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Thread: Bug reports for new RC/RR compilation

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  1. #1

    Default Re: Bug reports for new RC/RR compilation

    Thanks for the Help. I just finished re-installing to see what that would do and it made all the difference and I am now running great. Still a somewhat baffling error. Oh and yea notepad could not open the thing .

    Thanks again for the help, much appreciated
    Fedakyn


  2. #2

    Default Re: Bug reports for new RC/RR compilation

    I'd suggest going to SS/Stainless_Steel_Kingdoms.cfg and changing:

    [log]
    to = logs/system.log.txt
    level = * trace
    ;level = * error

    to:

    [log]
    to = logs/system.log.txt
    ;level = * trace
    level = * error

  3. #3
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Bug reports for new RC/RR compilation

    Still I was curious what this issue was, that's why I didn't give the "disable tracing" advice, I've seen some cowboy-scripting before.

    Regards
    I have no memory of this place.

  4. #4

    Default Re: Bug reports for new RC/RR compilation

    Just a small bug, the ax head texture seems to be missing on English militia sergents, the tops of the pole arm have that silver surfer effect.

  5. #5

    Default Re: Bug reports for new RC/RR compilation

    How come Gothic Knights get two armour upgrades and Lancers only one? Why wouldn't the Lancers also use Thicker Armour?

  6. #6

    Default Re: Bug reports for new RC/RR compilation

    They have it already.

  7. #7

    Default Re: Bug reports for new RC/RR compilation

    Ah, ok. It's already counted but not listed. So Lancers and Gothic Knights tie for heaviest cavalry, since they both reach 29 with upgrades.

  8. #8

    Default Re: Bug reports for new RC/RR compilation

    About 75 turns into my Aragon campaign on Hard/Very Hard my new heir (after the other two died gloriously in battle) is totally bugged. He is shown on the campaign map without a banner, cannot enter any town or army stack, and is able to board a ship but then disappears and isn't shown in the navy inventory. He is able however to depart from said navy if they drop him off somewhere. He also can't attack any enemy stack. When I garrison a friendly agent with him, I get a CTD. Attached is the crash log when I tried to put a priest into his stack.

    I've used character_reset and move_character, neither of which resets him. I've saved, reloaded etc. to try and undo the bug and it does not work. Were this any general I might just ignore it, but he's going to be my faction leader in about 4 turns, and I'd really hate to see him stay stuck. Is there any way to kill him, remove him, or reset him? Thanks!
    Wealth beyond measure, Outlander.

  9. #9

    Default Re: Bug reports for new RC/RR compilation

    Well there is certainly a lot of 'unexplored_' script errors, such as

    09:01:43.851 [game.script.trigger] [trace] Trigger <0534_Unexplored_Strat_Speed_Settings_Trigger> fired
    09:01:43.851 [game.script.trigger] [trace] Trigger <0545_Unexplored_Denounce_Trigger> fired
    09:01:43.851 [game.script.trigger] [trace] Trigger <0562_Unexplored_Convert_Trigger> fired
    09:01:43.851 [game.script.trigger] [trace] Trigger <0570_Unexplored_Suggest_Crusade_Target_Trigger> fired

    I'd be pretty sure its likely its the one in bold above, ie the one just before the error.

    However, I'm also seeing a few of

    09:01:37.015 [game.script.trigger] [trace] Trigger <0588_Unexplored_Advisor_Request_Help_Trigger> fired
    09:01:37.615 [game.script.trigger] [trace] Trigger <0588_Unexplored_Advisor_Request_Help_Trigger> fired

    These pretty much always cause a crash every other time I've seen it, but more usually in the context of the battle map. Is your advisor turned off?

    I've honestly never seen instances of those other 'unexplored_' errors before

  10. #10

    Default Re: Bug reports for new RC/RR compilation

    Ya, my advisor is turned off. I think my general was in Cordoba when he decided to go invisible/glitched like this. I am excommunicated and I know Cordoba is a hotspot for crusade targets. I wonder if that affected him, given that last line you highlighted.

    I'm going to keep playing through, perhaps when he becomes king the glitch will fix itself. If not, I'm going to go try and drown him vs an enemy fleet as well. Thanks for taking a look. I've been playing total war religiously since release and not once have I seen this glitch.
    Wealth beyond measure, Outlander.

  11. #11

    Default Re: Bug reports for new RC/RR compilation

    Hi,

    why do Chivalric Knights have

    stat_pri_armour 13, 4, 3, metal

    and Dismounted Chivalric Knights

    stat_pri_armour 11, 8, 3, metal
    ?

  12. #12
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Bug reports for new RC/RR compilation

    @smitty

    Just use this kill advisor fix for SS 6.3, before overwriting files in Stainless_Steel_6\data\ (if I remember the folder correctly) check export_descr_advice for G5Script2_Trigger content and copy it to export_descr_advice supplied with the fix.

    Regards
    I have no memory of this place.

  13. #13

    Default Re: Bug reports for new RC/RR compilation

    Because the CK are mounted on barded horses which adds 2 armor.

  14. #14

    Default Re: Bug reports for new RC/RR compilation

    @Point Blank

    Because the CK are mounted on barded horses which adds 2 armor.
    Why? I believe mounted units were always more vulnerable because of the fact. E.g. missile units always targeted the horses and melee units targeted legs of horses. Being mounted probably does add some attack to the mounted unit and defense skill due to mobility, but definitely IMHO no advantage in armor comparing with the same dismounted unit.

  15. #15

    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by MAG View Post
    @Point Blank



    Why? I believe mounted units were always more vulnerable because of the fact. E.g. missile units always targeted the horses and melee units targeted legs of horses. Being mounted probably does add some attack to the mounted unit and defense skill due to mobility, but definitely IMHO no advantage in armor comparing with the same dismounted unit.
    For missiles, note the following:

    <!-- global combat balancing factors -->
    <combat-balancing>
    <missile-target-accuracy>
    <infantry>1.0</infantry>
    <cavalry>1.5</cavalry>
    <elephants>2.0</elephants>
    </missile-target-accuracy>

    Cavalry is at least a 50% bigger target than infantry, as well as having a larger model that may also be a factor in deciding missile hits.

    For melee, Cavalry has significantly lower defense value than infantry. Cavalry needs heavier armor or barding etc to make up this difference.

  16. #16
    SamZi's Avatar Civis
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    Default Re: Bug reports for new RC/RR compilation

    The Hand Gunners' "ug1" is causing a CTD for me. I can fix it by removing the upgraded look from the EDU. Does anyone else get this or is it just a bad install for me? Is it easy to fix by replacing some model file?

  17. #17

    Default Re: Bug reports for new RC/RR compilation

    The man and the horse form a centaur and are considered together because that's how CA coded it. Being mounted reduces the ability to dodge hits so the mounted ones have less defense.

    I had that problem with the Hand Gunners a while back. Read back through the pages of this thread and you'll find it. PB gave me a file to put into mine (some mesh or model) and then everything worked fine.

  18. #18
    SamZi's Avatar Civis
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    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by k/t View Post
    I had that problem with the Hand Gunners a while back. Read back through the pages of this thread and you'll find it.
    Thank you very much!

    I did a search on 'hand gunners' but it found nothing. 'Hand gunner' on the other hand would have. Typical.

  19. #19

    Default Re: Bug reports for new RC/RR compilation

    @ Point Blank

    Cavalry is at least a 50% bigger target than infantry, as well as having a larger model that may also be a factor in deciding missile hits.

    For melee, Cavalry has significantly lower defense value than infantry
    Hm, I see your point, thanks for explanation

  20. #20

    Default Re: Bug reports for new RC/RR compilation

    Byzantine early professional troops are tagged as late professional troops.

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