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  1. #1

    Default Ceasefire bug?

    Hi all,

    I just downloaded KGCM recently and have been fairly impressed with it. There is one major problem, at least for me and I cannot seem to find any posts here with the same issue. I'm currently playing as England on h/h and am at war with the Irish.

    All was well and good up until around the eighth turn, when I ended the turn, I received an announcement that England (me) just signed a truce with Ireland. The problem is, I didn't, and in fact couldn't sign a Ceasefire with them. I even checked and when I attempted to attack one of their cities, it came up with the "attack neutral faction?" message. I reloaded back to the previous turn (I always save at the end of every turn) and it didn't happen again. Thinking this was just a one-off glitch, I played on. However, on turn 27 the same thing happened again.

    My question is is this a deliberate feature (I would think not) and has anyone else had this occur?

    Oh and almost forgot, version is 4.2, fully patched and to the best of my knowledge installed correctly.

    Thanks

  2. #2
    vietanh797's Avatar Domesticus
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    Default Re: Ceasefire bug?

    never seen such thing before
    I was installed this mod for at least 5 guys(included me)
    I don't think anyone here encounter that problem too
    suggest you try re-install everything
    Empire II and Medieval III pls

  3. #3

    Default Re: Ceasefire bug?

    I Vaguely remember having this issue, but I think there is a logical reason for it.

    - Maybe you married into their faction
    - Perhaps you made an alliance with one of their allies somehow which caused a ceasefire
    - Perhaps you accidentally accepted a ceasefire from them without knowing when just clicking yes to everything that comes up at the beginning of a turn.

    If however this is a bug, as you suggest it is, then does it really matter? You can just attack them again anyway. I can see how it would be annoying if you are beseiging them and then your army retreats - though with that said it might be a blessing considering how immovable the AI usually is regarding peace treaties. You have to get them down to their last settlement before they will even consider it usually - which can be amazingly annoying - especially when playing HHM.

  4. #4

    Default Re: Ceasefire bug?

    Quote Originally Posted by Leving View Post
    I Vaguely remember having this issue, but I think there is a logical reason for it.

    - Maybe you married into their faction
    - Perhaps you made an alliance with one of their allies somehow which caused a ceasefire
    - Perhaps you accidentally accepted a ceasefire from them without knowing when just clicking yes to everything that comes up at the beginning of a turn.

    If however this is a bug, as you suggest it is, then does it really matter? You can just attack them again anyway. I can see how it would be annoying if you are beseiging them and then your army retreats - though with that said it might be a blessing considering how immovable the AI usually is regarding peace treaties. You have to get them down to their last settlement before they will even consider it usually - which can be amazingly annoying - especially when playing HHM.
    +1

  5. #5

    Default Re: Ceasefire bug?

    Hi,

    Thanks for all the quick replies. I just wanted you to know that this was definitely not caused by my stray clicking ;. I did not click anything except for the end turn button when it happened. However like I said I cannot reproduce the event on a specific turn; seems to be random. Now that that's sorted:

    vietanh797: Will certainly try that later, thanks for the advice.

    Leving & Dave: It can't be 1 because I didn't marry into their faction. As for 2, no alliances were made with their allies. Only the Spanish & Scotish who remained neutral to them. One interesting thing though is that on both times it happened, immediately the turn in the Scots allied the Irish, which they could not do previously as I was at war with the Irish. It seems they were desperate for an alliance. Could this have something to do with it? On point 3, wasn't caused by me as I said.

    As for does it matter, well yes it does a bit to be frank. If I just end up with a truce with my enemy without signing one, it seems very odd. Also, like you said the AI was not accepting a Ceasefire on any reasonable conditions, it was actually smashing my armies near Ireland (wow) and it feels exploitative if I be left off the hook so easily, so to speak.

    Thanks

  6. #6

    Default Re: Ceasefire bug?

    I'm no modder, so all I can really do is provide you help from the point of view of a general gamer. I understand your wanting to make the gameplay as authentic as possible, and in that respect,if this issue really does bother you, my short term suggestion would be to simply load the game to the turn prior to the ceasefire being made.

    As you said, it happens infrequently, and as such, unless you have laboured over a turn which included several battles, perhaps it would just be best to load the autosave so that the event does not occur.

    I understand small problems like this can be annoying, though the best solution is often just to play fair so that you dont exploit the AI. Playing fair to make the game realistic and to avoid exploiting the AI is often much easier than searching tirelessly for a fix that does not exist.

    All games have small bugs like this, though I found the stock version was far more retarded than the mod that Dave made.

  7. #7

    Default Re: Ceasefire bug?

    Quote Originally Posted by Leving View Post
    I'm no modder, so all I can really do is provide you help from the point of view of a general gamer. I understand your wanting to make the gameplay as authentic as possible, and in that respect,if this issue really does bother you, my short term suggestion would be to simply load the game to the turn prior to the ceasefire being made.

    As you said, it happens infrequently, and as such, unless you have laboured over a turn which included several battles, perhaps it would just be best to load the autosave so that the event does not occur.

    I understand small problems like this can be annoying, though the best solution is often just to play fair so that you dont exploit the AI. Playing fair to make the game realistic and to avoid exploiting the AI is often much easier than searching tirelessly for a fix that does not exist.

    All games have small bugs like this, though I found the stock version was far more retarded than the mod that Dave made.
    Hi

    Yes, reloading the game seems to be the best solution. I was just curious that no-one else had this issue. I agree that the mod is much better in terms of gameplay and stability. I won't stop playing this mod just because of that bug, however it can be annoying to have to reload especially out you've had some major battles with other factions, etc.

    I don't know how frequently it will continue to happen, at the moment seems to be every 15-20 turns so that's not too bad. I just find it odd that no-one else has this issue that's all. I do appreciate the work that's gone into this mod and I wish that the modders accomplish(ed) all that they want in it.

    Thanks

  8. #8

    Default Re: Ceasefire bug?

    I'm sure many others have had your issue, only they have not come froward and said anything. I had a problem with the growing of settlements which I thought was a bug. At first I was also shocked that no1 else had noticed it, though I later discovered that the mod was meant to be that way.

    Its just the way of things I guess, though when the new patch comes out, see if that fixes your issue.

  9. #9

    Default Re: Ceasefire bug?

    @Cadiz,

    I just want to let you know that I am interested in knowing whether this is a bug or not. I have never experienced such a problem myself in the many years I have played this mod though. Usually if someone reports a bug we try to recreate that bug ourselves and then find out what is the cause. But I am unable to find this bug myself atm. This mod forum has also been around for 4 years now and I have never heard of a ceasefire bug before. That does not mean to say that you are wrong. But I think if this were a bug I would expect a lot more fans to report it. Therefore this is much more likely to be a problem with your installation. This could be because any number of reasons. Firstly very strange performance can often be the cause of a corrupted download. Basically when you download the mod and patch some anti virus software can corrupt the download (disable this). Secondly do not mod any of the files yourself or use any submods when reporting a bug (I dont think you said you used a submod though). So I would advise downloading the mod again and reinstalling it. If after you've done all that the problem continues then we could get to the bottom of this if you posted your save and I would then take a look at it.

    Dave
    Last edited by Dave Scarface; September 03, 2011 at 04:02 AM.

  10. #10

    Default Re: Ceasefire bug?

    Dave, thanks for offering to check the save. Unfortunately, I have only slow overpriced broadband Internet providers in my area and re-downloading will not be viable at this time as I've already gone over my 'download limit'. Is there not some sort of checksum you could do to ensure the file has not changed? Anyway, I've never had a download that was corrupted. Not saying this isn't the case but I will not be able to re-download for another fortnight atleast. I'll certainly re-install it though and see if that helps

    I did install it on my D: drive but this shouldn't be an issue should it? Also, my M2TW is Gold Edition could this be the cause? If not then never mind. I will report back at a later date when I've re-downloaded and re-installed and the problem still persists.

    Thanks for your help
    Last edited by Cadiz; September 03, 2011 at 06:51 AM.

  11. #11

    Default Re: Ceasefire bug?

    You do not need to install M2TW within the Program Files folder. This mod will work perfectly fine if M2TW was installed on the D: drive. Also it is critical that you downloaded the correct Kingdoms patch for the Gold Edition in your region. I would double check that you have the right Kingdoms patch before downloading the whole mod again. Good luck and also let me know if you notice any other problems in the mods performance.

  12. #12

    Default Re: Ceasefire bug?

    It's probably just my inability to search properly, but I couldn't find specific instructions on installing KGCM on Gold Edition. I checked all the install instruction stickies to no avail. What is the correct patch version for Gold Edition? Because I installed Kingdoms US Patch 1.5 before installing your mod.

    Thanks

    Edit: vietanh you posted while I was typing. That's the one I installed. So I assume that is the correct one?
    Last edited by Cadiz; September 03, 2011 at 09:56 PM.

  13. #13
    vietanh797's Avatar Domesticus
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    Default Re: Ceasefire bug?

    Cadiz did you update patch 1.5 Kingdoms?
    Empire II and Medieval III pls

  14. #14

    Default Re: Ceasefire bug?

    well if you have the gold version, then you need the gold version of the patch, 1.5 gold, and that will be the only official patch you need to install!


  15. #15
    vietanh797's Avatar Domesticus
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    Default Re: Ceasefire bug?

    very sorry i use non gold version patch so I can't help you but I suggest you try to download the 1.5 patch for gold version over gamespot
    Empire II and Medieval III pls

  16. #16

    Default Re: Ceasefire bug?

    You should be able to find the correct gold patch download for your Kingdoms in this link below.

    http://www.twcenter.net/forums/showt...78#post8457678

  17. #17

    Default Re: Ceasefire bug?

    Thanks for all your help. I've got the right version.

    I started a new game on m/h as I was finding h/h to be very challenging. 30 turns in and no more Ceasefire issues. However, now I'm finding it a bit too easy (already got 2 of Irelands territories) so I'm going to re-start yet again later and enjoy the awesome AI on h/h. It seems the AI is able to field a much bigger army on hard, as well as more advanced units, which at the time overwhelmed me but now I've got a few strategies.

    I'll be sticking with this mod and online community and eagerly await any more developments.

    Thanks
    Last edited by Cadiz; September 04, 2011 at 07:20 AM.

  18. #18
    vietanh797's Avatar Domesticus
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    Default Re: Ceasefire bug?

    Good luck
    the mod will be more fun at VH/VH but I don't want to ruin your game so let;s stick with your game till the end
    Empire II and Medieval III pls

  19. #19

    Default Re: Ceasefire bug?

    I've now played until turn 74 and have not encountered this problem again until this turn, however in different circumstances. For those still interested:

    After destroying the Irish with the help of Wales on turn 47 (took 23 years) England had no enemies, at least for another 2 turns until the French attacked Caen and Rennes almost simultaneously. Most of my army was still in Cork, acting as a deterrent to the huge stack of Welsh troops just outside of Cork, apparently they weren't happy not getting any territories from the Irish.

    So I faced a choice; move my army down to Caen to help defend against the French attackers with the risk of losing Cork to the Welsh (they weren't at war with me but I sensed they would declare in order to get Cork) or leave my army in Cork with the risk of almost certainly losing Caen and Rennes to the French. I chose to leave my army in Cork until the large stone walls were completed and increased the garrison of local troops. I couldn't make more troops and send them over because I was pretty much bankrupt.

    The next turn France attacked Caen in a siege but I managed to beat them in a battle. A large French army then showed up outside of Rennes so I rushed a diplomat over to my allies, Spain, and gifted it to them since it was a lost cause anyway. I then diverted the troops that were in Rennes to Caen, but they did not reach in time for another French siege battle, this time with me narrowly losing. Too bad, the large stone wall in Cork would have been done next turn and I was just about to send my main army over.

    Now I lost 2 territories, but I decided to get my revenge later, after the Welsh had been delt with. The next turn I sent my main army to Lancaster in preparation for my Welsh attack, and soon received a demand from Wales, give 230 florins or they attack. I refused. Shortly after they declared war on me by attacking Gloucester with a small army, quite foolish actually because they were much weaker than me, but it was perfect for me, after bankrupting myself building another army, I attacked Caernevran(sp) and an epic battle ensued. Because the garrison was already half full, I faced an overflowing Welsh army after the garrison script kicked in.

    The first turn of the siege, the fairly recently elected French pope (), who of course didn't like me very much, demanded I stop the hostilities against Wales. I was tempted to go ahead anyway but managed to wait out the required 6 turns of no hostilities, but by now my oversized army was dragging me in the red. I knew the pope would again demand I stopped hostilities with Wales the turn after I attacked them, so I moved both armies to Caernevran and attacked with a catapult, with my other army reinforcing.

    After a very bloody fight, I embarrassingly ran out of time after both killing and losing about 1000 men, and both armies retreated, although I really only used one army to attack, the other was still mostly full health. Luckily the pope did not demand an end to the hostilities this turn, so I used my largely intact army to assault Caernevran again using the catapult for instant battle.

    I lost half of my army but I won. What sort of troops did the modders give the Welsh in the garrison script? They were darn tough . Now with the Welsh knocked down to 2 territories - Castle Town and Cardiff, they sent a diplomat and offered Ceasefire, I counter-offered and demanded them to be my vassals. They just accepted. The next turn I opened my diplomatic events message to find my vassalge with the Welsh as expected, but also to find that I had unknowingly signed a truce with France. The welsh were allied with them the whole time and apparently this forced me to Ceasefire with them, although I would have prefered if they just broke their alliance with the French. I'm now continuing on without reloading.

    Well that's my campaign so far, congratulations if you read all that . And yes I have too much time on my hands.

    One other bug I have noticed is the AI using catapults to damage 2 wall segments to 90% but not finishing the job, which is pretty stupid even for the AI. This happened 3 times, all in Wexford, with me defending. But it may also just be my install.

  20. #20

    Default Re: Ceasefire bug?

    Quote Originally Posted by Cadiz View Post
    One other bug I have noticed is the AI using catapults to damage 2 wall segments to 90% but not finishing the job, which is pretty stupid even for the AI. This happened 3 times, all in Wexford, with me defending. But it may also just be my install.
    Well, if the AI started firing at a section of wall and you moved your troops off it then the AI may well target another section of wall with defending units on it. Obviously, whats happened here is the AI did not have enough catapults to finish the job. If the AI consistently stopped using its catapults before all ammo ran out then this would be a problem with the BAI performance, that would not be a bug so to speak.

    Dave

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