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Thread: REPORT TATW 3.2 Bugs & Issues (Read 1st post before posting, this thread is not for fixing bugs and issues, just for reporting them!)

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  1. #1
    Veteraan's Avatar TATW Local Moderator
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    Default Re: REPORT TATW 3.2 Bugs & Issues (Read 1st post before posting, this thread is not for fixing bugs and issues, just for reporting them!)

    Good, I take it your problem is solved then.

    My Internet connection stopped while I was writing my previous post, which meant I had to switch to my phone to complete it and fix the video link. If should be okay now.

    Citizenised by Shankbot - Patron of b0Gia - House de Bodemloze

  2. #2

    Default Re: REPORT TATW 3.2 Bugs & Issues (Read 1st post before posting, this thread is not for fixing bugs and issues, just for reporting them!)

    I know it has been a long time and perhaps and perhaps I am missing something. I am a long time player of different submods and just started TATW 3.2. It seems that my ballista towers/boiling oil (i turned on manually) don't work in any settlements other than fortresses. They are present on the towers in large cities but don't fire ballista missles nor does the boiling oil work.

  3. #3

    Default Re: REPORT TATW 3.2 Bugs & Issues (Read 1st post before posting, this thread is not for fixing bugs and issues, just for reporting them!)

    I have a problem. The One Ring message still doesn't appear for me. I'm around turn 58. Playing as Gondor in Very Hard Campaign difficulty. Any idea when it appears?

  4. #4

    Default Re: REPORT TATW 3.2 Bugs & Issues (Read 1st post before posting, this thread is not for fixing bugs and issues, just for reporting them!)

    I have a problem with the campaign. I am in turn 80 and the One Ring doesn't appear. I gave the One Ring ancillary to the Witch-King using the console of M2TW. But, Sauron is not ressurected yet. The invasions are not avaiable yet and Aragorn doesn't show up for Gondor.

  5. #5

    Default Re: REPORT TATW 3.2 Bugs & Issues (Read 1st post before posting, this thread is not for fixing bugs and issues, just for reporting them!)

    Hello. Anyone knows here when Sauron Invasions are enabled? Sauron doesn't return yet. I'm in turn 54, and in the script, it says that it will appear on turn 46. Help please.

    VH/VH Gondor Campaign - Third Age Total War 3.2

  6. #6

    Default Re: REPORT TATW 3.2 Bugs & Issues (Read 1st post before posting, this thread is not for fixing bugs and issues, just for reporting them!)

    Quote Originally Posted by THIRDAGESUPER View Post
    Hello. Anyone knows here when Sauron Invasions are enabled? Sauron doesn't return yet. I'm in turn 54, and in the script, it says that it will appear on turn 46. Help please.

    VH/VH Gondor Campaign - Third Age Total War 3.2
    Nevermind! Forget what I told to all of you. I got an invasion to Minas Tirith and Sauron is present in the game. Invasions are enabled! Sorry for being impatient, lol.

  7. #7

    Default Re: REPORT TATW 3.2 Bugs & Issues (Read 1st post before posting, this thread is not for fixing bugs and issues, just for reporting them!)

    After 30 turns will enable. Is random but in normal TATW will appear in 30 turns or after.
    Fall of the Republic & Rise of the Empire: https://www.twcenter.net/forums/show...FRRE-mod-links

  8. #8
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: TATW 3.2 Bugs & Issues (Read 1st post before posting!)

    This is not a bug buta modeling fault.
    I watched High Elves bodyguards and they are smaller than anyother model.
    Plus those warriors and many Gondor units do NOT apear their secondary weapons in passive modde (swords in scabbards) for all (spearmen, archers ,horsemen) and the scabbards are simply empty.
    Please check the passive weapons comments guys.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  9. #9
    SlartyBartfast's Avatar Decanus
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    Default

    Gondor's Fountain Guards seem to walk very quickly. Even when they are in spear wall formation, they arrive in position well ahead of other troops. Is this because they are elite, or is this a bug?
    Last edited by StealthFox; June 21, 2012 at 09:57 AM. Reason: Double Post
    "Huh?"

  10. #10

    Default Re: TATW 3.2 Bugs & Issues (Read 1st post before posting!)

    Just got a CTD during a battle so thought I'd post here in hopes it might help someone with future debugging / stability.

    Vanilla 3.2 install, no sub-mods. Playing as Eriador in campaign, around turn 110. Circumstance were: my full stack army led by Gandalf attacking a small force of Orcs in open field beside Rivendell, with Rivendell garrison (currently owned by OotMM) joining the battle as reinforcements. Snowy weather conditions. The battle loaded and proceeded fine for about a min or two before crashing. Possibly it was related to the reinforcements or reinforcing general entering the battlefield during that time.


    Edit: Have tried it several times now with same result. Tried attacking from a different square, tried waiting a turn, neither had any effect. The game still crashed when the reinforcing general reached the battlefield. I tried not moving my army in the battle until all of the reinforcements had entered the battle and that seemed to have worked, the battle did not crash when the reinforcing general touched the battlefield. But then it crashed anyway as soon as the first archer attempted to fire a shot.
    Last edited by brasswire; June 23, 2012 at 07:23 PM.

  11. #11

    Default Re: TATW 3.2 Bugs & Issues (Read 1st post before posting!)

    i just started a High Elves campaign in 3.2. I attacked an Isengard army next to Duneard to avoid activating the garrison script, and this army was reinforced by the garrison. I attacked the reinforcing army, and it crashed (unspecified error). I tried various suggestions put forward (removing daylight saving time, not moving until the reinforcing army had turned up etc), but nothing worked. I then attacked the initial army, and after doing that, the screen hung (another crash). Log entry is very similar to Neige Noire's.

    Could this be connected to the HE faction? This is the first reinforcement battle I have fought in this campaign. and I've had a multitude of reinforcement battles playing as Eriador in 3.2, and had no problems whatsoever.

  12. #12
    SlartyBartfast's Avatar Decanus
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    Default Re: TATW 3.2 Bugs & Issues (Read 1st post before posting!)

    Keep getting a random crash in this battle. It might be due to Faramir?
    "Huh?"

  13. #13

    Default Re: TATW 3.2 Bugs & Issues (Read 1st post before posting!)

    I dont kno if this is a bug and im pretty sure i got the correct 3.2 patch, but i seiged erebor as ootmm in an invasion and the dwarves like wandered off into a random part of the settment amd sat there i tried marching to the center of map to take it but that area is inaccesible so i coukdnt take the settlment without goin after the gliched defenders.

  14. #14

    Default Re: TATW 3.2 Bugs & Issues (Read 1st post before posting!)

    Ive experienced same bug as someone has described here

    I'm getting a strange crash during a battle in my Gondor campaign. I have half a stack near Minas Morgul, and I attacked a small Mordor force standing next to the fortress, which forced the garrison to join the attack.
    I start the battle fine, and line up my rangers and archer militia up on a high hill, with a few infantry lined up behind and a single cav unit behind them. After awhile the animation gets really choppy, and shortly after attacking the game crashes to desktop with the "unspecified error..." message. This happens whether I send my cav in, or move my archers into range - but it seems to happen when the AI gives orders to attack in return.
    - I have read the forums
    - I have disabled DST on my computer
    - my graphics card works fine, and is using current driver
    - I have uninstalled/reinstalled 3.0 and both patches
    - This particular crash doesn't happen on normal battle maps, only the scorched earth Mordor map near Minas Morgul
    What's going on?


    my TATW version is up to date , heres log file..

    Spoiler Alert, click show to read: 
    01:29:27.260 [system.rpt] [always] CPU: SSE2
    01:29:27.261 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    01:29:27.276 [system.io] [always] mounted pack packs/data_0.pack
    01:29:27.277 [system.io] [always] mounted pack packs/data_1.pack
    01:29:27.282 [system.io] [always] mounted pack packs/data_2.pack
    01:29:27.286 [system.io] [always] mounted pack packs/data_3.pack
    01:29:27.288 [system.io] [always] mounted pack packs/data_4.pack
    01:29:27.289 [system.io] [always] mounted pack packs/localized.pack
    01:29:36.163 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction milan (bdg large_city vs clt huge_city)
    01:29:36.164 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction scotland (bdg large_city vs clt huge_city)
    01:29:36.164 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction moors (bdg large_city vs clt huge_city)
    01:29:36.164 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction turks (bdg large_city vs clt huge_city)
    01:29:36.165 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction egypt (bdg large_city vs clt huge_city)
    01:29:36.165 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction mongols (bdg large_city vs clt huge_city)
    01:29:36.165 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction england (bdg large_city vs clt huge_city)
    01:29:36.165 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction france (bdg large_city vs clt huge_city)
    01:29:36.165 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction hre (bdg large_city vs clt huge_city)
    01:29:36.166 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction portugal (bdg large_city vs clt huge_city)
    01:29:36.166 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction spain (bdg large_city vs clt huge_city)
    01:29:36.166 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction venice (bdg large_city vs clt huge_city)
    01:29:36.166 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction papal_states (bdg large_city vs clt huge_city)
    01:29:36.166 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction byzantium (bdg large_city vs clt huge_city)
    01:29:36.167 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction aztecs (bdg large_city vs clt huge_city)
    01:29:36.167 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction timurids (bdg large_city vs clt huge_city)
    01:29:36.167 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction normans (bdg large_city vs clt huge_city)
    01:29:36.167 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction saxons (bdg large_city vs clt huge_city)
    01:29:36.167 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction russia (bdg large_city vs clt huge_city)
    01:29:36.168 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction poland (bdg large_city vs clt huge_city)
    01:29:36.168 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction denmark (bdg large_city vs clt huge_city)
    01:29:36.168 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction teutonic_order (bdg large_city vs clt huge_city)
    01:29:36.168 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction ireland (bdg large_city vs clt huge_city)
    01:29:36.169 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction norway (bdg large_city vs clt huge_city)
    01:29:36.169 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction hungary (bdg large_city vs clt huge_city)
    01:29:36.169 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction slave (bdg large_city vs clt huge_city)
    01:29:52.311 [game.script] [always] Germanicu5 ReallyBadAI v5.6 Running. Please upload log and savegames when reporting battle CTDs for SS.
    01:35:24.130 [game.script] [error] Script execution error for <label_unit>, at line 46993, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.131 [game.script] [error] Script execution error for <label_unit>, at line 46994, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.131 [game.script] [error] Script execution error for <label_unit>, at line 46995, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.131 [game.script] [error] Script execution error for <label_unit>, at line 46996, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.131 [game.script] [error] Script execution error for <label_unit>, at line 46997, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.132 [game.script] [error] Script execution error for <label_unit>, at line 46998, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.132 [game.script] [error] Script execution error for <label_unit>, at line 46999, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.132 [game.script] [error] Script execution error for <label_unit>, at line 47000, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.132 [game.script] [error] Script execution error for <label_unit>, at line 47001, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.132 [game.script] [error] Script execution error for <label_unit>, at line 47002, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.133 [game.script] [error] Script execution error for <label_unit>, at line 47003, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.133 [game.script] [error] Script execution error for <label_unit>, at line 47004, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.133 [game.script] [error] Script execution error for <label_unit>, at line 47005, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.133 [game.script] [error] Script execution error for <label_unit>, at line 47006, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.133 [game.script] [error] Script execution error for <label_unit>, at line 47007, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.134 [game.script] [error] Script execution error for <label_unit>, at line 47008, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.134 [game.script] [error] Script execution error for <label_unit>, at line 47009, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.134 [game.script] [error] Script execution error for <label_unit>, at line 47010, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:35:24.134 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u3'.
    01:35:24.134 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u4'.
    01:35:24.135 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u5'.
    01:35:24.135 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u6'.
    01:35:24.135 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u7'.
    01:35:24.135 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u8'.
    01:35:24.135 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u9'.
    01:35:24.136 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u10'.
    01:35:24.136 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u11'.
    01:35:24.136 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u12'.
    01:35:24.136 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u13'.
    01:35:24.136 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u14'.
    01:35:24.137 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u15'.
    01:35:24.137 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u16'.
    01:35:24.137 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u17'.
    01:35:24.137 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u18'.
    01:35:24.137 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u19'.
    01:35:24.138 [game.script] [error] Script execution error for <define_unit_group>, at line 47012, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a4u20'.
    01:35:24.138 [game.script] [error] Script execution error for <label_unit>, at line 47066, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent army
    01:35:24.138 [game.script] [error] Script execution error for <define_unit_group>, at line 47067, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'a6u1'
    01:39:17.665 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


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