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Thread: Bug Reports for 6.3! - Post CTDs in a new topic!

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  1. #1

    Default Re: Bug Reports for 6.3!

    Hey, this is my first time using this mod because it was reccomended by a mate and it is amazing!

    Cutting to the chase, after installing this mod I downloaded and extracted the data.rar to SS.63/data and overwrote every file just like it says - yet as I was happily munching over my English campaign that I started last night I have just come to turn 51 and annoyingly, it CTDs. If anyone can offer any guidance on this or if it's happened to anyone else after patching please let me know - I really want to carry on playing this brilliant game. Thanks

  2. #2
    Alpha Zeke's Avatar Vicarius
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    Default Re: Bug Reports for 6.3!

    Quote Originally Posted by 1in1class View Post
    Its still an issue with or with out RR. Iv got RR on and yet i cant recruit Feudal Foot Knights or Feudal Knights from Nottingham. Unit cards are there and they say 9 turns to recruit but im not able to recruit They stay on 9 turns.
    that might have something to do with your unit pool. try recruiting units of the same class (professional, local etc.) out and then disbanding them in another region and see if it goes down.

  3. #3

    Default Re: Bug Reports for 6.3!

    Quote Originally Posted by 1in1class View Post
    Its still an issue with or with out RR. Iv got RR on and yet i cant recruit Feudal Foot Knights or Feudal Knights from Nottingham. Unit cards are there and they say 9 turns to recruit but im not able to recruit They stay on 9 turns.
    Are you using RR and BGR?

  4. #4

    Default Re: Stainless Steel 6.3 Released!

    Yha dont think its RR cause people turn it off and still got issue with being able to recruit. In my case i got RR on and im not able to recruit Feudal Foot Knights or Feudal Knights at Nottingham. Im upgrade to Fortress and in the year 1243 yet in Nottingham them two unit cards are there but unable to recruit them, they stay on 9 turns. Iv notice that when i did start the game Feudal Foot Knights were in the Nottingham recruitment list as they should have not been as i did not have the upgrades.

  5. #5
    preachercheeze's Avatar Biarchus
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    Default Re: Stainless Steel 6.3 Released!

    Quote Originally Posted by 1in1class View Post
    Yha dont think its RR cause people turn it off and still got issue with being able to recruit. In my case i got RR on and im not able to recruit Feudal Foot Knights or Feudal Knights at Nottingham. Im upgrade to Fortress and in the year 1243 yet in Nottingham them two unit cards are there but unable to recruit them, they stay on 9 turns. Iv notice that when i did start the game Feudal Foot Knights were in the Nottingham recruitment list as they should have not been as i did not have the upgrades.
    do you have BYGS grim reality installed?

  6. #6

    Default Re: Stainless Steel 6.3 Released!

    Quote Originally Posted by preachercheeze View Post
    do you have BYGS grim reality installed?
    Yes.

  7. #7

    Default Re: Bug Reports for 6.3!

    Quote Originally Posted by 1in1class View Post
    Yes.
    Thats the reason. Afaik BGR includes a feature limiting the recruitment of highend troops if to many troops are already employed (recruited).
    Best familiarize yourself with the features of BGR or if you are a beginner and new to it consider not using it.

    Please do not crosspost your bug reports into other topics

  8. #8

    Default Re: Bug Reports for 6.3!

    Quote Originally Posted by bane_tw View Post
    Thats the reason. Afaik BGR includes a feature limiting the recruitment of highend troops if to many troops are already employed (recruited).
    Best familiarize yourself with the features of BGR or if you are a beginner and new to it consider not using it.

    Please do not crosspost your bug reports into other topics
    K well so i have to turn off BGR to get them units? Cause i had RR and BGR in 6.2 and have not had this issue If BGR feature is limithing the recruitment of highend troops that would mean that i still can recruit them right? Cause im not able to recruit them at all! Like i said i can recruit Feudal Knights in Caernarvon but not in Nottingham! You get what im saying dont you?

  9. #9
    newt's Avatar Primicerius
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    Default Re: Bug Reports for 6.3!

    It's turn 13 early era with rr and savage ai, playing as England. Scotland has 5 merchants, and only 2 towns, and 1 castle. The limits are working for me, but not them.I checked edb, and everything looks fine also.
    Last edited by newt; August 08, 2010 at 11:03 AM.

  10. #10
    Diversus's Avatar Civis
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    Default Re: Bug Reports for 6.3!

    Lithuanian general's have shield bug and weapon bug, and also Lithuanian Axeman have wrong picture in information box. Lithuanian archers now look like one that Poland have, but as I remember in previous SS they where modified. Baltic spearmen upkeep costs 240 while better spearmens cost less, Lithuanian Regular spearmen now count them selfs as heavy infantry and fight with their spears like with swords. I cant recruit any of gunpowder unit except serpentine.
    Last edited by Diversus; August 08, 2010 at 01:52 PM.

  11. #11
    karaislam's Avatar Vicarius
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    Default Re: Bug Reports for 6.3!

    faction cumans
    unit khagan bodyguards.officer has texture problem on his shield.

  12. #12
    Atli's Avatar Libertus
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    Default Re: Bug Reports for 6.3!

    Quote Originally Posted by Nalkarauke View Post
    I solved this ("square" smoke trail of fire missiles) changing this file in your SS6.3/data folder, tell me if it works for you. It solved my catapult, and partially my trebuchet trails, but if you zoom you can see a little the squares in the case of the trebu. I suppose it will be fixed in the next patch, so by the moment, apply this temporarily
    Thank you very much!+rep! It fixed the catapult smoke but, as you said, trebuchet fire missiles still have square smoke. As for the square dust clouds... well, it did'n happen again, even before I applied the fix. But I swear I saw it.

    Quote Originally Posted by karaislam View Post
    faction cumans
    unit khagan bodyguards.officer has texture problem on his shield.
    Yes, I have the same problem. Not only his shield, but also his sword have a wrong placed texture.

    I started a Cuman campaign and found something that probably isn't a bug, but somehow feels wrong:
    I noticed that the missile range of some horse archers has been drastically reduced. Nothing wrong with that if it's done consistently. But looking at the export_descr_units, it turns out that some horse archer units like Cuman Horse Militia, Pechenegs, Magyar Cavalry, Yasi Archers, Aldari Druzhina all have a missile range of 70 (less than peasant archers and archer militia), while Bekh Druzhina (spelled Behk Druzhina in the edu, if you want to look for it), also a HA unit, has a range of 200 (which feels like too much)! For comparison, Lithuanian cavalry, which is a basic unit that can be recruited from the start, has a range of 140. How can it be that basic Lithuanian horse archers have double missile range of Pechenegs or Magyars? I, of course, edited the edu to have more coherent (IMO) values. But I'm still wondering if that was intended or an error.

  13. #13

    Default Re: Bug Reports for 6.3!

    Quote Originally Posted by Atli View Post
    Thank you very much!+rep! It fixed the catapult smoke but, as you said, trebuchet fire missiles still have square smoke. As for the square dust clouds... well, it did'n happen again, even before I applied the fix. But I swear I saw it.


    Yes, I have the same problem. Not only his shield, but also his sword have a wrong placed texture.

    I started a Cuman campaign and found something that probably isn't a bug, but somehow feels wrong:
    I noticed that the missile range of some horse archers has been drastically reduced. Nothing wrong with that if it's done consistently. But looking at the export_descr_units, it turns out that some horse archer units like Cuman Horse Militia, Pechenegs, Magyar Cavalry, Yasi Archers, Aldari Druzhina all have a missile range of 70 (less than peasant archers and archer militia), while Bekh Druzhina (spelled Behk Druzhina in the edu, if you want to look for it), also a HA unit, has a range of 200 (which feels like too much)! For comparison, Lithuanian cavalry, which is a basic unit that can be recruited from the start, has a range of 140. How can it be that basic Lithuanian horse archers have double missile range of Pechenegs or Magyars? I, of course, edited the edu to have more coherent (IMO) values. But I'm still wondering if that was intended or an error.
    I agree that it's a design flaw. I adjusted range of all the early horse archer units to 95 ( just Cuman HM is 80). Lithuanian cavalry range was reduced to 125. It's their only horse archer unit with quiet weak range attack. It will still outshot pechenegs , but it wouldn't be by that much. Even Mongols Merquen horse archers had 70 range which is doesn't make any sence at all. I've changed it to 120 ( it should be at least 140 -150) but 120 would do since Mongols are quite strong in 6.3

  14. #14
    karaislam's Avatar Vicarius
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    Default Re: Bug Reports for 6.3!

    i think same.archers must have more range.i dont use archers for city sieging anymore.because they come so close to walls.and become target for enemy.

  15. #15

    Default Re: Bug Reports for 6.3!

    I had to install the microsoft patch for the 14001 error. now i get a CTD immediately after launching. I get the first banner for a few seconds that shows the SS6.3 photo. I have reinstalled MTW Kingdoms and updated to patch 1.5. I have also reinstalled 6.3 three times.

  16. #16

    Default Re: Bug Reports for 6.3!

    Same problem. CTD at launch

  17. #17

    Default Re: Bug Reports for 6.3!

    Hey guys,

    Well, I've just got round to reading all the fixes for 6.3 as it stands, added them in... Aaaaand now my game won't work =P

    I've added the two descr files to sort out the banners, and I've used Meneth's Compendium following links to fix: BGR Scutage bug, Initial Garrison locations (ARF mod), and also localised titles / correct general names (Fair Prince's mod).

    When I first loaded SS6.3 I got a CTD on the splash screen with the Knight; I reloaded, no issue...

    I go to 'START' campaign, and it returns me to the 'Single Player' menu.

    Any thoughts?

    Now it's just CTDing on the splash again =[

  18. #18
    Alpha Zeke's Avatar Vicarius
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    Default Re: Bug Reports for 6.3!

    make your own thread and attach a log

  19. #19
    For England Men's Avatar Miles
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    Default Re: Bug Reports for 6.3!

    First post on here but have been reading on here for a while and played on various mods. First thing I would like to say is stainless steel 6.3 is best medieval 2 mod out without a doubt.

    In response to the people posting about problems starting up once they have installed all recommended updates I had the same so I went through a process to find what was at fault. I have found that the following will work fine on XP 32 bit or Vista 64 and Windows 7 64 but haven't had a chance to install on any other OS;

    Install fresh Medieval 2
    Install fresh Kingdoms
    Install SS 6.3 with no previous versions lingering
    My settings are Savage AI, early campaign, watch towers and leaving RR on.
    Install the recommended Microsoft Visual C++ 2008 Redistributable Package in original SS 6.3 is out post.
    Use the faster turn times installer
    Use the text files for banner fixes
    At that point everything works perfectly fine all the other mods are only really neccesary for user specific changes and I found installing any others caused mine to start CTDing at the splash screen intermittently. This combination gives me a good gaming experience anyway playing on H/H.

    Only problems I have encountered are all the campaign banners dissapearing at about turn 20 ish , I saved exited to desktop and started again and this fixed it , also had a few silver serfer campaign fleets but same fix applied. Couple of unspecified error CTD but literally only 2 in battle and 1 during end turn in an entire campaign so aslong as you save before battles and let the autosave happen before end turn it's not as frustrating.

    Thanks you everybody who contributed to SS and the sub mods mentioned above.

  20. #20

    Default Re: Bug Reports for 6.3!

    Templar Heavy Spearmen(Noble_Spearmen) fight with their spears like with swords.

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