THIS THREAD REQUIRES AN UPDATE. CHANCES ARE IT WILL BE RELEGATED TO TRAC, SO UNSTUCK/CLOSED FOR NOW.
This thread will list some known issues with the current version of the game.
- Occasionally the campaign will CTD on Turn 1(or possibly other turns), log mentions dead captain banners
- Solution: Unknown. I'm aware of what the log perpetually states leading up to the problem, but there's no known fix. This may or may not be coincidence, but try moving your screen view away from the region it starts at(if you chose Song), as I seem to get this more often when I immediately end turn without taking any actions or moving the camera. Doesn't seem to be consistent, so a reloaded game at the same point can pass the turn where it CTDed.
- Khmer conquer Luzong and win the game in the first few turns if victory isn't accepted by the human player.
- Solution: This can only be solved by the map change to add Heaven Island. Since Luzong is an accessible region it's impossible until the map is fixed to stop this from happening, besides obviously the player choosing to accept victory and thus taking the province themselves.
- Secondary Solution: The province needs to be filled with high level buildings and a full garrison or there's a chance it will rebel, which might be part of the issue as well.
Fixed due to the change in the win conditions file.- Various missing strings and icons for Challenge and Scripting factions.
- Solution: Some of the DO NOT TRANSLATE strings need to be updated to reflect the fact that they show in-game in certain events, such as the destruction of the faction. As well, faction icons need to be created that at least mesh with the current ones so it doesn't look so odd when it passes the two factions in the top turn cycle.
- The Shinobi Script is pretty much broken.
- Solution: It needs to be mirrored for every settlement in Japan and then copied over to Minamoto. The subterfuge line needs to be removed as it doesn't work and instead replaced with console commands to give a special subterfuge trait. There needs to be a RandomPercent or random counter attached so it doesn't happen 100% of the time. Should be a limit to how many a player can have in X time and overall.
- Secondary Solution: Need to add in some variation on the actual skill level of the Shinobi, can tie it in with a second random counter.
- Kamakura Shogunate transformation is commented and incomplete.
- Solution: Need to determine what exactly we want this to do besides what was alluded to in the preview concerning this. The limitations on the pre-transformation also need to be enacted by a separate script as prescribed.
- White Deet Grotto doesn't spawn, or spawns as Great Wall in Japan.
- Solution: The building needs to be created and the intent established. The current iteration is a leftover test to insure that it worked tied into the historic events file. This is not in reference to the strategy map building model.
- The Imperial Court doesn't give missions.
- Solution: Missions will be added much later on when there's ample resources to carry out the missions and insure they are working up to form.
- The Victory Conditions are automatically satisfied as Song Dynasty. No other faction can achieve victory through the intended method.
- Solution: The methods for victory need to be established for each faction so that they can be translated into counter form and integrated. The current setup was to insure the integrity of the foundation of the script, and it was felt that frivolous attempts to flesh out the meat of the system would be met with little success of representative worth.
- Secondary Solution: Risk value points need to be established.
- A bunch of events about nearing defeat pop up on the first turn.
- Solution: Unknown. This is caused by the fact that all factions satisfy the current written off value of 8 regions from the win conditions file at the start of the game. Besides the possibility of changing the text of the event message so it provides some sort of game information or similar, there doesn't seem to be any way to have them not fire.
- Secondary Solution: If it is deemed enough of a nuisance and no solution can be found, the other possibility besides a low number of requirements in the default file is an unreasonably large number that the computer could never satisfy. This would work to stop the events, but it would cause the victory script to have to apply the give_everything_to_faction to all other factions and thus result in total victory. The problem with this is obviously that if the player clicked it on accident and wanted to keep playing, they'd have to revert to a previous save(though it should be noted that after victory is accepted the game should for all intents and purposes break anyways since anything tied to the scripting faction will be received by the player, including frozen buildings).
Currently fixed by changing the requirement to 100 regions as in the secondary solution.- Policy switches when changing to Cultural or Economic Policy can be easy to lose track of, since the followup window for the second choice is sometimes buried behind other windows that have popped up while deciding.
- Solution: No known way to fix this. Probably hardcoded. If we forced both to pop up before getting the input from the first one then it'd present more problems and confusion than having to sift through your scrolls to find the second one, which should pop up to you anyways once it gets on-screen.
- Only the Song Dynasty is really playable in terms of basic features.
- Solution: This is not an issue but it's being listed as it's likely to come up. The Song are the ones currently being worked on, it's better to release incomplete alphas with input than for us to try and flesh out every faction before you get to mess around with it. As is stated in the release thread, the Song Dynasty is the only country endorsed to have limited functionality. The other nations should load, and if they don't then please let us know, but beyond that they have not been loaded to test with any of the functions and will have a lot of missing components that make them unplayable(including no units besides bodyguard for most).
- Such and such was announced or such and such is done, but it doesn't appear to be in this version.
- Solution: Chances are it is either incomplete, being tested, or has been relegated to a future version. Not everything that is discussed is completed, including systems that are included in previews, some of which may have no input into them as of yet(such as the shogunate formation for instance). If something of this nature is not in, ask about it in the discussion topic for the latest release, but expect that usually the answer will be one of the conditions above. If something you sent me or Alex is not in, we'll let you know why it was relegated to a future version, but it probably has to do with integration issues or having compiled this version before receiving it.
- Many units are missing Unit Cards and Unit Info Cards. Why the Peasants!? Why!?
- Solution: This is actually part of the reason why Alpha's and patches are released. People like sud commander are in charge of making these aspects of the mod, but he can't very well do that without units to take screenshots of or models to get a render of. Depending on how quickly 2D Art guys get to work on these two things they could be in a quick hotfix or subsequent patch.
- Unit, building, trait/ancillary, etc. descriptions are sorely unimpressive
- Solution: Write better descriptions. Most of the strings files as of right now are acting as placeholders. The units for instance just follow a: "[Unit Name] is awesome" or similar format. This cuts down on the time it takes to add them if I don't have to spend some time trying to pretend I know how to describe the unit in any historical capacity, and it keeps the strings file smaller and more manageable until it is filled with near finished descriptions that don't have to be edited and removed over and over again. In short, if this ends up being coders job we're in trouble for time constraints.
- The units aren't balanced. I noticed most of them have the same stats also, and lack some parameters they should have.
- Solution: Editing Attack/Defense/HP values in the EDU is pretty easy. Balancing is not. Balancing takes a hell of a lot of time and you can set a sort of scale of what tier units should have around what in each category, coupled with AI considerations, but to truly balance the mod we need a bunch of factions and a lot of playtesting. Since that's a ways down the road, it makes more sense for the time being to keep the values arbitrary and divert resources elsewhere. If someone making a battle video needs the units to last long in a fight or certain changes, it shouldn't be hard to make them and I probably can on request provide a custom EDU for that purpose.
- Secondary Solution: As an addendum, I don't fight Total War battles, I'm an auto-resolve man(though I bite the bullet for AUH and throw my sexy units at the other sexy units to make sure it at least works... and because they're so sexy), so my knowledge of the tactics and values that work best will probably result in us bringing on a few reputed balancers such as Aradan later on in development to fix my mess. Balancing takes an entirely different understanding of how pieces work on one another and the underlying mechanics(which is why they have Programmers and Testers in different departments), something I claim no proficiency at.
- Some traits or guilds or etc. don't have any triggers so they'll never show up in-game. What gives?
- Solution: Depends on the trait. Some like the building traits for instance have no triggers because we don't want them showing up in-game. You can call a trait or ancillary and assign it through the script or in the descr_strat without giving it a trigger so it only fires when you want it to under conditions impossible to replicate in the file. You can create buildings through script or in the descr_strat that have conditions in the EDB which make them impossible to build through normal means. You can spawn units who aren't assigned to any building or mercenary pool. So some things are intended to be this way. If you think this might not be the case for something that lacks a trigger, post it in the version discussion thread or as a bug report.
- X, Y, and Z are leftover from Vanilla
- Solution: This is an alpha, it's safe to assume the majority of things will be incomplete. Similarly, we've taken some steps to remove elements of vanilla and replace them with AUH placeholders, so you might see some odd things like that as well. For instance, every faction currently recruits Daikyu Bushi as its general bodyguard unit until it gets one made for it. This allows us to spawn armies for those factions even though they have no units of their own, rather than having to leave them out or divert attention to build them a base when we'll likely re-do it later anyways.
- The buildings aren't balanced.
- Solution: Placeholder values. They will be replaced later when a system to represent buying power can be determined based on the variety of things that factor into this. If we assign values now and later find that scripts and things in place give the player to much or to little money for those values to be a practical representation of the buying power, they'd need to be changed anyways. Most follow obvious trends(1,000, 2,000, 3,000, 4,000, 5,000 : 1 turn, 2 turns, 3 turns, 4 turns, 5 turns), but there's no reason for this besides convenience.
- The 'informant' ancillaries either don't have triggers, or have ill representative triggers.
- Solution: They need to be changed to reflect something like in this post. I can do it later or someone else can. They were just added as a checkpoint to verify the integrity of the ancillaries file, so they're ancillaries which will be in the game but aren't a pressing concern at the moment.











