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  1. #1
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: A modder's guide to errors

    Well, what was the last thing you modded that gave rise to the KTM?
    "One of the most sophisticated Total War mods ever developed..."
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  2. #2
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: A modder's guide to errors

    Quote Originally Posted by MasterOfNone
    Well, what was the last thing you modded that gave rise to the KTM?
    Okay. I just remembered that earlier I have this type of error when adding 2extra level for ports (added warport & warharbour). Probably the port level were hardcoded to 3 levels only and I create another tree under name of naval_port which place the 2 extra ports entries.

    This time around, I have the same error after adding units. My unit lists actually are p[retty bare as I deleted most of unused units and only let the initial ones.

    I created seperate entries for auxilia buildings (unlike RTR's style which auxilia comes together with barracks for 3 levels each for each faction. I let the barracks level stays at 5.

    It works before when I didn't add the units yet. Unfortunately I though I have save the copy with non unit listing but I actually didn't.

    I might have deleted the resource for sugdian slav and bohporan on the top as I did not use it in any unit (also deleted in the DR file).

    I added them back in but still the same result. I commented the unit but stull the same result. :hmmm:
    PHP Code:
    ;-----Mauretania-----
    building hinterland_auxilia_r
    {
        
    levels auxilia_phase1 auxilia_phase2 auxilia_phase3   
        
    {
            
    auxilia_phase1 requires factions ostrogoths, } 
            {
                
    capability
                
    {
                }
                
    construction  2 
                cost  600 
                settlement_min town
                upgrades
                
    {
                    
    auxilia_phase2
                
    }
            }
            
    auxilia_phase2 requires factions ostrogoths, } 
            {
                
    capability
                
    {
                }
                
    construction  3 
                cost  1200 
                settlement_min large_town
                upgrades
                
    {
                    
    auxilia_phase3
                
    }
            }
            
    auxilia_phase3 requires factions ostrogoths, } 
            {
                
    capability
                
    {
                }
                
    construction  4 
                cost  2400 
                settlement_min city
                upgrades
                
    {
                }
            }
        }
        
    plugins 
        
    {
        }
    }
    ;-----
    Infantry-----
    building barracks
    {
        
    levels muster_field militia_barracks city_barracks army_barracks royal_barracks 
        
    {
            
    muster_field requires factions barbariancarthaginianeasternhunnomadroman, } 
            {
                
    capability
                
    {
                }
                
    construction  2 
                cost  600 
                settlement_min town
                upgrades
                
    {
                    
    militia_barracks
            city_barracks
                
    }
            }
            
    militia_barracks requires factions barbariancarthaginianeasternhunnomadroman, } 
            {
                
    capability
                
    {
            ;
    recruit "merc veteranii" 0  requires factions lombardi, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_a auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions romano_british, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_b auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions berbers, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_c auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions sarmatians, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_d auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions roxolani, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_e auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions celts, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_f auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions saxons, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_g auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions sassanids, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_h auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions franks, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_i auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions goths, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_j auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions alemanni, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_k auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions burgundii, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_l auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions huns, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_n auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions empire_eastempire_east_rebels, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_o auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions vandals, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_p auxilia_phase2
            
    ;recruit "merc veteranii" 0  requires factions slavs, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_q auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions ostrogoths, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_r auxilia_phase2 
                
    }
                
    construction  4 
                cost  2400 
                settlement_min large_town
                upgrades
                
    {
                    
    army_barracks
                
    }
            }
            
    city_barracks requires factions barbariancarthaginianeasternhunnomadroman, } 
            {
                
    capability
                
    {
            
    recruit "unit hastati" 0  requires factions empire_westempire_west_rebels, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_m auxilia_phase2 
                
    }
                
    construction  4 
                cost  2400 
                settlement_min large_town
                upgrades
                
    {
                    
    royal_barracks
                
    }
            }
            
    army_barracks requires factions barbarianeasternhunnomadroman, } 
            {
                
    capability
                
    {
            ;
    recruit "merc veteranii" 0  requires factions lombardi, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_a auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions romano_british, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_b auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions berbers, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_c auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions sarmatians, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_d auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions roxolani, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_e auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions celts, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_f auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions saxons, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_g auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions sassanids, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_h auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions franks, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_i auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions goths, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_j auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions alemanni, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_k auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions burgundii, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_l auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions huns, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_n auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions empire_eastempire_east_rebels, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_o auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions vandals, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_p auxilia_phase2
            
    ;recruit "merc veteranii" 0  requires factions slavs, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_q auxilia_phase2 
            
    ;recruit "merc veteranii" 0  requires factions ostrogoths, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_r auxilia_phase2 
                
    }
                
    construction  8 
                cost  9600 
                settlement_min city
                upgrades
                
    {
                }
            }
            
    royal_barracks requires factions barbarianeasternhunnomadroman, } 
            {
                
    capability
                
    {
            
    recruit "unit hastati" 0  requires factions empire_westempire_west_rebels, } and hidden_resource unit_italy and building_present_min_level hinterland_auxilia_m auxilia_phase2 
                
    }
                
    construction  8 
                cost  9600 
                settlement_min city
                upgrades
                
    {
                }
            }
        }
        
    plugins 
        
    {
        }



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  3. #3

    Default Re: A modder's guide to errors

    hm...

  4. #4
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: A modder's guide to errors

    No error-message ctd's, so to say 'hidden' errors, in example
    -------------------------------------------------------------

    1) data/text folder:
    Files especially are export_buildings.txt or export_units.txt.
    Game self-producable "ghost-typos" can appear for some strange reason, such as following in example

    {large_stone_wa?*?ll_roman} Large Stone Wall

    {large_stone_wall_roman_desc}
    Large stone walls are substantial with strong towers and gatehouses. Even organised enemies will have a hard time scaling them or breaking into the city and will need time and specialised siege equipment to succeed. \n\nImproving the walls also adds grain stores to extend the time a settlement can resist a siege. The wall is, however, expensive and time consumin?*??ź?Żg to construct. Usually only prestigious or rich towns are worth protecting, they are monuments to the leaders who build them!

    {large_stone_wall_roman_desc_short}
    Large walls are substantial, and even organised enemies will have a hard time scaling them or breaking into the city
    The messed up command-line in the clamps will lead to an instant ctd, while the game loads, while the messed up text behind the clamp-commands doesn't matter really.

    2) data folder: capital/non-capital letters, in file descr_rebel_factions.txt, in example

    rebel_type Anglo_Saxons //britons
    category peasant_revolt
    chance 2
    description anglo_Saxons
    unit early kings cavalry
    unit feudal knights
    unit mounted sergeants
    unit archers
    unit armoured spearmen
    unit feudal sergeants
    unit spearmen
    unit peasants
    unit saxon housecarls
    unit saxon fyrdmen
    While RTW normally hasn't problems with capital or not capital letters in nearly any codes, in this file the bold marked non-capital letter leads as well to an instant ctd while loading.
    Well, those typos can happen very quick, if one is typing too fluently.
    And you perhaps might never find this little annoying typo-bug, in the case you have modded before many files together, without testing every modded file separate.

    So my recommendation: Modding one file, and then immediately test this file before you are going on to modding the next file.
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  5. #5

    Default Re: A modder's guide to errors

    CTD at turn end when a type exists in a trigger for a trait or ancillary. Doesn't show an error message

  6. #6
    catintheoven's Avatar Senator
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    Default Re: A modder's guide to errors

    its all very well knowing you have a problem but then proof reading the text file is near impossible!!!! one simple mistake and it wont work as im learning at the moment, trying to change the faction possitions to this



    ive changed the provinces to the factions I want,
    them moved the armies using the new X + Y coordinates
    ive checked and I cant see how its gone wrong, but it goes straight back to provincial campaign list
    Last edited by catintheoven; May 03, 2007 at 05:29 PM.

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  7. #7
    Squid's Avatar Opifex
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    Default Re: A modder's guide to errors

    What message are you getting with -show_err when you exit? If you don't know to use -show_err make your target line in the shortcut into:

    ".../Rome - TW.exe" -show_err
    Then when you go back to the menu after trying to start a campaign give rtw the three finger salute and you'll see the error message, if any, that appears.

    Also how were you deciding on the co-ordinates? In RTW (0,0) on the map is the bottom left not the top right like in a graphics file.
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  8. #8
    catintheoven's Avatar Senator
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    Default Re: A modder's guide to errors

    Quote Originally Posted by SquidSK View Post
    What message are you getting with -show_err when you exit? If you don't know to use -show_err make your target line in the shortcut into:



    Then when you go back to the menu after trying to start a campaign give rtw the three finger salute and you'll see the error message, if any, that appears.

    Also how were you deciding on the co-ordinates? In RTW (0,0) on the map is the bottom left not the top right like in a graphics file.
    I think I was attempting too much at once, I took my time and tested it continualy, took a few hours but I finnished it

    I think it was just typos

    Ive finished it now http://www.twcenter.net/forums/downl...o=file&id=1335

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  9. #9
    Zephyrus's Avatar Protector Domesticus
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    Default Re: A modder's guide to errors

    Ok, 1 error I am getting is with descr_characters text. Its says it does not see something at line 220, column 1. What does this mean?
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  10. #10
    makanyane's Avatar Praeses
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    Default Re: A modder's guide to errors

    could you write down or screen shot exactly what it says?

    there are a couple of possibilities and that would make it easier to answer.

  11. #11

    Default Re: A modder's guide to errors

    Can I have Spartan Hoplites in other city where isn't Sparta or other faction's best soldier except Rome
    Last edited by bcc32788; October 01, 2007 at 10:58 PM. Reason: noy completely

  12. #12
    dvk901's Avatar Consummatum est
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    Default Re: A modder's guide to errors

    One type of 'error' I have encountered three times......the first time, because I didn't know how to correct it, I had to completely rebuild my mod.

    This 'error' is caused by excessive modding of 'export_descr_buildings.txt', and using either 'tab' key to get to a position in the file, or the space bar. Apparently, this file sees a 'tab' as an error....but will tolerate just so many of them. Once the tolerance level has been reached, the game will CTD before loading and generate no error message.

    Using a program I had from the old Windows NT4.0 days, I was able to track the loading of the game and have a log file generated....and the one consistant error was a bit nocuous.....'unrecognized hidden_resource rome'.

    It took me a will to figure out that this error isn't reported by the game because it just plain can't READ the file anymore.....it dies at 'hidden_resources'.

    To fix this, acquire a text editor (lots of freeware ones) that will 'show hidden characters'. Then, (tediously) go thru the whole file and replace any tab characters (looks like this: >>) with a space bar char. (.....). Save the file and presto, game loads fine!

    Oddly enough, 'descr_strat.txt' is just the opposite. It doesn't like space bar, so use tab key.

    These two files are the only one's I know of that have any 'objection' to how you get places in the file.
    Last edited by dvk901; October 04, 2007 at 11:47 AM.

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  13. #13

    Default Re: A modder's guide to errors

    every time i start RTR i got the message:
    script error: data/ecport_descr_unit.txt
    attributes field is missing
    r.210 column 1
    but if i look there stands a complete attributes field, just like the other attributes fields(i checked it more than 10 times and even copy the attributes field of another unit to it)
    does somebody know whats wrong with my game??

  14. #14
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    Default Re: A modder's guide to errors

    You're missing something in a line before that one, check the other lines for that unit to see what you've changed from before.
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  15. #15
    Athkara's Avatar Tiro
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    Default Re: A modder's guide to errors

    I figure I'll post an error I've come across yesterday, involving placement and numbers of rivers apaprently in map_features.tga. I've never seen this error before, and have only been able to find 2 threads on it (both about M2):

    http://www.twcenter.net/forums/showthread.php?t=106647
    http://forums.totalwar.org/vb/showthread.php?t=97834

    Basically, once I had apparently added 'too many' rivers to an area of the map (not sure if there is a correlation with the regions), the map would ctd when I scrolled over the area - sometimes when over the new river, sometimes even when 2 or 3 screens away. This problem goes away when I remove the 'bad' section of river - though there's nothing graphically wrong with it in map_features.tga.

    After looking through the above threads, which mentioned adding more regions to solve this problem, I added 8 more regions to my map. However, then something strange happened; one river in the area of the new provinces began causing this scrolling ctd. Once again removing that river solved the problem (rather unsatisfactorally). The strange thing is that this river had been fine before I added the cities.

    Anyways, I think this ctd should be added to the list for map scrolling ctds; it can be checked for by removing the rivers in area from map_features.tga and then adding them back one at a time to isolate the 'bad' river.
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  16. #16

    Default Re: A modder's guide to errors

    I have encountered a CTD when modding descr_rebel_factions.txt. Basically I added a lot of units to one rebel faction (brigands). When playing the campaign, at first I got a CTD at end turn. The next time I tried there was no CTD (probably due to the chance factor involved in creating rebel armies on the map) and I got a show_err message saying there were too many units assigned to the brigands rebel faction. I haven't tested more but probably the max is 20 different units, like vanilla uses.
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  17. #17
    Athkara's Avatar Tiro
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    Default Re: A modder's guide to errors

    I found a way to trigger the landmass ratio ctd, where no map.rwm generates, that doesn't involve changes to map_heights.tga:

    I have a map (1021x1021) with a large area of continuous water that is nearing the point of the landmass ratio bug. (Not what I'm talking about, but something interesting: there is a land bridge between two islands which , if I remove triggers the land mass error - and there is also an area where if I add a land bridge between that island and the mainland, will cause the error.) Anyways, I am adding regions and filling in the rivers as I go along; but now I have reached a point where where I add a river to the newest batch of regions in map_features, I get the landmass ratio ctd -- no map.rwm generates!

    It seems that the map_features rivers count as sea tiles instead of land, and thus affect the landmass ratio.


    @ Nero666: I think the problem you have is that there is a limit to how many units can be recrutible in a single city, not how many units the faction has. I believe the game can only display something like 35 units in the recruitment window, and going over that in any one city causes a ctd (something like that...), and that the max units per faction is around 100 - iirc.

    I do know that the faction unit limit is far greater than 20; unit numbers in mods like RS far exceed that.
    Last edited by Athkara; June 13, 2008 at 03:39 PM.
    260 BC: Asia ton Barbaron - submod for EB ------- Yuezhi/Wusun historian and mapper
    Asia ton Barbaron Map Preview I
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  18. #18
    Faridus's Avatar Centenarius
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    Default Re: A modder's guide to errors

    i've been playing with some files lately and trying to change some settlements ownerships. it seemed it worked fine, but when i quit the game, i get this error:



    any idea what i did wrong and what i should fix?
    thank you for your help.
    actually when i looked at the EDB file at line 6317, column 3...it was the very end of the file...nothing special there...

  19. #19
    Athkara's Avatar Tiro
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    Default Re: A modder's guide to errors

    Well, it says the culture database and edb database don't match; so my guess is that you accedentally deleted the entry for huge city for the Roman culture in descr_cultures.txt -- and thus, as the report says, the culture database has large city is the max for Romans. I think.
    260 BC: Asia ton Barbaron - submod for EB ------- Yuezhi/Wusun historian and mapper
    Asia ton Barbaron Map Preview I
    Asia ton Barbaron Map Preview II

  20. #20
    Faridus's Avatar Centenarius
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    Default Re: A modder's guide to errors

    thank you athkara for your response,
    i've been staring at the descr_cultures.txt file for hours, i still couldn't figure it out.

    what i did is switch a faction from greek culture to a roman one.
    so my guess is that you accedentally deleted the entry for huge city for the Roman culture in descr_cultures.txt -- and thus, as the report says, the culture database has large city is the max for Romans...
    my descr_cultures.txt file shows both roman and greek cultures have huge cities. in fact when i switched factions, i didn't mess with that file, i only changed some data in descr_strat.txt. it shows my new faction in the right place with the roman culture just like i wanted it.

    what puzzles me is the "script error in data/EDB, at line 6317, column 3"...when i go and look for that coordinate in the EDB file, i get to line 6317, but there is no lie 3...there is only line 2!!!

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