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  1. #1

    Default CTD durring battle right before enemy contact

    Had CTD during battle playing 6.4 early campaign BGR IV, perm arrows, perm watchtowers, longer assimilation. Playing as Scotland. A Norwegian full stack besieged Nottingham. Next turn Norwegian King dies and the stack turns rebel and lifts siege. I attack from Nottingham with a smaller stack as reinforcements coming from Wales. Ensuing battle AI sends archers charging at my lines and CTD right before hand to hand takes place. Error log in spoiler.





    Spoiler Alert, click show to read: 
    01:53:08.197 [system.rpt] [always] CPU: SSE2
    01:53:08.197 [system.rpt] [always] ==== system log start, build date: Aug 3 2007 version bld-medieval2-kingdoms-104 (45562) ===
    01:53:09.431 [system.io] [always] mounted pack packs/data_0.pack
    01:53:09.431 [system.io] [always] mounted pack packs/data_1.pack
    01:53:09.431 [system.io] [always] mounted pack packs/data_2.pack
    01:53:09.447 [system.io] [always] mounted pack packs/data_3.pack
    01:53:09.447 [system.io] [always] mounted pack packs/data_4.pack
    01:53:09.447 [system.io] [always] mounted pack packs/localized.pack
    01:55:19.814 [game.script] [error] Script execution error for <label_unit>, at line 12591, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:55:19.815 [game.script] [error] Script execution error for <label_unit>, at line 12592, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:55:19.815 [game.script] [error] Script execution error for <label_unit>, at line 12593, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:55:19.815 [game.script] [error] Script execution error for <label_unit>, at line 12594, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:55:19.815 [game.script] [error] Script execution error for <label_unit>, at line 12612, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:55:19.815 [game.script] [error] Script execution error for <label_unit>, at line 12613, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:55:19.815 [game.script] [error] Script execution error for <label_unit>, at line 12614, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:55:19.815 [game.script] [error] Script execution error for <label_unit>, at line 12615, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:55:19.815 [game.script] [error] Script execution error for <label_unit>, at line 12616, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:55:19.816 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit16'.
    01:55:19.816 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit17'.
    01:55:19.816 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit18'.
    01:55:19.816 [game.script] [error] Script execution error for <define_unit_group>, at line 12618, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit19'.
    01:55:19.817 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit34'.
    01:55:19.817 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit35'.
    01:55:19.817 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit36'.
    01:55:19.817 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit37'.
    01:55:19.817 [game.script] [error] Script execution error for <define_unit_group>, at line 12619, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit38'.
    01:59:55.162 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  2. #2
    newt's Avatar Primicerius
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    Default Re: CTD durring battle right before enemy contact

    This log tells nothing. set error log to trace. open default.cfg, make it look like this.

    [log]
    to=mods/SS6.3/system.log.txt
    ;level=* error
    level=* trace

  3. #3

    Default Re: CTD durring battle right before enemy contact

    Sorry... attached zip file since over 10Mg

  4. #4
    newt's Avatar Primicerius
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    Default Re: CTD durring battle right before enemy contact

    I didn't see anything in there that would cause a crash


    edit: Did it crash right away or freeze first?
    Last edited by newt; January 31, 2011 at 06:57 PM.

  5. #5

    Default Re: CTD durring battle right before enemy contact

    No freezing. It just crashes as soon as the army gets close. I have waited a few turns and tried attacking the stack again but the same problem occurs. I have a save that is seconds away from the crash if you want that.

  6. #6
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: CTD durring battle right before enemy contact

    Can you post specifically what units were in the battle. Especially what ranged units were there.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  7. #7

    Default Re: CTD durring battle right before enemy contact

    It happened again this time vs Norwegian army so i think it might be a Norwegian unit that causes it. I will find the culprit similar in the 2 scenarios.

  8. #8

    Default Re: CTD durring battle right before enemy contact

    This sounds a lot like the bug that I've encountered with three different battles while playing SS 6.4 without any submods.

    I will deploy my army, start the battle, but as the two armies are just coming into arrow range the game either freezes or gives me an Unspecified Error CTD. It's a rare bug that I've only encountered in three of the scores of battles that I've fought during the 150+ turns of my current campaign, but it does exist. Further, it's not a permanent bug because I have been able to eventually fight to conclusion all three problem battles. Granted it took me a few occasions to get that conclusion: Error Battle #1: two screen freezes, Error Battle #2: one Unspecified Error CTD, and Error Battle #3: three Unspecified Error CTDs. So it can be a repeatable bug, but strangely (and luckily) not a permanent one.

    Further, it's not anything specifically related to the Norwegians because in my French campaign it occured while fighting the Rebels once and the English twice.

    Other than this occasional battle bug, SS 6.4 has been pretty stable. (However, I did witness a cosmetic bug when I eliminated Genoa but one of their priests and two of their merchants remained on the map for decades afterwards. They didn't move, but remained in the same spots outside Genoa. (It's been nearly seventy years since Genoa was destroyed, but one of its priests is still on the map. I'm assuming the two merchants died out.)

  9. #9

    Default Re: CTD durring battle right before enemy contact

    Yeah the second error battle was not repeatable but i did get a list of the units. Also in the first battle the Rebels were labeled English despite comprising of Norwegian units.

    Red Indicates units that partook in both battles

    Scotland: Highlanders, Merc Crossbow, Generals bodyguards, Levy archers, Crusader knights, Mailed Knights, Mailed Foot knights, Highlander Rabble, Feudal Knights, Spear Militia, Hobilars, Balista, Border horse

    Norwegian/(English) Rebel: Viking Landsmen, Norse Archers, Huskarl Cav, Viking Raiders, Spear Militia, Viking Huskarls.

  10. #10

    Default Re: CTD durring battle right before enemy contact

    I keep getting something similar, however this happens whenever a unit leaves or comes into the battle. It also seems to be specifically tied to the Danes and Norwegians specifically.

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