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Thread: Jedi Knight's KGCM Submod (Timurids Added)

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  1. #1

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Well, I don't know how to post these things here ( sr I'm a noob about computer, all I know is downloading game and play). About the battle, I can enter that battle again, play it for a while and just before the 2 armies engage the game crashed. I think it happened three times to me

  2. #2
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by hbk_123 View Post
    Well, I don't know how to post these things here ( sr I'm a noob about computer, all I know is downloading game and play). About the battle, I can enter that battle again, play it for a while and just before the 2 armies engage the game crashed. I think it happened three times to me
    system.log text file is in kingdoms_grand_campaign_mod folder. Open it and paste here and can you tell me your and ai's units in those armies. There is a problem with unit or units in your or ai's army. If i can find which it is, maybe i can fix.

  3. #3
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    The crash happens because of the RBAI. I will ask Germanicu5 the error. For now install the fix and you should start a new game.

  4. #4

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    22:24:56.415 [system.rpt] [always] CPU: SSE2
    22:24:56.415 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    22:24:56.420 [system.io] [always] mounted pack packs/data_0.pack
    22:24:56.421 [system.io] [always] mounted pack packs/data_1.pack
    22:24:56.422 [system.io] [always] mounted pack packs/data_2.pack
    22:24:56.423 [system.io] [always] mounted pack packs/data_3.pack
    22:24:56.423 [system.io] [always] mounted pack packs/data_4.pack
    22:24:56.423 [system.io] [always] mounted pack packs/localized.pack
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, village -> motte_and_bailey, core_building[0](wooden_pallisade) -> core_castle_building[1](wooden_castle)
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, town -> wooden_castle, core_building[0](wooden_pallisade) -> core_castle_building[1](wooden_castle)
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, town -> wooden_castle, hinterland_roads[0](roads) -> hinterland_castle_roads[0](c_roads)
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, core_building[0](wooden_pallisade) -> core_castle_building[1](wooden_castle)
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, core_building[1](wooden_wall) -> core_castle_building[2](castle)
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, port[0](port) -> castle_port[0](c_port)
    22:24:59.470 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, hinterland_roads[0](roads) -> hinterland_castle_roads[0](c_roads)
    22:24:59.470 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, hinterland_mines[0](mines) -> hinterland_castle_mines[0](c_mines)
    22:26:31.720 [script.err] [error] Script Error in mods/kingdoms_grand_campaign_mod/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 107, column 34
    resource fish positioned on 172,331 which is an invalid tile.

    22:35:48.500 [game.script] [always] Germanicu5 ReallyBadAI v5.6 Running. Please upload log and savegames when reporting battle CTDs for SS or TATW.
    22:46:31.927 [game.script] [always] Germanicu5 ReallyBadAI v5.6 Running. Please upload log and savegames when reporting battle CTDs for SS or TATW.
    23:00:09.679 [game.script] [always] Germanicu5 ReallyBadAI v5.6 Running. Please upload log and savegames when reporting battle CTDs for SS or TATW.


    This is my system.log file. If it is fixed then thanks a lot. Btw, how much does 1 unit of Armenian infantry cost? I see them cost 550 in custom battle, but in the area around the Turkish castle Adana (I think that's the name) the Armenian infantry costs 9480 per unit . Are they medieval tanks or what

  5. #5

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    What turn do all the events happen

  6. #6
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by Scots blade View Post
    What turn do all the events happen
    There are lots of events. Some of them are fourth crusade, some sieges and characters spawn. Fourth crusade is in 22. turn, Baybars event is in 80.turn and Osman emerge event is in 120.turn. If you capture Antioch and Jerusalem with Islamic factions, full stack armies will spawn.

  7. #7

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Yay thank you. Btw how can 1 unit of Armenian infantry cost me 9480 on the campaign map here? It is near the castle of Adana.
    Here is my system.log file:
    22:24:56.415 [system.rpt] [always] CPU: SSE2
    22:24:56.415 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    22:24:56.420 [system.io] [always] mounted pack packs/data_0.pack
    22:24:56.421 [system.io] [always] mounted pack packs/data_1.pack
    22:24:56.422 [system.io] [always] mounted pack packs/data_2.pack
    22:24:56.423 [system.io] [always] mounted pack packs/data_3.pack
    22:24:56.423 [system.io] [always] mounted pack packs/data_4.pack
    22:24:56.423 [system.io] [always] mounted pack packs/localized.pack
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, village -> motte_and_bailey, core_building[0](wooden_pallisade) -> core_castle_building[1](wooden_castle)
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, town -> wooden_castle, core_building[0](wooden_pallisade) -> core_castle_building[1](wooden_castle)
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, town -> wooden_castle, hinterland_roads[0](roads) -> hinterland_castle_roads[0](c_roads)
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, core_building[0](wooden_pallisade) -> core_castle_building[1](wooden_castle)
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, core_building[1](wooden_wall) -> core_castle_building[2](castle)
    22:24:59.469 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, port[0](port) -> castle_port[0](c_port)
    22:24:59.470 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, hinterland_roads[0](roads) -> hinterland_castle_roads[0](c_roads)
    22:24:59.470 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, hinterland_mines[0](mines) -> hinterland_castle_mines[0](c_mines)
    22:26:31.720 [script.err] [error] Script Error in mods/kingdoms_grand_campaign_mod/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 107, column 34
    resource fish positioned on 172,331 which is an invalid tile.

    22:35:48.500 [game.script] [always] Germanicu5 ReallyBadAI v5.6 Running. Please upload log and savegames when reporting battle CTDs for SS or TATW.
    22:46:31.927 [game.script] [always] Germanicu5 ReallyBadAI v5.6 Running. Please upload log and savegames when reporting battle CTDs for SS or TATW.
    23:00:09.679 [game.script] [always] Germanicu5 ReallyBadAI v5.6 Running. Please upload log and savegames when reporting battle CTDs for SS or TATW.

  8. #8

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Sr for double post, I think my internet got crazy and didn't show the last post so.... Anyway, now I install your fix and I can't open the game anymore

  9. #9
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by hbk_123 View Post
    Sr for double post, I think my internet got crazy and didn't show the last post so.... Anyway, now I install your fix and I can't open the game anymore
    Download the fix again. After installing, don't forget to delete export_descr_advice, export_descr_advice_enums files in Medieval II Total War\mods\kingdoms_grand_campaign_mod\data folder.

  10. #10

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Thanks a lot

  11. #11

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    Thanks great submod any plans for future update

    Sorry for double post Osmans and babyers?

    I've waited for the 4th crusade as both Venice and byzintines and it hasn't occured
    Last edited by Stylix; April 19, 2012 at 11:11 AM. Reason: Triple Post

  12. #12
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by hbk_123 View Post
    Thanks a lot
    You are welcome.
    Quote Originally Posted by Scots blade View Post
    I've waited for the 4th crusade as both Venice and byzintines and it hasn't occured
    campaign_script works. That script fires, if Constantinople belongs to the Byzantines between 22 and 32 turns.

  13. #13

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    my games started crashing on the campaign map

  14. #14
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by Scots blade View Post
    my games started crashing on the campaign map
    Which turn did the game crash and can you post your system.log?

  15. #15

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    I reastalled the mod

  16. #16

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    How should I delete the garrison script? I don't want to play with the garrison script on but I think if I replace your campaign_script with Dave's no garrison script all the events can't be activated right?

  17. #17
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    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Quote Originally Posted by hbk_123 View Post
    How should I delete the garrison script? I don't want to play with the garrison script on but I think if I replace your campaign_script with Dave's no garrison script all the events can't be activated right?
    Download the no garrison script and start a new game.

  18. #18

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    deleted
    Last edited by Scots blade; April 23, 2012 at 11:12 AM.

  19. #19

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Hi it's me again. This time I try to delete the garrison script myself (downloading the no garrison script will not trigger all the events that you have added here). The game works fine now until I realize that every time I try to attack a settlement fast with siege weapon( try with catapult so far) and the game crashes. Do you have any idea about this? I don't think it's because of me deleting the garrison script though, I did exactly as Dave did with his campaign_script file.

  20. #20

    Default Re: Jedi Knight's KGCM Submod+Timurids Submod (Updated)

    Hello is anybody here?

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