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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 Added)

    Yep! Still me. Same problem but with different Opposing faction (Still using the Teutonic Order). This time the enemy are the Mongols and they're the ones engaging on the siege (They're attackers I'm defender). Like my post above it shows the loading screen and then crashes. Says Medieval II has stopped working. I'll just repeat myself I already had the fix downloaded and installed. I deleted the export _descr_advisor and export_descr_advisor_enums. So why is this still happening? Fighting against the Moorish caliphate gives no problem. For the Turks I haven't tried yet. ( Hope it won't have any problems ). I had to give up Constantinople without a fight just to progress the game (Auto - resolve). Also is this thread dead already? Really hoping it's not 'cause I really love this mod and hope to get some fixes or at least some information on how to stop this from occurring.

  2. #2

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

    Hi. Game crashes on start up. I get the following error in the system log.
    09:20:19.250 [script.err] [error] Script Error in mods/kingdoms_grand_campaign_mod/data/export_descr_unit.txt, at line 13093, column 18
    Unrecognised engine type 'mangonel'.
    09:20:19.250 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file mods/kingdoms_grand_campaign_mod/data/export_descr_unit.txt.

    What do?

  3. #3

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

    Hi Jedi,

    Thank for your mod. I am just a little bit confused. How do I exactly install the fix? I downloaded the fix.rar but it consists of "data" and "preferences" folders. And I noticed they contain fewer files than the original "data" and "preferences." Do I just replace them or what do I do?

    Thanks

  4. #4

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

    Hi one more thing, I think the no garrison script links are both broken.

  5. #5

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

    Sorry never mind it was the country restriction that was causing the problem in gamefront.

  6. #6

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

    Hi sorry for keep bombarding you with posts. But for some reason, whenever I double click on a settlement or try to checkout the description of any unit, the game crashes. I think what's happening is whenever something (like a window showing settlement details, unit descriptions, traits, etc.) has to pop out the game automatically crashes. Does anybody know why this is happening?

  7. #7
    Alexanderos's Avatar Senator
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    No garrison link is not workingg
    Throw me to the wolves and I will return leading the pack !


  8. #8
    edulongshanks's Avatar Laetus
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Hi there, I hope you are well guys!,

    I don't want to play with the garrison script on but I replaced the campaign_script with Dave's no garrison script and all the events were disabled .

    Can someone reupload the No Garrison Script for Jedi Knight's KGCM Submod (Timurids Added) please?

    Thanks.

    Best Regards.

  9. #9

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

    Если кому нужно)
    No Garrison Script для Jedi Knight's KGCMv4.3

    https://yadi.sk/d/yrdCkryO37hMNi

  10. #10
    edulongshanks's Avatar Laetus
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Quote Originally Posted by Impa View Post
    Если кому нужно)
    No Garrison Script для Jedi Knight's KGCMv4.3

    https://yadi.sk/d/yrdCkryO37hMNi
    Thanks man!

  11. #11

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

    Happy New Year.
    I'm new here and the link is invalid.
    Would you please give an active link,thank you

  12. #12

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

    I am creating a patch for mod called Bare_Geomod and I was wondering if it would be possible if I can the creators permission to use units, models, and textures for my patch? I will credit this person work when I am done. Please contact me at your earliest convenience.

  13. #13
    crazyroman's Avatar Artifex
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    Default Re: Jedi Knight's KGCM Submod (Timurids Added)

    Jedi Knight has been inactive for some time. Just use what you want and give credits.

  14. #14

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

    ok! I will... thanks!

  15. #15

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

    Does someone know how to disable the thing when you can't use unit for some secs after charging with them ?

  16. #16

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

    They seem to be the same.... Please respond soon Jedi.

  17. #17

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

    17:16:57.092 [system.rpt] [always] CPU: SSE2
    17:16:57.093 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    17:16:57.156 [system.io] [always] mounted pack packs/data_0.pack
    17:16:57.201 [system.io] [always] mounted pack packs/data_1.pack
    17:16:57.256 [system.io] [always] mounted pack packs/data_2.pack
    17:16:57.316 [system.io] [always] mounted pack packs/data_3.pack
    17:16:57.361 [system.io] [always] mounted pack packs/data_4.pack
    17:16:57.372 [system.io] [always] mounted pack packs/localized.pack
    17:17:09.637 [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)
    17:17:09.637 [data.invalid] [error] Target building level not allowed: The Aztecs, town -> wooden_castle, core_building[0](wooden_pallisade) -> core_castle_building[1](wooden_castle)
    17:17:09.637 [data.invalid] [error] Target building level not allowed: The Aztecs, town -> wooden_castle, hinterland_roads[0](roads) -> hinterland_castle_roads[0](c_roads)
    17:17:09.637 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, core_building[0](wooden_pallisade) -> core_castle_building[1](wooden_castle)
    17:17:09.637 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, core_building[1](wooden_wall) -> core_castle_building[2](castle)
    17:17:09.637 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, port[0](port) -> castle_port[0](c_port)
    17:17:09.637 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, hinterland_roads[0](roads) -> hinterland_castle_roads[0](c_roads)
    17:17:09.637 [data.invalid] [error] Target building level not allowed: The Aztecs, large_town -> castle, hinterland_mines[0](mines) -> hinterland_castle_mines[0](c_mines)
    17:17:41.038 [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.

    17:20:13.582 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.



    Sr I dont know how to edit my last post[/QUOTE]

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