very hard to do)

    Congratulations, your work is amazing.
    Last edited by Lucio Domicio Aureliano; March 21, 2012 at 01:05 PM.

  4. #4
    Willowran's Avatar Domesticus
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    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    Stainless Steel 6.4 Custom battle glitch. crashed during the battle. System log reads as :
    Spoiler Alert, click show to read: 

    00:10:45.343 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    00:10:45.343 [system.io] [always] mounted pack packs/data_0.pack
    00:10:45.359 [system.io] [always] mounted pack packs/data_1.pack
    00:10:45.359 [system.io] [always] mounted pack packs/data_2.pack
    00:10:45.359 [system.io] [always] mounted pack packs/data_3.pack
    00:10:45.359 [system.io] [always] mounted pack packs/data_4.pack
    00:10:45.359 [system.io] [always] mounted pack packs/localized.pack
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 46, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 47, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 48, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 49, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 50, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 51, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 52, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 53, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 54, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 55, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 56, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 57, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 58, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 59, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 60, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 67, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 68, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 69, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 70, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 71, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 72, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 73, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 74, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 75, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 76, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 77, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 78, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 79, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 80, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 81, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.843 [game.script] [error] Script execution error for <label_unit>, at line 82, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    label_unit referenced non-existent unit
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit5'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit6'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit7'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit8'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit9'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit10'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit11'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit12'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit13'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit14'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit15'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit16'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit17'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit18'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 84, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit19'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit23'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit24'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit25'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit26'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit27'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit28'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit29'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit30'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit31'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit32'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit33'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit34'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit35'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit36'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit37'.
    00:17:06.859 [game.script] [error] Script execution error for <define_unit_group>, at line 85, in mods/SS6.3/data/scripts/show_me/G5Script2.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit38'.
    00:21:23.687 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    I was told the bug was with this ai, and that i should post this here. Any aid, or is this a "one in a million, you don't need to worry about it because it likely won't happen again" bugs?

    EDIT: hey, look. de Rougemont. We have the same problem. Yippee.
    Last edited by Willowran; March 12, 2012 at 07:19 AM.

  5. #5
    deRougemont's Avatar Yeoman
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    Nov 2006
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    North Carolina, USA
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    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    @Willowran and G5,

    I don't think this is a one in a million. I've had several battles in my Byzantine campaign that have ended the same way. What is curious is that in different battles, the log ends with "Error in battle script command 'define_unit_group': invalid unit label 'a6u1'". It is always the "a6u1" unit label that causes the problem on my end. I have noticed different posts reporting the same sort of crash. BUT, the unit label seems to be different for each person.

    The second observation I can make about this is that this crash seems to occur when an AI army is entering a battle to support another AI army.






  6. #6
    Willowran's Avatar Domesticus
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    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    Quote Originally Posted by deRougemont View Post
    The second observation I can make about this is that this crash seems to occur when an AI army is entering a battle to support another AI army.
    can't comment on the first, but the second... it happened to me during a custom battle, when there were no AI reinforcements. But, there were more than one faction fighting with allies. Maybe it's an allied battlemap ai issue?

  7. #7

    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    I've suffered some CTD since I installed your mod. I love your mod so I hope you help me to sort it out. I've been playing SS 6.4 for a very long time, UAC off (Windows 7 64 bits)
    Here is my log:
    Code:
    17:31:19.748 [system.rpt] [always] CPU: SSE2
    17:31:19.748 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    17:31:19.752 [system.io] [always] mounted pack packs/data_0.pack
    17:31:19.753 [system.io] [always] mounted pack packs/data_1.pack
    17:31:19.753 [system.io] [always] mounted pack packs/data_2.pack
    17:31:19.754 [system.io] [always] mounted pack packs/data_3.pack
    17:31:19.754 [system.io] [always] mounted pack packs/data_4.pack
    17:31:19.755 [system.io] [always] mounted pack packs/localized.pack
    17:32:22.906 [game.script] [always] Germanicu5 ReallyBadAI v5.3 Running. Please upload log and savegames when reporting battle CTDs for SS.
    17:33:37.999 [game.script] [error] Trigger processing error in <SizeSet1End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:37.999 [game.script] [error] Trigger processing error in <SizeSet2End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:37.999 [game.script] [error] Trigger processing error in <SizeSet3End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:37.999 [game.script] [error] Trigger processing error in <SizeSet4End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.006 [game.script] [error] Trigger processing error in <SizeSet1End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.006 [game.script] [error] Trigger processing error in <SizeSet2End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.006 [game.script] [error] Trigger processing error in <SizeSet3End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.006 [game.script] [error] Trigger processing error in <SizeSet4End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.006 [game.script] [error] Trigger processing error in <StopRecruitReligion1New> 
    : PopulationOwnReligion needs a character in a land region.
    
    when testing <PopulationOwnReligion> condition
    17:33:38.006 [game.script] [error] Trigger processing error in <StopRecruitReligion2New> 
    : PopulationOwnReligion needs a character in a land region.
    
    when testing <PopulationOwnReligion> condition
    17:33:38.006 [game.script] [error] Trigger processing error in <StopRecruitReligion3New> 
    : PopulationOwnReligion needs a character in a land region.
    
    when testing <PopulationOwnReligion> condition
    17:33:38.007 [game.script] [error] Trigger processing error in <StopRecruitReligion4New> 
    : PopulationOwnReligion needs a character in a land region.
    
    when testing <PopulationOwnReligion> condition
    17:33:38.007 [game.script] [error] Trigger processing error in <StopRecruitReligion5New> 
    : PopulationOwnReligion needs a character in a land region.
    
    when testing <PopulationOwnReligion> condition
    17:33:38.010 [game.script] [error] Trigger processing error in <SizeSet1End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.010 [game.script] [error] Trigger processing error in <SizeSet2End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.010 [game.script] [error] Trigger processing error in <SizeSet3End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.010 [game.script] [error] Trigger processing error in <SizeSet4End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.015 [game.script] [error] Trigger processing error in <SizeSet1End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.016 [game.script] [error] Trigger processing error in <SizeSet2End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.016 [game.script] [error] Trigger processing error in <SizeSet3End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.016 [game.script] [error] Trigger processing error in <SizeSet4End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.021 [game.script] [error] Trigger processing error in <SizeSet1End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.022 [game.script] [error] Trigger processing error in <SizeSet2End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.022 [game.script] [error] Trigger processing error in <SizeSet3End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.022 [game.script] [error] Trigger processing error in <SizeSet4End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.026 [game.script] [error] Trigger processing error in <SizeSet1End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.026 [game.script] [error] Trigger processing error in <SizeSet2End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.026 [game.script] [error] Trigger processing error in <SizeSet3End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.026 [game.script] [error] Trigger processing error in <SizeSet4End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.038 [game.script] [error] Trigger processing error in <SizeSet1End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.038 [game.script] [error] Trigger processing error in <SizeSet2End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.039 [game.script] [error] Trigger processing error in <SizeSet3End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    17:33:38.039 [game.script] [error] Trigger processing error in <SizeSet4End> 
    : PercentageUnitAttribute needs a living character with an army.
    
    when testing <PercentageUnitAttribute> condition
    18:21:24.321 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    Thank so much for any help.
    Last edited by assassin14; March 20, 2012 at 07:13 AM.

  8. #8
    Foederatus
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    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    Hi, Germanicu5

    I'm writing because of quite characteristic CTD that happenned to me twice on different occasions while playing Poland in SS 6.4 with your RBAI (+ hardcore addon). When my settlement was besieged by an enemy (in both cases HRE) stack, with one enemy stack in support (but not technically besieging) and I attacked a besieging stack with a reliving army (settelment garrison in support) - the game crashed on battle map the moment I sent my forces to attack. However, when in the same situation I advanced with garrison against the besieging stack (two stacks - one mine and one enemy's - in support) nothing like this took place - the game went smoothly.

    Regards

  9. #9

    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    Overall, I love the changes in hardcore and to the AI in general, it makes for a much more challenging and entertaining game, but I was wondering if a few things were bugs or intentional. Firstly, when a charging unit causes another unit to rout near instantly after the charge they chase them to the ends of the earth, locked out of my command, and if they successfully catch all of the routing unit, they just freeze in place still locked out of my command as if they were charging and to make matters worse, they don't even defend themselves if attacked. It really sucks when its my king's bodyguard in BGRV. Also I noticed that you can work around the mid charge lock by selecting another non charge locked unit and give them orders as a group. This does not solve the previous problem and may be an exploit you may want to remove to save the players from themselves.

  10. #10

    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    wtf I can't install this even on vanilla SS 6.4, it does not recognize the SS... how am I supposed to install this?

  11. #11

    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    guys, anyone can help me install this latest BAI? I can't figure it out...

  12. #12

    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    sorry I figured what's wrong... nevermind my post
    Last edited by napoleonic; April 17, 2012 at 05:34 AM.

  13. #13

    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    Germanicus,

    I have added the full system.log.txt trace file in a zip. I am not sure what is going on, but the game CTDs at battle start.

    EDIT: This issue was solved by just restarting my computer. I am now getting 2 second interval delays where my computer literally ticks as the battle processes.
    Last edited by Tan Zhi Han; April 29, 2012 at 03:12 AM.

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  14. #14
    Byg's Avatar Read The Manual
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    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    I am finding some battles where the ai has reinforcements difficult to play (I try various different ways to alter my attack) without a ctd as I move to attack one of their armies.

    Edit: I finally found a way through by attacking from a different tile on the campaign map and waiting for the ai armies to merge before moving. I don't know which one helped.
    Last edited by Byg; May 04, 2012 at 06:21 AM.

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  15. #15

    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    Quote Originally Posted by Byg View Post
    I am finding some battles where the ai has reinforcements difficult to play (I try various different ways to alter my attack) without a ctd as I move to attack one of their armies.

    Edit: I finally found a way through by attacking from a different tile on the campaign map and waiting for the ai armies to merge before moving. I don't know which one helped.
    Yes, I also found that. I think one has to allow reinforcements to fully enter the field before commencing attack.

    We still need a proper fix though; this solution invalidates a very fun aspect of gameplay, specifically the player's ability to decimate a smaller army before massive reinforcements arrive from other directions.
    Last edited by Manuel II; May 06, 2012 at 09:01 PM.

  16. #16
    Civis
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    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    I downloaded ReallyBadAI, and it loads and works perfectly with 6.4. But when I try to load it for the latest 6.2 RC/RR I get ........................................................................................................................................ Error while processing ReallyBadAI universal text....................................................................................................................................... File Stainless Steel_6\data\battle_config.xml does not contain <unit-tasks>............................ operation aborted

  17. #17

    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    I'm playing SS6.4 with BGR V and its compatible submods, inc G5 Battle AI. Is it savegame compatible to turn off the AI mid-campaign?

    I'm finally getting somewhere in a campaign, and am about to take Galway, but the game keeps crashing during the battle.

    Looking above, it sounds like a similar problem to mine where the army is being reinforced and I'm attacking too soon - I'll let them form up and try again, but I'm not happy about being unable to divide/conquer in the way I planned to do this battle = /

  18. #18
    Byg's Avatar Read The Manual
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    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    Use the battle ctd fix in ss setup as per the instructions either just to get past that battle or I guess you can use it for longer if you want.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  19. #19
    Byg's Avatar Read The Manual
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    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    I can definitely confirm that any battle where the ai has two armies will crash if you encounter one before they have joined up.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  20. #20

    Default Re: ReallyBadAI Battle System +Hardcore + Settlements v5.6 >Feb 25< ###quality taken to next level###

    Is it possible to install the fix without installing G5 BAI? It breaks my game everytime I tried it; I think it happens because I tweaked MSC to get rid of OST.

    Edit: Nevermind, I was experiencing the exact same issue Heskey explains here: http://www.twcenter.net/forums/showt...0#post11479050
    Last edited by makute; June 14, 2012 at 01:12 PM.

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