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Thread: [Fixed] CTD campaign map, early era turn 128 129 130

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  1. #1

    Icon10 [Fixed] CTD campaign map, early era turn 128 129 130

    [edit:] SKIP TO BOTTOM of this post(update#5) if you want to see how I fixed it

    I was reading that if you have a constant CTD during end turn at the same faction's turn(Kievan Rus) each time that I should do the following to fix it...

    1).toggle_fow in console so I can figure out which unit is causing the problems
    2). then 'remove the unit' causing saved game to crash...I found the culprit and I can't figure out how to kill him off or move in on his own little island somewhere via console. (I have tried various commands, not sure if they are the correct ones, or how can I select him for the 'this' command?)

    Please help! I'm in the process of searching for the answer, but not having luck...


    Aleksander the Unorthodox near Halych appears to have been the last unit to move when the game crashes so I've been trying to kill him off and see if the error goes away...


    [UPDATE#1:] I found a nice isolated island north of the british isles with nothing on it to move the culprit via trial and error with coordinates and was finally able to move a character (just not the one I need to move!)...I moved one of my merchants up to the island via this command in the console... move_character "Howard Stewart" 70,280 ....that is a nice little island for isolating a bugged unit if I can figure out how to identify this priest guy in the console

    [UPDATE#2:] I figured out how to move Aleksandr the Unorthodox...move_character "Aleksandr the Unorthodox" 70,280....unfortunately it still crashed, still on Kievan Rus' turn...this time while Tikhomir Kvashnya one of their generals was moving....UGH, now I have to move him up there too and hope it works this time....anybody else have any other advice to try?

    [UPDATE#3:] Ok this is really getting frustrating now!! I couldn't figure out how to fix it so I tried 'surrender_regions kievan_rus' and it killed them off and then I got the dang CTD error at the beginning of lithuania's turn!!

    [UPDATE#4:] I destroyed both Kievan_rus and Lithuania and then it crashed on kingdom of aragon's turn...I found it it's crashing on whoever's turn is RIGHT before Teutonic Order (who only recently emerged onto the map a few turns ago via event...and also got excommunicated not that long ago, I'll try destroyed them next...and also taking a look at all their units and try to see what's up)

    It's turn 129, year 1228 that I'm ending by the way

    [SOLVED/UPDATE#5]: Turns out that the problem that would have prevented me from continuing to play my campaign was actually related to the Teutonic Order's turn! Something in the campaign script must be bugged with SS6.4 and the early era campaign, because after more thorough searching I found numerous people complaining about their campaigns coming to an end because of CTD error around turn 128-130...

    I'm sure somebody can fix the campaign script or whatever files that are causing people to lose their campaigns, but I'm not one of those people unfortunately...instead here is the brute force approach to continuing your campaign if your having this error.

    How to fix your campaign= Kill the 2-4 teutonic generals/armies(I had 4) who are attempting to attack near Palanga (I found 3 of the 4 armies hiding in the forest nearby, close to their visible army). You will be using the console(~) and a couple commands to kill these units. After you kill them off with your unit then disband it(don't want a free 3gold chevron unit) and turn fog of war back on and continue playing like normal.
    It's not required, but I'd highly recommend after you find the teutonic order armies you move them all onto the little island (Location 70,280)in the top-right of the map above the british isles...if you don't you will be chasing them around A LOT after they lose and withdraw/retreat each time, they need to be 100% dead and off the campaign map.

    Console Commands I used:

    toggle_fow = turns fog of war on/off, so you can find the Teutonic Order army and kill them
    show_cursorstat = gives the x,y coordinates of where your mouse pointer is for move_character command
    move_character "Captain Oliver" 231,248 = example of how to move unit(Oliver) to a location (231,248)
    character_reset "Captain Oliver" = this gives your unit 100% of his movement back...spam to keep moving
    auto_win attacker = type this into console on the battle screen(shows the odds, etc) and do auto-resolve
    auto_win defender = use same as above...except when you get ambushed while searching the forest for Teutonic Order

    You can also move all 4 of their armies into your lands and kill them yourself if you want to...the Teutonic Order generals that spawn are the following....Grandmaster Herrmann, Councilor Conrad and 2 random name generals (you need to find these yourself and then you can kill them how you'd like)

    move_character "Grandmaster Herrmann" 70,280 will not work...his name is "Herrmann von_Salza" and "Council Conrad" is "Conrad von_Thuringen". move_character "Herrmann von_Salza" 70,280 will work.
    Location 70,280 is an island that I tried to move all 4 armies onto an isolated island above the british isles where they would be stranded(thus unable to siege Palanga), but the game would still crash...these must die to avoid the crash.

    Afterwards I spam end-turned for about 35-40 turns and didn't have a crash after implementing this 'inelegant fix/workaround'. It's not the best solution, but it works and will keep you from having to quit and start over (just to encounter this error again at 128). I will continue playing my campaign normally from here out and if another error occurs then I'll be sure to update this thread, if not then it worked indefinetely!
    Last edited by HawkyTom; October 03, 2012 at 02:33 AM. Reason: Updated Post...FIXED

  2. #2

    Default Re: Quick console question to fix my CTD campaign

    Before starting to move characters around and killing off factions, start with figuring out why it is crashing.
    Look in your mods\ss6.3\system.log.txt file, it'll hopefully have a hint.

  3. #3

    Default Re: Quick console question to fix my CTD campaign

    I was just trying to see if I could stop the crash (if I could narrow down what was causing it hopefully I wont have to destroy a faction!), the log doesn't make sense to me!

    Quote Originally Posted by PerXX View Post
    Before starting to move characters around and killing off factions, start with figuring out why it is crashing.
    Look in your mods\ss6.3\system.log.txt file, it'll hopefully have a hint.
    19:55:41.749 [system.rpt] [always] CPU: SSE2

  4. #4

    Default Re: Quick console question to fix my CTD campaign

    We'll need more than that, to see what's happening. Try posting the last 20'ish lines of the log.

  5. #5

    Default Re: Quick console question to fix my CTD campaign

    Unfortunately that's the only thing in the file, do I need to change an option for more text to appear in the log?

  6. #6

    Default Re: Quick console question to fix my CTD campaign

    Hmm - there should be more.
    Make sure you check the log right after a CTD - each time you run the game, it'll remake that file.

    Maybe go to the default.cfg and change the log entry to this:

    [log]
    to=mods/SS6.3/system.log.txt
    ;level=* error
    level=* trace

  7. #7

    Default Re: Quick console question to fix my CTD campaign

    [log]
    to=mods/SS6.3/system.log.txt
    level=* error
    ;level=* trace

    is what is was before...I'll remove the ; before "level=* trace" and make it crash again and post the results (also I just updated my main post #4...think it's teutonic order)

  8. #8

    Default Re: Quick console question to fix my CTD campaign

    Ok i posted a good portion of the bottom of the file...thanks a lot for your help by the way!

    Spoiler Alert, click show to read: 
    20:20:13.645 [game.script.trigger] [trace] Trigger <DiseasedRecoveryInWild> fired
    20:20:13.645 [game.script.trigger] [trace] Trigger <Ai_MoveFix1_Add_TimeinRegion3EnemyLands> fired
    20:20:13.645 [game.script.trigger] [trace] Trigger <Turns_Away_NewGen> fired
    20:20:13.645 [game.script.trigger] [trace] Trigger <DiseasedRecoveryInWild> fired
    20:20:13.645 [game.script.trigger] [trace] Trigger <Ai_Boost_Hard_Add> fired
    20:20:13.645 [game.script.trigger] [trace] Trigger <Turns_Away_NewGen> fired
    20:20:13.646 [game.script.trigger] [trace] Trigger <DiseasedRecoveryInWild> fired
    20:20:13.646 [game.script.trigger] [trace] Trigger <Ai_Boost_Hard_Add> fired
    20:20:13.646 [game.script.trigger] [trace] Trigger <Turns_Away_NewGen> fired
    20:20:13.647 [game.script.trigger] [trace] Trigger <DiseasedRecoveryInWild> fired
    20:20:13.647 [game.script.trigger] [trace] Trigger <Ai_Boost_Hard_Add> fired
    20:20:13.647 [game.script.trigger] [trace] Trigger <Turns_Away_NewGen> fired
    20:20:13.655 [game.script.exec] [trace] exec <set_event_counter> at line 615 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.655 [game.script.exec] [trace] exec <set_event_counter> at line 616 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.655 [game.script.exec] [trace] exec <set_event_counter> at line 617 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.656 [game.script.exec] [trace] exec <set_event_counter> at line 625 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.656 [game.script.exec] [trace] exec <set_counter> at line 745 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.656 [game.script.counter] [trace] counter <bishop_count> = 0
    20:20:13.656 [game.script.exec] [trace] exec <set_counter> at line 746 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.656 [game.script.counter] [trace] counter <holiness_count> = 0
    20:20:13.656 [game.script.exec] [trace] exec <set_event_counter> at line 747 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.657 [game.script.exec] [trace] exec <set_event_counter> at line 748 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.657 [game.script.exec] [trace] exec <set_event_counter> at line 749 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.657 [game.script.exec] [trace] exec <set_event_counter> at line 750 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.657 [game.script.exec] [trace] exec <set_event_counter> at line 864 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.657 [game.script.exec] [trace] exec <set_event_counter> at line 894 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.657 [game.script.exec] [trace] exec <set_event_counter> at line 895 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.657 [game.script.exec] [trace] exec <set_event_counter> at line 896 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.657 [game.script.exec] [trace] exec <set_event_counter> at line 897 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.657 [game.script.exec] [trace] exec <set_event_counter> at line 898 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.657 [game.script.exec] [trace] exec <set_event_counter> at line 899 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 900 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <add_money> at line 6388 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8873 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8874 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8875 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8876 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8877 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8878 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8879 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8880 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8881 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8882 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8883 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.658 [game.script.exec] [trace] exec <set_event_counter> at line 8884 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8885 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8886 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8887 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8888 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8889 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8890 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8891 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8892 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8893 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8894 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8895 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8896 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8897 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8898 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.659 [game.script.exec] [trace] exec <set_event_counter> at line 8899 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.660 [game.script.exec] [trace] exec <set_event_counter> at line 8900 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.660 [game.script.trigger] [trace] Trigger <Assassins_Thiefs_Leader_Attribute_Dread> fired
    20:20:13.660 [game.script.trigger] [trace] Trigger <Swordsmiths_HorseBreeders_Woodsmens_Leader_Attribute_Command> fired
    20:20:13.660 [game.script.trigger] [trace] Trigger <diet_of_carrots_1> fired
    20:20:13.660 [game.script.trigger] [trace] Trigger <AI_leader_boost> fired
    20:20:13.661 [game.script.trigger] [trace] Trigger <Untitled_trigger_2> fired
    20:20:13.662 [game.script.trigger] [trace] Trigger <Untitled_trigger_2> fired
    20:20:13.662 [game.script.trigger] [trace] Trigger <diet_of_carrots_1> fired
    20:20:13.663 [game.script.trigger] [trace] Trigger <diet_of_carrots_1> fired
    20:20:13.664 [game.script.exec] [trace] exec <console_command> at line 10146 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.664 [game.script.exec] [trace] exec <if> at line 10279 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.664 [game.script.exec] [trace] exec <if> at line 10287 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.664 [game.script.exec] [trace] exec <if> at line 10288 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.664 [game.script.exec] [trace] exec <siege_settlement> at line 10289 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.665 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  9. #9

    Default Re: Quick console question to fix my CTD campaign

    Hmm... I'm not really seeing any glaring mistakes there that would be the cause of the crash..
    Did killing of the TO change anything, or have you not tried that yet?
    It might be the scripted sieges - I seem to remember there sometimes being a problem with that, some time ago..

  10. #10

    Default Re: Quick console question to fix my CTD campaign

    Quote Originally Posted by PerXX View Post
    Hmm... I'm not really seeing any glaring mistakes there that would be the cause of the crash..
    Did killing of the TO change anything, or have you not tried that yet?
    It might be the scripted sieges - I seem to remember there sometimes being a problem with that, some time ago..
    I'm not sure what the file is suppose to look like but what I'm guessing is that like you say it's a siege that could be causing this..

    Spoiler Alert, click show to read: 
    20:20:13.664 [game.script.exec] [trace] exec <siege_settlement> at line 10289 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    20:20:13.665 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    Since it's happening at the start of teutonic order's turn I'm thinking it's when they are trying to attack a city...I've only so far located 1 army, 2 priests of theirs (no cities)...I'm trying to move "Grandmaster Herrmann" to a little island to see if that would stop the crash. I can't seem to get him to move, I'll try to destroy their faction and report back....

    [edit]: surrender_regions teutonic_order doesn't kill them, but also does give an error? the console doesn't say anything after I type that. They have no regions...hmmm
    Last edited by HawkyTom; October 02, 2012 at 10:52 PM.

  11. #11

    Default Re: Quick console question to fix my CTD campaign

    Yes, it'd be something like that line.
    Unfortunately, part of the scripted sieges also move the general in question next to the settlement, so moving them somewhere else probably won't work.

    They are the teutonic_order, not teutonic_orders, but I'm guessing that's just a spelling mistake
    If that aren't working either, perhaps it's because they're an emergent faction, and as such work a bit differently.

    I don't really have a proper solution here - perhaps you'll have to resort to move_character one of your own armies next to them, and uses 'auto_win attacker' to take them out before they get to sieging the towns..
    Or maybe someone else will come by and have just the right thing to fix it

  12. #12

    Default Re: Quick console question to fix my CTD campaign

    Quote Originally Posted by PerXX View Post
    Yes, it'd be something like that line.
    Unfortunately, part of the scripted sieges also move the general in question next to the settlement, so moving them somewhere else probably won't work.

    They are the teutonic_order, not teutonic_orders, but I'm guessing that's just a spelling mistake
    If that aren't working either, perhaps it's because they're an emergent faction, and as such work a bit differently.

    I don't really have a proper solution here - perhaps you'll have to resort to move_character one of your own armies next to them, and uses 'auto_win attacker' to take them out before they get to sieging the towns..
    Or maybe someone else will come by and have just the right thing to fix it
    You are correct that moving him to the island didn't work!!! DOH...Ok I'll try your next selection of killing him off via moving an army and 'auto_win attacker' and report back asap

    [UPDATE/edit:] Wow this is annoying...using "Captain Oliver" I'm chasing down all the teutonic order armies and killing them (I've found 3 armies so far...they had more in the forest nearby where Grandmaster Herrmann was...after I 'auto_win attacker' all of these dang units and kill off the faction that way then I'll let you know if it crashes or not!
    Last edited by HawkyTom; October 02, 2012 at 11:08 PM. Reason: updated

  13. #13

    Default Re: Quick console question to fix my CTD campaign

    After I hunted down those 3 stacks of armies and prevented the teutonic order from attacking it was able to get past the turn WITHOUT CRASHING!!!

    I'm not sure how I want to approach this...maybe I'll just try to kill them off completely(if I can find the rest of their units that is...), I'm going to spam end turn a couple times to see if it crashes.

    Thanks again for your help PerXX

  14. #14

    Default Re: Quick console question to fix my CTD campaign

    Grandmaster Herrmann unit with move_character:

    move_character "Grandmaster Herrmann" 70,280 = DOESN'T WORK
    move_character "Herrmann von_Salza" 70,280 = WORKS

    I was able to move the teutonic order army away on a remote island where they can't attack....ending turn now to see if it works.

  15. #15

    Default Re: Quick console question to fix my CTD campaign

    It's not a pretty solution, but if it'll get you to be able to continue..
    I'm sure someone will come in later and go "you could just have done X then everything would have worked fine"..

  16. #16

    Default Re: Quick console question to fix my CTD campaign

    LOL, ya I bet your right...I'll probably continue messing with it until the end of the night and actually try to 'play my campaign regular' tomorrow. I found another faction leader in a forest for teutonic order...these guys have generals everywhere! not even sure if it's possible to kill them off! Hopefully just that one turn was causing the issue and i can leave them alone afterwards....I guess I'll find out eventually

    Apparently this problem has happened to other people and not just me.....

    http://www.twcenter.net/forums/showt...light=herrmann

    They had the problem in the exact same turn and sounds like the same issue exactly!

    ....and after searching for 'turn 128 CTD' I found a bunch more people talking about crashing, hopefully this gets fixed for 7.0, or if somebody could do some sort of fix
    Last edited by HawkyTom; October 03, 2012 at 12:05 AM.

  17. #17

    Default Re: [Fixed] CTD campaign map, early era turn 128 129 130

    I tried to update the first post with information that could lead others to fix their campaigns if they CTD consistently during end turn phase (same spot repeatedly)...especially applies to people who have encounter CTD end turn on approximately turn 128-130 in early era campaign, most likely on the turn RIGHT before Teutonic Order gets to move, probably Kievan Rus or Lithuania.

    I also plan to toss a post in the bug/technical support section which I only found recently... I noticed a lot of people had this exact problem after I searched for the past 6 hours or so trying to troubleshoot this error.

  18. #18

    Default Re: [Fixed] CTD campaign map, early era turn 128 129 130

    HawkyTom, there are more TW forums on the net where a solution might also be found.

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