Thanks. I'm planning making some more changes to make campaign even more challenging.
Thanks. I'm planning making some more changes to make campaign even more challenging.
It keeps crashing on me with an undefined error, i have permanent watchtowers off... i dont understand why it keeps doing it.
Last edited by GiddeeUpp; August 21, 2011 at 02:01 PM.
What does your log say? I'm currently playing a Venice campaign and I've reached turn 70 without any crash.
[script.err] [error] Script Error in mods/SS6.3/data/descr_sm_factions.txt, at line 188, column 31
file: "descr_sm_factions.txt": horde unit type 'Mesopotamia { 0 }' not found in unit_db
[system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Hmm.. Looks like descr_sm_factions got busted. Try to overwrite it.
will do. i wont have time to test right away but ill let ya know how it goes
I do agreed with Ichon, before the end of the Hohenstaufen dynastie, the Kingdom of Arles was a reality, it became strongly french influenced with Charles d'Anjou(1245).
Before the sovereign was the Kaiser himself, which had many partisans in Provence(the bishops, many nobles, some patricians...)
here the cities which would fit for Savoie/Dauphiné
(map 11/12thcent.)
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Serb its still doing the same thing, log comes up the same...
Attempted a new campaign, here's the log from when it crashed:
17:06:00.754 [script.err] [error] Script Error in mods/SS6.3/data/descr_sm_factions.txt, at line 188, column 31
file: "descr_sm_factions.txt": horde unit type 'Mesopotamia { 0 }' not found in unit_db
17:09:06.534 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3066, column 16
Population of 1800 is too high for a village - max is 1500
17:09:06.534 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3073, column 1
The castle core building level should be EQUAL the settlement level!
17:09:06.637 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 7551, column 16
Population of 400 is too low for a large_town - min is 500
17:09:06.638 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 7663, column 12
You have chosen an invalid tile(38, 30) for the settlement of Timbuktu.
It will mean not being able to reach this settlement and is a bug.
For now we'll ignore it.
17:09:06.638 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 7666, column 16
Population of 400 is too low for a village - min is 500
17:09:06.694 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 8759, column 79
you have chosen an invalid tile(364, 185) for Turgut (slave)
17:11:48.238 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3066, column 16
Population of 1800 is too high for a village - max is 1500
17:11:48.238 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3073, column 1
The castle core building level should be EQUAL the settlement level!
17:11:48.343 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 7551, column 16
Population of 400 is too low for a large_town - min is 500
17:11:48.343 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 7663, column 12
You have chosen an invalid tile(38, 30) for the settlement of Timbuktu.
It will mean not being able to reach this settlement and is a bug.
For now we'll ignore it.
17:11:48.344 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 7666, column 16
Population of 400 is too low for a village - min is 500
17:11:48.402 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 8759, column 79
you have chosen an invalid tile(364, 185) for Turgut (slave)
17:38:47.654 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Darn. Are you using clean SS? Last thing I could recomend you is to copy all files one more time, and then try. Sorry for the trouble, but I don't know what's wrong :/ For me is working just fine.
If you look at the map, you would see that that's exactly what I've done![]()
Also some friendly placed stone forts would add some piments if even its needed, as some ones around the scot Borderland. Or in plain Pô's Valley/around Florence.
By the way, the provinces would be "virtually" shared
Tell me Serbian when you need some infos about french castles relevant to your map/frame.If never Wiki isn't enough![]()
I'm a total noob when it comes to computers. Can someone give a step by step guide to installation? I've already downloaded SS 6.4 and run the setup for it.
BTW I love the changes to the map, they're exactly what I was looking for.
@ Rus-Bey
Ok. Thanks my friendIsn't Arles too close to Marseille to have both? I can remove Marseille then. But what about northwest Italy? Don't you think there should be one more settlement? Or Milan and Genova are enough?
@ joeschmoe
Just extract the files in folder where Stainless Steal is instaled and overwrite. It's in MTW2\mods\SS6.3. And of course, this is only for early era.
Last edited by Serbian Hussar; August 26, 2011 at 01:17 PM.
maybe give more lands to Turin to make the north-Provence more HRE influenced
Look the map of 1180, to say then the Provence and his back-country were more influenced by HRE(the red line being the limity of suzerainty)
Spoiler Alert, click show to read:
The coastal Provence(Marseille) can be labelled "catalan" culture, like that, your Provence will expect some aragonese expeditions(historical). And our ancient provencal names were more closed to the catalan culture
Well I think I will re-download Stainless Steel, great work you're doing
ThanksI've begun some PSF work. I still don't know if it's better to use historical positions for stone forts or to just place them on roads and next to bridges
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STAINLESS STEEL Historical Improvement Project (SSHIP) - v0.8.2 Beta released!
Recent AARs/Guides
Norway 180 turn SS/BGR AAR- http://www.twcenter.net/forums/showt...71#post8479471
Lithuania SS/BGR AAR- http://www.twcenter.net/forums/showthread.php?t=369607
1390 SS submod WIP
http://www.twcenter.net/forums/showthread.php?t=479539
Yes. It's probably gonna be like that. We can't name the forts anyway so placing them on some historical places isn't so important, as few people would know what they represent. And also forts are made to be forts and to guard routes and passages. So i'm gonna make them buildable, but only in own teritory.
I've put some ideas for the next version in the 1. page. If someone has some more interesting ideas, please share![]()