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  1. #1

    Default The Awesome Bug!

    I recently enountered a rather wonderful bug

    I was playing Vanilla MTWII, when I wanted to change the timescale. So I changed the descr_strat and did so. I also changed the Brigand/Pirate numbers because I hated it when they commonly spawned (increased both by like 60%). Also, I happened to see the unlocked factions page, which I had changed in the past, and noticed that Aztecs and Papacy were still both in "Unplayable". So I moved them to "Playable" with Mongols/Timurids still unplayable.

    Then I start a new campaign as France. Right off the back I get an info message: "Faction Destroyed: Aztecs". That was kinda weird. So I turn the fow off and look at America. Sure enough, the Aztecs are gone and, from what I assumed was just because it was the beginning of the game, their cities had no troops in them.

    So I began to march an army to take Dijon...only to see that Dijon had no troops in it. Apparently ALL rebel settlements were ungarrisoned. I start noticing other weird things: Some cities (like Dijon) have very different options available for construction then before. For example, Dijon only has a farming one and "convert to motte and bailey". Plus, when I originally clicked to take Dijon, it said "Are you SURE you want to declare war?". Apparently I did not start at war with the rebels, as did all other countries )(who, somehow, took rebel settlements in the turns following without being at war with them on diplomacy tab).

    I usually play mods, so this is great for when I'm in a whimsical mood . Anyone know what might have caused this cool bug?

  2. #2
    Double A's Avatar person man
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    Default Re: The Awesome Bug!

    Screwing around with the program files when you don't know EXACTLY what you're doing typically has this kind of effect.
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
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  3. #3

    Default Re: The Awesome Bug!

    Quote Originally Posted by Double A View Post
    Screwing around with the program files when you don't know EXACTLY what you're doing typically has this kind of effect.
    The beginning of descr_strat, as long as you have one faction under unplayable and keep some numbers at sanity, really can't mess a whole lot of stuff up (I thought ).

  4. #4
    Double A's Avatar person man
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    Default Re: The Awesome Bug!

    Quote Originally Posted by Marechal Ney View Post
    The beginning of descr_strat, as long as you have one faction under unplayable and keep some numbers at sanity, really can't mess a whole lot of stuff up (I thought ).
    Well apparently not
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
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  5. #5

    Default Re: The Awesome Bug!

    It's not a bug it's the fiddling that you did.
    Quote Originally Posted by Marechal Ney View Post
    I was playing Vanilla MTWII, when I wanted to change the timescale. So I changed the descr_strat and did so. I also changed the Brigand/Pirate numbers because I hated it when they commonly spawned (increased both by like 60%). Also, I happened to see the unlocked factions page, which I had changed in the past, and noticed that Aztecs and Papacy were still both in "Unplayable". So I moved them to "Playable" with Mongols/Timurids still unplayable.

    Then I start a new campaign as France. Right off the back I get an info message: "Faction Destroyed: Aztecs". That was kinda weird. So I turn the fow off and look at America. Sure enough, the Aztecs are gone and, from what I assumed was just because it was the beginning of the game, their cities had no troops in them.
    By changing the time scale one will screw up the events that happen in the game this because the descr_events.txt file is not synchronized with the descr_strat.txt file anymore.
    The brigand value work in a different way reducing the value increases the numbers of brigands and increasing the value decreases the no. of brigands. The value is inversely proportional.
    Aztecs is a undiscovered faction and if set playable it's still technically playable so that why it got destroyed as it wasn't discovered in the first place.

    Quote Originally Posted by Marechal Ney View Post
    So I began to march an army to take Dijon...only to see that Dijon had no troops in it. Apparently ALL rebel settlements were ungarrisoned. I start noticing other weird things: Some cities (like Dijon) have very different options available for construction then before. For example, Dijon only has a farming one and "convert to motte and bailey". Plus, when I originally clicked to take Dijon, it said "Are you SURE you want to declare war?". Apparently I did not start at war with the rebels, as did all other countries )(who, somehow, took rebel settlements in the turns following without being at war with them on diplomacy tab).
    Something might be wrong in the slave entry as well but the construction queue etc are not affected by descr_strat.txt but the EDB file which is a packed file, so this can be considered as a bug on what you all did there.

  6. #6

    Default Re: The Awesome Bug!

    Quote Originally Posted by Ishan View Post
    Something might be wrong in the slave entry as well but the construction queue etc are not affected by descr_strat.txt but the EDB file which is a packed file, so this can be considered as a bug on what you all did there.
    Now the Aztecs thing makes sense, but why exactly are there no troops in rebel settlements? I knew about the inverse relationship in the brigands value, and thus accordingly bumped it up by like 10-15. So...why does all this other stuff happen?

    Before I made those changes I started to play a France campaign, but quit because I realized that I needed to change some stuff. In that original campaign everything went fine...

    I call it a bug because of that. I changed one thing and something else was completely effected. I have NEVER modded MTWII other than just changing some numbers in text files.

  7. #7
    eXistenZ's Avatar Praeses
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    Default Re: The Awesome Bug!

    Can't really call it a bug when you screwed up the files

  8. #8

    Default Re: The Awesome Bug!

    As far the empty rebel settlements are concerned the only cause for that is that you removed the garrison from the settlement allocated to the slave faction in the descr_strat.txt faction entry.
    But i guess as i don't know what you did.
    The way to confirm is to note the coordinates of that settlement by using console "show_cursorstat" command and then matching these coordinates in the descr_strat.txt file and checking whether a captain & it's army is assigned on that coordinate or not.
    Quote Originally Posted by eXistenZ View Post
    Can't really call it a bug when you screwed up the files
    ^This

  9. #9

    Default Re: The Awesome Bug!

    Before you could say 'gypsy scum' we were knee-deep in dog muck, thieving kids and crusty jugglers.

  10. #10
    Alex-Warhammer's Avatar Civis
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    Icon6 Re: The Awesome Bug!

    Quote Originally Posted by Phil-12-12 View Post
    Before you could say 'gypsy scum' we were knee-deep in dog muck, thieving kids and crusty jugglers.
    Gotta love Hot Fuzz

    DAMN RIGHT!

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