Page 40 of 69 FirstFirst ... 1530313233343536373839404142434445464748495065 ... LastLast
Results 781 to 800 of 1406

Thread: The Last Kingdom - Bug (Reports) & Technical problems & Support

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    Do the horsemen units seem a bit slow to anyone else? In many battles even when the horse units run several infantry units can some how catch up. Even if a infantry unit is fast, is there no way to decrease the stamina compared to horsemen?

    I also think there is a unit whoops for the Saxon/celt warships. They come later but have much lower stats than the earlier viking copy long ships. I made one adjustment in the export units file and the buildings files to change their stats to match what they are. I only lowered the cost and upkeep in the export units, and switched them with the long ships for when they can recruit, and also changed spawn rates so they were higher than long ships at least early on. They should probably be lower than viking factions anyway. Even though the unit description originally said it was bigger than the long ship, the stats say other wise. I changed the description as well to reflect what the stats say. Since also this is not exactly warship stat numbers, I changed the name to Boats. Though Nydam Asko would probably more historically accurate. Anyway this is one unit in the game that has confusing information about it. Description says stronger, unit stats say weaker than long ships.
    Last edited by Cincinatus; February 07, 2012 at 02:46 AM.
    "It is worth while for those who disdain all human things for money, and who suppose that there is no room either for great honor or virtue, except where wealth is found, to listen to his story."
    - Livy 3.26

  2. #2
    BrodY's Avatar Semisalis
    Join Date
    Feb 2010
    Location
    Sweden
    Posts
    491

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    Is the crash-bug when you're choosing campaign resolved yet? I think I tried it out when it was still 3.05 last time. And then it froze when I tried to start campaigns. The custom battles worked fine though.

  3. #3
    smoesville's Avatar Vicarius
    Join Date
    Feb 2008
    Location
    Dublin, Ireland
    Posts
    2,803

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    Quote Originally Posted by BrodY View Post
    Is the crash-bug when you're choosing campaign resolved yet? I think I tried it out when it was still 3.05 last time. And then it froze when I tried to start campaigns. The custom battles worked fine though.
    That could just be the game generating the map.rwm file. If you do anything after clicking start campaign it will crash.
    Were there but a tree in this godforsaken place i would have hanged myself.

  4. #4
    BrodY's Avatar Semisalis
    Join Date
    Feb 2010
    Location
    Sweden
    Posts
    491

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    Quote Originally Posted by smoesville View Post
    That could just be the game generating the map.rwm file. If you do anything after clicking start campaign it will crash.
    Nah it never crashed. Just... froze, sort of. I remember trying the beta, and it worked perfectly back then. It's like... I choose a faction, press start and nothing happens. The loading-meter doesen't change at all, and the cursor is just rotating. I have to exit the game via ctrl+alt+del

    I've tried several times reinstalling both M2TW, applied Kingdoms and all necessary patches. And like I said, the beta worked like a charm. Just for the heck of it I just tried waiting 10 minutes earlier today, but the same result. Oh, well... apparently it works for other people, so I guess I'll just reinstall again and see if it helps.

  5. #5

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    A lot of infantry units have move_speed_mod 1.1, and a few even 1.2. I took that out in the RR/RC EDU.

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
    Moderator Emeritus Administrator Emeritus

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    52,679
    Blog Entries
    35

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    Try this from step three, don't forget to delete the M2TW folder in the VirtualStore










  7. #7
    Ciciro's Avatar Protector Domesticus
    Join Date
    Jan 2012
    Location
    The Capital
    Posts
    4,038

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    I had just started a Norman campaign when i clicked on the rebel settlement directly to the right of my capital, the game crashed. Is there a way to fix this?

  8. #8
    Celtichugs123's Avatar Senator
    Join Date
    Jul 2010
    Location
    Scottish Highlands
    Posts
    1,063

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    We came across this during development and in the Beta, however I cannot remember if we actually managed to sort this or if we didn't it remained a known bug.

    I know that it doesn't, or didn't happen to everyone.

    Sorry, I know that's of little use to you, but rest assured we know of the issue.
    Vikingr

    The Last Kingdom


    “For myself, I find I become less cynical rather than more--remembering my own sins and follies; and realize that men's hearts are not often as bad as their acts, and very seldom as bad as their words.”
    - J.R.R Tolkien

  9. #9

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    Currently, the Normans' churches self-destruct every now and then, even after the Normans have converted. I have looked in the campaign_script file, and I have found this:

    ;=== Pagans destroy Christian temples and monasteries ===

    ;--- normans ---

    monitor_event GeneralCaptureSettlement FactionType normans
    and I_EventCounter pagan_normans = 1
    destroy_buildings normans monastery true
    destroy_buildings normans catholic_temple true
    end_monitor


    In the EDB, the condition for recruiting Norman units instead of Norse ones is

    and event_counter norman_conversion 1


    What about changing the building destroying script to

    monitor_event GeneralCaptureSettlement FactionType normans
    and not I_EventCounter norman_conversion 1
    destroy_buildings normans monastery true
    destroy_buildings normans catholic_temple true
    end_monitor

    or

    and not I_EventCounter baptist_normans 1

    ?


    The Royal Demesne of the Normans doesn't have an AOR requirement like everyone else's. It only has the norman_conversion one.


    In the EDB I found this:

    building catholic_temple
    {
    ; religion catholic
    ; celtic
    levels shrine chapel church large_church cathedral
    {
    shrine requires factions { irconnacht, irmunster, scotland, wales, wesex, mercia, eastanglia, northumbria, eastfrank, normans, } and event_counter baptist_normans 1

    Shouldn't the Normans get their own entry with the event_counter since they're the only ones who are affected by that condition? As it stands, nobody can build those churches until the Normans convert.

    Would it be enough to change the text to

    building catholic_temple
    {
    ; religion catholic
    ; celtic
    levels shrine chapel church large_church cathedral
    {
    shrine requires factions { irconnacht, irmunster, scotland, wales, wesex, mercia, eastanglia, northumbria, eastfrank, }
    shrine requires factions { normans, } and event_counter baptist_normans 1

    or does the entire thing need to be copied so there is only one "requires factions" line each time?
    Last edited by k/t; February 11, 2012 at 11:46 AM.

  10. #10

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    I tried to start a campaign with East Anglia and I got a crash and this message in the log:

    15:17:11.031 [script.err] [error] Script Error in mods/Last_Kingdom/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3077, column 1
    The character record Lendrmaðr Guttorm the Honest is set as faction heir but is not in the family tree.

    Then I started a campaign with Vestfold to check, and indeed Guttorm is the faction heir but he is not in the family tree. Only Harald is in it (well, apart from a bunch of dead people). I've played the game before and I haven't had problems with this. How can I put him in the family tree?

  11. #11

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    i downloaded this mod, i played it, it worked, it was fun. BUT i had just played the campaign as hordaland i united norway and all was good i went onto the website because i had not downloaded the patch so i download and installed the patch, worst mistake of the day because i tried to start a campaign but once i pressed start the game crashed and a error message like this came up: " Odin something has gone wrong, maybe thor knows what is wrong. but now the game is closing" i was like ? i knew it said it would take a few minutes for the new map to load but once it had it just crashed and now thas all it does. i unintsalled the game and the patch and i reinstalled the game without the patch but still it just crashes with the same message when i try and play a custom battle or try and start a campaign. I really enjoy this mod and i want it to jut work. DOES ANYONE KNOW WHAT IS WRONG OR WHAT THE PROBLEM IS?????????????????? thank you. i don't have the luxury to play for a few hours then to have an crash i have tried to reinstall it so many times its killing me.
    Last edited by Luke Evans; February 12, 2012 at 04:24 PM.

  12. #12

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    i attached the error system thing...

  13. #13

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    i changed my uac settings on my computer and i gave the last kingdom full permissions in the security options and i tried it and it worked but i installed the patch but the same crashing happened.

  14. #14

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    this is the system logs with the patch

  15. #15
    Celtichugs123's Avatar Senator
    Join Date
    Jul 2010
    Location
    Scottish Highlands
    Posts
    1,063

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    Hello Luke Evans,

    I understand you are looking for an answer from us, the team, to help you with your issue, but please try not to spam, thanks.

    Use Edit instead.

    Thanks, Celt.
    Last edited by Celtichugs123; February 13, 2012 at 05:55 AM.
    Vikingr

    The Last Kingdom


    “For myself, I find I become less cynical rather than more--remembering my own sins and follies; and realize that men's hearts are not often as bad as their acts, and very seldom as bad as their words.”
    - J.R.R Tolkien

  16. #16

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    A bug reported much earlier in this thread seems to still be in the game.

    Some players have mentioned that during sieges, on offense, you cannot simply take and hold the city center. Unfortunately I find it rather game-breaking; it makes battles take (even) longer and I'm always losing more guys.

    I've tried unlimited_men_on_battlefield set to both 0 and 1, time limits both on and off, and neither setting changes the behavior. I found that this happens whether the enemy sallies forth (ie, they initialize the battle), or I assault (ie, I initialize). This is also what happens during custom battles, not just in the campaign.

    I'd really like to play this mod -- it's one I watched for years and was really glad when a playable beta was released. However, I find playing it to be tedious and therefore not very fun when sieges are, as I see it, broken like this.

    Is there any way I correct this behavior on my own without having to wait for a new release?

    Thanks.

  17. #17
    danova's Avatar Protector Domesticus
    Join Date
    Aug 2007
    Location
    Hungary / Budapest
    Posts
    4,668

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    Haha, I'm sorry for too many problems ...
    My answer: yes!

    Quote Originally Posted by a friendly gamer View Post
    A bug reported much earlier in this thread seems to still be in the game.

    Some players have mentioned that during sieges, on offense, you cannot simply take and hold the city center. Unfortunately I find it rather game-breaking; it makes battles take (even) longer and I'm always losing more guys.

    I've tried unlimited_men_on_battlefield set to both 0 and 1, time limits both on and off, and neither setting changes the behavior. I found that this happens whether the enemy sallies forth (ie, they initialize the battle), or I assault (ie, I initialize). This is also what happens during custom battles, not just in the campaign.

    I'd really like to play this mod -- it's one I watched for years and was really glad when a playable beta was released. However, I find playing it to be tedious and therefore not very fun when sieges are, as I see it, broken like this.

    Is there any way I correct this behavior on my own without having to wait for a new release?

    Thanks.

  18. #18

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    Yes, this is fixable, and something I can do myself? Care to elaborate on how?

  19. #19

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    I conquered Dorcaester and Stonehenge was damaged. I tried to repair it but nothing happened. I saw in the campaign_strat that there are uniques and hinterland_uniques. Is there a significant difference? Let's make them all hinterland_uniques to avoid repair problems like this.

  20. #20

    Default Re: The Last Kingdom - Bug (Reports) & Technical problems & Support

    Not really 'bugs' in the typical sense.. Just curious about 2 things I found in game.

    1 - As a Saxon Faction, the 'longship' is the first boat available, and after upgrading boat-builders then 'warship' becomes available. However, the warship is worse than the longship -- smaller crew, lower attack/def, and the same upkeep... I thought it was a mistake, that the stats between Warship and Longship must of been mixed up or something.


    2 - LArge Wall upgrade only costs 4,800 , but every other upgrade prior to that goes.. 6,000 (palisade), then 12,000 (wooden), then 24,000 (stone) ,,, and then 4,800 for Large stone -- not sure if thats on purpose, or if a "0" was forgetten on the end.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •