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Thread: Bug Reports for 6.4! - Post CTDs in a new topic!

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  1. #1
    Dominick's Avatar Ordinarius
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    Default Re: Bug Reports for 6.4!

    Quote Originally Posted by newt View Post
    It's only a 5% chance to get it, and it happens in any battle against Catholics.

    You just got unlucky.
    lol, CA's bug? haha

    Anyway, used some o' them cheats and got Scots back on track while removing the AntiCatholic trait

  2. #2
    achwell's Avatar Biarchus
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    Default Re: Bug Reports for 6.4!

    Hi playing SS 6.4 and found a Silver general

    http://img403.imageshack.us/i/cruis.jpg/

  3. #3

    Default Re: Bug Reports for 6.4!

    Hi there,

    Quote Originally Posted by Hyaweh View Post
    I tried retraining longbowmens and Yeomens in nottingham, w/c defaultly has the woodsmen's guild... the problem is that the training doesn't apply, although i can still retrain them... weirdly, when london became a huge city, I could retrain the militia serjeants infinite times, with nothing really happening to them... no, there's no plague or anything....
    I have the same problem as Hyaweh but with every professional unit in SS 6.4 and 6.3.

    Also noticed that there is no sound of french generals' speeches and some missle units fire at will although i told them not to do. the strange thing is that i had 2 militia archers and 4 militia crossbowmen and it seemed random which fired at will. some did, some didn't and when i clicked "halt!" it was random again who fired.
    the last two things doesn't annoy that much but the training bug makes playing the game senseless.. medieval without knights ^^

  4. #4
    newt's Avatar Primicerius
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    Default Re: Bug Reports for 6.4!

    For the archer problem, see my sig.

    every professional unit in SS 6.4 and 6.3
    All professional infantry? You can't select to train a unit and then load a save or fight a battle. You must select retrain and then click 'end turn' It's a vanilla bug

  5. #5

    Default Re: Bug Reports for 6.4!

    Thanks for archerfix Don't know if it affects ALL professional units. Didn't play long enough because of that bug. Maybe I explained it wrong. Another try ^^: The "turns to next available unit" do not count down. I just saw that i also cannot recruit the simple spearmen and also mounted sergeants. I remember that i had about 4 turns left for mounted sergeants and it worked well but then in turn 8 or 9 the "turncounter" was set to 7 and stuck in every castle and town. (7 only for mounted s's) REtraining is not a problem. Hadn't lost that much before and retrained but it could be that retraining isn't possible if there are not enough men left in the unit.

  6. #6
    Meneth's Avatar I mod, therefore I am
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    Default Re: Bug Reports for 6.4!

    Let me guess: you're using BGR.
    Don't use it if you don't want the game to be hard as hell

  7. #7
    gracul's Avatar 404 Not Found
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    Default Re: Bug Reports for 6.4!

    100% to movement points? I guess its from somekind of a submod.

  8. #8
    Meneth's Avatar I mod, therefore I am
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    Default Re: Bug Reports for 6.4!

    He's using MSC.
    MSC doesn't touch the actual anti-pope code, though, but I'll look into it to be sure.
    Edit: I checked. The code is exactly the same, both in the CS and the EDCT.

  9. #9
    Tiro
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    Default Re: Bug Reports for 6.4!

    Quote Originally Posted by Meneth View Post
    He's using MSC.
    MSC doesn't touch the actual anti-pope code, though, but I'll look into it to be sure.
    Edit: I checked. The code is exactly the same, both in the CS and the EDCT.
    ITS SHE NOT HE>>>>>>>>>
    SO WHAT FAULT IS IT NOW???

  10. #10
    newt's Avatar Primicerius
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    Default Re: Bug Reports for 6.4!

    How are we supposed to know?


  11. #11
    Tiro
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    Default Re: Bug Reports for 6.4!

    [QUOTE=newt;8853081]How are we supposed to know?

    [/QUOT

    Any idea for the antipope scam

  12. #12

    Default Re: Bug Reports for 6.4!

    Yes Meneth. I am using BGR IV and i'd love to play medieval on "hard as hell". I don't know if my english is that bad or why noone understands but if i would click 100 times on "next turn" i could not even recruit one single unit except some militia and early units. this cannot be right...

  13. #13
    newt's Avatar Primicerius
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    Default Re: Bug Reports for 6.4!

    Quote Originally Posted by JohnOfGaunt View Post
    Yes Meneth. I am using BGR IV and i'd love to play medieval on "hard as hell". I don't know if my english is that bad or why noone understands but if i would click 100 times on "next turn" i could not even recruit one single unit except some militia and early units. this cannot be right...
    Read all about it here

    http://www.twcenter.net/forums/showthread.php?t=106060

  14. #14
    Meneth's Avatar I mod, therefore I am
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    Default Re: Bug Reports for 6.4!

    You need to station a general with recruitment rights there. It's part of the BGR system.

  15. #15

    Default Re: Bug Reports for 6.4!

    Ah thank you!

  16. #16
    Nosjack's Avatar Praepositus
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    Default Re: Bug Reports for 6.4!

    The second to last polish barracks can't recruit Crossbow militia, even though the tier below and above can.
    Not really a major bug for me, I usually don't upgrade militia barracks to be that high, but I just thought I would give you guys the heads up.

    EDIT: newt is on the ball, thanks again for your hard work SS team.
    Last edited by Nosjack; January 25, 2011 at 07:07 PM.

  17. #17
    newt's Avatar Primicerius
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    Default Re: Bug Reports for 6.4!

    See my response in the 6.3 thread

  18. #18
    PieKillU's Avatar Libertus
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    Icon5 Re: Bug Reports for 6.4!

    19:16:31.142 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/base/descr_regions.txt, at line 816, column 1
    Couldn't find region name 'Corinth_Province' in stringtable
    19:16:31.786 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.



    ^That is the error I keep getting when I try to start a campaign, the menu and everything else works fine, I used to have UAC errors but I fixed that. Can you please give me a fix? I could post my descr_regions.txt so you can see if theres something wrong with it, also, I checked it myself and I did find a Corinth_Province, but maybe it wasnt in the correct place. Thanks

  19. #19
    PieKillU's Avatar Libertus
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    Default Re: Bug Reports for 6.4!

    Quote Originally Posted by PieKillU View Post
    19:16:31.142 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/base/descr_regions.txt, at line 816, column 1
    Couldn't find region name 'Corinth_Province' in stringtable
    19:16:31.786 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.



    ^That is the error I keep getting when I try to start a campaign, the menu and everything else works fine, I used to have UAC errors but I fixed that. Can you please give me a fix? I could post my descr_regions.txt so you can see if theres something wrong with it, also, I checked it myself and I did find a Corinth_Province, but maybe it wasnt in the correct place. Thanks
    Hey can anyone plz plz plz help me with this, I wan't to be able to play this great mod

  20. #20

    Default Re: Bug Reports for 6.4!

    Hand gunners for the AI are completely broken. Almost all the time I see them try to skirmish with my front line they just run up to them, get too close, and run away. It's like their value for skirmish fall back distance is greater than the ranger of their guns. The only time I see them fire is if the handgunners are uphill, or if they manage to flank. This skirmish problem has made sieges screw up even more. Sometimes the AI will break down the gates and try to skirmish with their hand gunners, but all they do is run up to the gate, get too close to troops, run away, run up to the gate, get too close, run away, etc. for the whole battle.

    I am by no means an expert on modding SS but a couple suggestions I thought of to help the AI able to use them is a) increase the range of hand cannons, b) reduce their skirmish distance value or c) make them a different unit type other than skirmishers.

    I've never seen them fire from atop walls either. I don't know if that is possible for you to do anything about though.

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