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  1. #1
    Trailhog250's Avatar Semisalis
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    Default Settlemtn Type

    I'm in need of some help adjusting settlement types. I'll keep this as short and explanatory as possible so it's not too much reading and easy to comprehend. (hopefully )

    I need to change a settlement from a Citadel to a Huge city. What must be modified to achieve this?

    More specifically, for the MOS submod for TATW 3.1. I was tweaking the descr_strat file to get the right strat model for Minas Tirith, and somehow it ended up a star fort. I will post the lines in case it helps but what I really need to know is how to change the settlement type besides modifying that file. Hopefully this is what's causing the crashes when I go to fight a battle there on the campaign map, probably because of misconfiguration between files as some recognize it as a Citadel, some a Huge City, apparently one a Star Fort I fixed the strat model, but now the settlement itself I think has problems as I don't thing the game itself recognizes it as a huge_city and therefore can't find the settlement model among other things so it's crashing.

    I hope this is the cause of the crash and can be fixed by modding of the correct files

    NOTE: I temporarily removed extra buildings from the file and left just the huge_stone_wall so that there is no confusion there or anything for now so we can pinpoint the problem.

    Crashlog
    15:05:46.926 [script.err] [error] Script Error in mods/Third_Age_SP/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 307, column 1
    The castle core building level should be EQUAL the settlement level!

    15:05:46.926 [script.err] [error] Script Error in mods/Third_Age_SP/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 307, column 1
    The castle core building level should be EQUAL the settlement level!

    15:07:04.733 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    MOS 6.3 descr_strat for Minas Tirith
    faction sicily, balanced smith
    ai_label islam
    denari 12000
    denari_kings_purse 3000
    settlement castle ;DONE
    {
    level large_city
    region Anorien_Province

    year_founded 0
    population 4612
    plan_set default_set
    faction_creator aztecs
    building
    {
    type core_castle_building citadel
    }
    }

    settlement ;DONE
    TATW 3.1 descr_strat for Minas Tirith
    faction sicily, balanced smith
    ai_label good
    denari 15000
    denari_kings_purse 3800
    settlement
    {
    level huge_city
    region Anorien_Province

    year_founded 0
    population 4252
    plan_set default_set
    faction_creator norway
    building
    {
    type core_building huge_stone_wall
    }
    }

    settlement ;DONE
    What my MOS+TATW descr_strat for Minas Tirith looked like
    faction sicily, balanced smith
    ai_label good
    denari 15000
    denari_kings_purse 3800
    settlement castle ;DONE
    {
    level huge_city
    region Anorien_Province

    year_founded 0
    population 4612
    plan_set default_set
    faction_creator norway
    building
    {
    type core_building huge_stone_wall
    }
    }

    settlement ;DONE


    +rep to any users that post useful or important info

  2. #2
    Moon's Avatar Centenarius
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    Default Re: Settlemtn Type

    population levels are at the bottom of descr settle_mechanics, it gives you the settlement minimums, upgrades etc.

    <level name="village" base="400" upgrade="800" min="400" max="1500"/>
    <level name="town" base="800" upgrade="2000" min="400" max="3500"/>
    <level name="large_town" base="2000" upgrade="6000" min="400" max="9000"/>
    <level name="city" base="6000" upgrade="12000" min="400" max="18000"/>
    <level name="large_city" base="12000" upgrade="24000" min="400" max="36000"/>
    <level name="huge_city" base="24000" min="400" max="72000"/>
    <!-- castle -->
    <level name="moot_and_bailey" base="400" upgrade="800" min="400" max="1500"/>
    <level name="wooden_castle" base="800" upgrade="2000" min="400" max="3500"/>
    <level name="castle" base="2000" upgrade="4500" min="400" max="9000"/>
    <level name="fortress" base="4500" upgrade="9000" min="400" max="13500"/>
    <level name="citadel" base="9000" upgrade="18000" min="400" max="18000"/>
    </population_levels>

  3. #3

    Default Re: Settlemtn Type

    Quote Originally Posted by Trailhog250 View Post
    Code:
     faction sicily, balanced smith
    ai_label good
    denari 15000
    denari_kings_purse 3800
    settlement castle ;DONE
    {
    level large_city
    region Anorien_Province
    
    year_founded 0
    population 4612
    plan_set default_set
    faction_creator norway
    building
    {
    type core_castle_building citadel
    }
    }
    edit, my first reply was a wrong, the post below by CavalryComdr is correct, but the above is an alternitive if you want the settlement as a citadel.
    Last edited by danny X; January 11, 2012 at 05:38 PM. Reason: cock-up!


  4. #4

    Default Re: Settlemtn Type

    Your putting a city core building on a castle settlement.
    You have:
    Code:
    settlement castle ;DONE
    {
    level huge_city
    region Anorien_Province
     
    year_founded 0
    population 4612
    plan_set default_set
    faction_creator norway
    building
    {
    type core_building huge_stone_wall
    }
    }
    you have to change the line
    Code:
    settlement castle ;DONE
    to
    Code:
    settlement ;DONE
    OR chage it to a castle like dannyxx30's post says. I'm not sure which you want, but you cant do a combination of both

  5. #5
    Trailhog250's Avatar Semisalis
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    Default Re: Settlemtn Type

    Ah... How simple. Thanks for the help, +rep to the 3 of you.

    Adjusting this did help. It was crashing just as soon as the camera would zoom in on the strat armies. Now, it loads up to the quote and picture and gets about 20% loaded before getting an unspecified error. Log file says the same. Any thoughts on this?... I'm drifting away from the purpose of the topic now though and if no one has an answer to that particular problem I'll take this up with my mod leader. Thanks again and if anyone should happen to have a possible solution to this then please share it. Or maybe a pointer in the right direction. I've got to fix this somehow, TATW 3.x without custom settlements will definitely not appeal to many fans no matter how many features MOS has It does show up as a Huge City now though.

    If I have not given enough info ask which of my files you would like to look at if that would help, the only thing in the log file is: M2TW encountered an unspecified error. If no one knows for sure what files to look for, are there any suggestions to check something that might not should have been cross-written...?

    Interestingly enough, trying to enter Minas Tirith in a custom battle crashes once you select the factions and hit next and go to the unit screen. It shows it for a few seconds then get's another unspecified error, log file shows only that.

  6. #6

    Default Re: Settlemtn Type

    First, what files have you edited since it last loaded properly? Second, please post the last half dozen or so lines in the log, sometimes they contain a hint.

  7. #7
    Trailhog250's Avatar Semisalis
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    Default Re: Settlemtn Type

    Spoiler Alert, click show to read: 
    00:17:15.643 [system.io] [info] exists: missing data/banners/textures/faction_variations/norway/Faction_banner_england_trans.texture
    00:17:15.643 [system.io] [info] exists: found mods/Third_Age_SP/data/banners/textures/Faction_banner_england_trans.texture (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    00:17:15.644 [system.io] [info] exists: found mods/Third_Age_SP/data/banners/textures/Faction_banner_england_trans.texture (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    00:17:15.644 [system.io] [info] exists: missing mods/Third_Age_SP/data/banners/textures/faction_variations/norway/Faction_banner_england.texture
    00:17:15.644 [system.io] [info] exists: missing data/banners/textures/faction_variations/norway/Faction_banner_england.texture
    00:17:15.644 [system.io] [info] exists: found mods/Third_Age_SP/data/banners/textures/Faction_banner_england.texture (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    00:17:15.644 [system.io] [info] exists: found mods/Third_Age_SP/data/banners/textures/Faction_banner_england.texture (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    00:17:15.644 [system.io] [info] exists: missing mods/Third_Age_SP/data/banners/textures/faction_variations/norway/Faction_banner_england_trans.texture
    00:17:15.644 [system.io] [info] exists: missing data/banners/textures/faction_variations/norway/Faction_banner_england_trans.texture
    00:17:15.644 [system.io] [info] exists: found mods/Third_Age_SP/data/banners/textures/Faction_banner_england_trans.texture (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    00:17:15.645 [system.io] [info] exists: found mods/Third_Age_SP/data/banners/textures/Faction_banner_england_trans.texture (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    00:17:15.797 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    I don't know what the last file was, as I didn't test it quite like that. I just now tested the campaign after actually getting all the other kinks worked out. It wouldn't even start 'till a few days ago.

    It should be working... EDB, EDU, ModelDB, among lots of other files have been made compatible one way or the other. Usually it tells me what it can't load, or what it can't find, or what's missing but the only thing I see is an unspecified error.

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