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  1. #1

    Default Permanent devastation

    greetings,

    is it intentional that devastation by armies does not disappear? I mean even after 50 turns it still does not decline. Yes I made sure that no hostile armies are in my territories, one of my castles got sieged and received a devastation income penalty and even after 50 turns it is still there, how come that armies can destroy a land for 50+ years?

    Is it possible to change devastation by armies back to normal, where it will decline and disappear after a specific amount of time, seems way more realistic to me.

    Thanks in advance

  2. #2
    Meneth's Avatar I mod, therefore I am
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    Default Re: Permanent devastation

    It's a known bug, caused by the aging script.
    The only way to fix it, is removing the aging script.
    The aging script is what makes characters age 1 year per turn, so in my 2 TPY Project, it's been removed as it's unneeded. Therefore, 2TP doesn't have the devastation bug.
    There's a link to it in my signature.

  3. #3
    Aemilius Paulus's Avatar Libertus
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    Icon4 Re: Permanent devastation

    Quote Originally Posted by Meneth View Post
    It's a known bug, caused by the aging script.
    The only way to fix it, is removing the aging script.
    The aging script is what makes characters age 1 year per turn, so in my 2 TPY Project, it's been removed as it's unneeded. Therefore, 2TP doesn't have the devastation bug.
    There's a link to it in my signature.
    Well, I did not see this post when I posted mine xP


    So wait, in SS 6.3 the characters age one year per turn? Why? Is it a holdover from vanilla? That's terrible - I loathe losing my generals and always reload when they die. I should definitely try your mod.

  4. #4
    Meneth's Avatar I mod, therefore I am
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    Default Re: Permanent devastation

    Quote Originally Posted by Aemilius Paulus View Post
    So wait, in SS 6.3 the characters age one year per turn? Why? Is it a holdover from vanilla?
    It is so that the aging is synced with the year. Without the aging script, a character would only age 1 year every 2 turns, meaning in SS6.3, they'd be aging at half speed.

  5. #5

    Default Re: Permanent devastation

    Is there a way to fix this without switching to two turns per year, im running a campaign atm and I would not really like to mess it up by going 2 turns per year.
    How come I cannot read about this bug in the offical bug thread?

    EDIT: I have already applied the 5.7 fixes. Why does this not fix the fubared devastation?

  6. #6
    Aemilius Paulus's Avatar Libertus
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    Icon3 Re: Permanent devastation

    Quote Originally Posted by Vanillamarine View Post

    EDIT: I have already applied the 5.7 fixes. Why does this not fix the fubared devastation?
    I assume because it is for the same reason why you do not wish to switch to it. I do not see how anything but switching to 2TPY would remedy this problem

  7. #7
    Aemilius Paulus's Avatar Libertus
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    Icon5 Re: Permanent devastation

    Quote Originally Posted by Meneth View Post
    It is so that the aging is synced with the year. Without the aging script, a character would only age 1 year every 2 turns, meaning in SS6.3, they'd be aging at half speed.
    I thought SS6.3 had 2TPY? It would make sense as you have winter and summer in two turns, not one.

    Is there any way to make characters age very slowly? I know such slow ageing is very unrealistic, but I simply cannot face losing my generals. I mean, I am the bloke who modded my Europa Barbarorum to have the Immortal trait in EDCT (I play EB on alex.exe).

    Would changing the script to make the generals age slowly work in mid-game? Unless I am mistaken, (which I very well may be) almost all script changes are save-game compatible, right?

  8. #8
    Meneth's Avatar I mod, therefore I am
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    Default Re: Permanent devastation

    Quote Originally Posted by Aemilius Paulus View Post
    I thought SS6.3 had 2TPY? It would make sense as you have winter and summer in two turns, not one.

    Is there any way to make characters age very slowly? I know such slow ageing is very unrealistic, but I simply cannot face losing my generals. I mean, I am the bloke who modded my Europa Barbarorum to have the Immortal trait in EDCT (I play EB on alex.exe).

    Would changing the script to make the generals age slowly work in mid-game? Unless I am mistaken, (which I very well may be) almost all script changes are save-game compatible, right?
    You can remove the aging script, which will make your characters age 1 year every two turns. It does not, however, apply to ongoing games.
    What does apply to ongoing games, is increasing the max age in descr_campaign_db.xml

  9. #9

    Default Re: Permanent devastation

    Quote Originally Posted by Meneth View Post
    It's a known bug, caused by the aging script.
    The only way to fix it, is removing the aging script.
    The aging script is what makes characters age 1 year per turn, so in my 2 TPY Project, it's been removed as it's unneeded. Therefore, 2TP doesn't have the devastation bug.
    There's a link to it in my signature.
    I just installed your mod and it deleted all of my savegames. Great tyvm

    EDIT: Just managed to recover them by getting them from the EARLY campaign savegame folder, fyi if anyone else tries to do this "fix".

  10. #10
    Meneth's Avatar I mod, therefore I am
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    Default Re: Permanent devastation

    Quote Originally Posted by Vanillamarine View Post
    I just installed your mod and it deleted all of my savegames. Great tyvm

    EDIT: Just managed to recover them by getting them from the EARLY campaign savegame folder, fyi if anyone else tries to do this "fix".
    Your save-games are fine. You just need to run the sub-mod manager (SS_setup.exe in the SS6.3 folder) again, and pick whatever campaign you were using, to get to them. Each campaign has it's saves in different folders, since they're incompatible anyway.

  11. #11
    Aemilius Paulus's Avatar Libertus
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    Icon2 Re: Permanent devastation

    I was fairly sure devastation is hardcoded. At least that is the way it was in RTW, so I assume it is the same in M2TW, as it is an improvement of the RTW engine.

    You may have a bug or soemthing, as I do not believe this is normal. In contrast, for instance, I am noticing a peculiar lack of devastation in my first SS 6.3 campaign that I started a few days ago. I lay siege to a city/castle on turn 4, instead of assaulting next turn (5) when the siege equipment is ready, I wait for the third turn (6) to assault. Normally, waiting for the third turn causes devastation. It never does in my case, for some reason.

  12. #12

    Default Re: Permanent devastation

    I would assume that the devastation bug will be fixed in one of the not too distant bug-fixes in '6.3' and not requiring a sub-mod?

  13. #13
    Meneth's Avatar I mod, therefore I am
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    Default Re: Permanent devastation

    Quote Originally Posted by philipjd View Post
    I would assume that the devastation bug will be fixed in one of the not too distant bug-fixes in '6.3' and not requiring a sub-mod?
    The only way to fix it is by removing the aging script, or by disabling devastation totally.
    Neither will likely be done.

  14. #14

    Default Re: Permanent devastation

    After installing Meneths mod and trying to start a fresh campaign I got CTDs before the campaign map even loaded. With his mod installed I am unable to start a campaign whatsoever, the only thing that works is loading old safegames (but the aging/devastation changes do not apply to savegames).

    I can only advice you to NOT use his mod. I now have to reinstall SS 6.3 because my install is now broken.

    EDIT: Does anyone know where I can find the aging script? So I can try to delete it and finally fix this devastation fubaredness once and for all. Why such a gamebreaking bug is still in-game is beyond my comprehension.
    Last edited by Vanillamarine; October 11, 2010 at 12:50 PM.

  15. #15
    Meneth's Avatar I mod, therefore I am
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    Default Re: Permanent devastation

    Quote Originally Posted by Vanillamarine View Post
    After installing Meneths mod and trying to start a fresh campaign I got CTDs before the campaign map even loaded. With his mod installed I am unable to start a campaign whatsoever, the only thing that works is loading old safegames (but the aging/devastation changes do not apply to savegames).

    I can only advice you to NOT use his mod. I now have to reinstall SS 6.3 because my install is now broken.
    Uhm... 2TP doesn't do a single change to your install (other than making it possible to enable a few sub-mods for the 2TPY campaigns), it only adds two separate campaigns.'
    If your install is broken, you've screwed something up, not me.
    Have you run the sub-mod manager at all? If not, that could have caused some problems.

  16. #16

    Default Re: Permanent devastation

    Quote Originally Posted by Meneth View Post
    Uhm... 2TP doesn't do a single change to your install (other than making it possible to enable a few sub-mods for the 2TPY campaigns), it only adds two separate campaigns.'
    If your install is broken, you've screwed something up, not me.
    Have you run the sub-mod manager at all? If not, that could have caused some problems.
    I copied the files from the zip archive into my mod folder. I then started the SS_setup.exe file to enable your 2TPY campaign files aswell as the faster turns sub-mod. This apperently fubared my install.

  17. #17

    Default Re: Permanent devastation

    ouch

    ::goes off to get the sub-mod::

  18. #18
    Meneth's Avatar I mod, therefore I am
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    Default Re: Permanent devastation

    If switching back doesn't fix it, then there's something wrong with the sub-mod manager. It's got a few strange bugs.

  19. #19

    Default Re: Permanent devastation

    I am doing a full reinstall of SS 6.3 atm, will only apply the "Fixes 2_5.7z" files that are recommended by the mod team and then I will try this:
    http://www.twcenter.net/forums/showt...evastation+bug read the 2nd post of this thread.

    I will report if this fixes the devastation bug in here as soon as I have tested it.

    EDIT: Deleting the aging script causes the game to CTD when starting a new campaign. It seems that there is no reliable way to fix this problem.

    EDIT2: I have found a good thread that mentioned a fix via disabling the devastation completely, I tried this fix and it seems to work, no crashed whatsoever.

    Can i remove devastation by editing the descr_campaign_db.xml?
    By removing the following line ?

    <fort_devastation_distance uint="20"/>
    <army_devastation_distance uint="20"/>
    <fort_devastation_modifier float="1.0"/>
    <army_devastation_modifier float="1.0"/>

    I like the aging script and the 1 turn per year campaign and i prefer to remove the devastation instead of having character living 2x the years.

    And on a side note i usually get rid of any rebel on my territories as soon as i see them.
    Nevertheless I have to mention that it is surprisingly mindblowing that this MAJOR bug is not mentioned in the bug thread.
    Last edited by Vanillamarine; October 11, 2010 at 01:38 PM.

  20. #20

    Default Re: Permanent devastation

    Quote Originally Posted by Vanillamarine View Post
    I am doing a full reinstall of SS 6.3 atm, will only apply the "Fixes 2_5.7z" files that are recommended by the mod team and then I will try this:
    http://www.twcenter.net/forums/showt...evastation+bug read the 2nd post of this thread.

    I will report if this fixes the devastation bug in here as soon as I have tested it.

    EDIT: Deleting the aging script causes the game to CTD when starting a new campaign. It seems that there is no reliable way to fix this problem.

    EDIT2: I have found a good thread that mentioned a fix via disabling the devastation completely, I tried this fix and it seems to work, no crashed whatsoever.



    Nevertheless I have to mention that it is surprisingly mindblowing that this MAJOR bug is not mentioned in the bug thread.
    You don't need to remove those lines. Simply set the values to 0 like so:


    <fort_devastation_distance uint="0"/>
    <army_devastation_distance uint="0"/>
    <fort_devastation_modifier float="0.0"/>
    <army_devastation_modifier float="0.0"/>

    That will take effect immediately, even in campaigns you've already began. Although devastation which has already happened will remain, new devastation will not appear.

    Quote Originally Posted by Meneth View Post
    Yes. Just open up descr_campaign_db.xml in a plain text editor, like Notepad++
    Find this section
    Code:
    <family_tree>
            <max_age uint="99"/>
            <max_age_for_marriage_for_male uint="65"/>
            <max_age_for_marriage_for_female uint="50"/>
            <max_age_before_death uint="100"/>
            <max_age_of_child uint="4"/>
            <old_age uint="60"/>
            <age_of_manhood uint="5" />
            <daughters_age_of_consent uint="12"/>
            <daughters_retirement_age uint="50"/>
            <age_difference_min int="-15"/>
            <age_difference_max int="40"/>
            <parent_to_child_min_age_diff uint="12"/>
            <min_adoption_age uint="12"/>
            <max_adoption_age uint="22"/>
            <max_age_for_conception uint="55"/>
            <age_of_manhood_close uint="16"/>
            <max_number_of_children uint="4"/>
        </family_tree>
    Note: numbers may vary, mine are modded.
    And change this line <max_age uint="x"/> to some high number (like 100), a character will almost certainly die before he reaches this age.
    This line <old_age uint="60"/> to some lower number, but still high (95, for example). It's the earliest a character can die at from old age.
    And this line <max_age_before_death uint="100"/>, to some number at least as big as max_age (105, for example). When a character reaches this age, he'll die instantly.
    There is a maximum limit, if I remember correctly it's somewhere around 300.
    Last edited by JohnGlave; October 25, 2010 at 04:33 AM.

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