White or silver surfer like? If the latter please give the full unit's name and the faction you noticed it with.
Silver surfer, it's the Archers type, the ones with yellow and black tops with hoods.
It's happened with England (my units) and rebels (their units)
It also created enormous white graphical glitches
1. Find out the faction's data name in text\campaign_descriptions, eg {abc]Independent Staes
2. Trace the unit name in text\export_units, could be several possibilities, eg {xyz}Archer
3. Follow up xyz unit's ownership in EDU - eg abc
4. If that faction has ownership check the EDU's armour_ug models in the modelDB file for that faction's texture entry, make sure the texture files exist.
5. If the entry is missing then clone an existing entry (only recommended for modding experienced users, too many little things that can mess stuff up)
6. If the texture is missing check for possible typos and correct the modeldb entry (line count number may change!) else copy the relevant lines from another faction's entry
https://gyazo.com/5eee85aba726252c2e6dbccaaeb00d32
I get this massive error too, if I go far away it disappears but when I get up close this massive graphical glitch happens. Not every battle though, but frequently in seiges / bridge battles.
Any ideas?
I'll try that, thanks. Amazing mod I love it![]()
I just got a reminder in the Steam forum that this might help, from my 'freeze' guide: (in that case persistent low fps was solved)
After having played 70 turns as Venice on vh/vh with BGR_IV and KER I conclude that the main issue is the AI stack spam that occur after ca. 60 turn. The reason, imo, is the incredible growth of the AI settlements - as you may see below in the pics it can go from a wooden_castle to a fortress in 30 turns. The result is: the AI factions have all the fortresses and cities in place to can churn out all best troops. The main culprit for this growth - judging on the basis of EDU and this post - are the EDB entries for the main building lines containing AI bonuses like:
population_growth_bonus bonus 2 requires event_counter is_the_ai 1 and not event_counter thinks_of_his_people 1
happiness_bonus bonus 2 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
All three factors are defined in the descr_settlement_mechanics to impact on population growth.
Given hardcoded bonuses for the AI at VH this turns into AI upgrading everything very fast. This produces imbalances and it matters even if you don't play with BGR - stack spam will still occur. But if you play BGR it's perhaps a game over to you.
Spoiler Alert, click show to read:
I've had a short look the the EDCT and I've got some doubts in the following code:
----
Trait ThinksOfHisPeople
Characters family
NoGoingBackLevel 1
AntiTraits BadAdministrator, Slothful, Arse, Feck, StrategyDread
Level Thinks_Of_His_People
Description Thinks_Of_His_People_desc
EffectsDescription Thinks_Of_His_People_effects_desc
GainMessage Thinks_Of_His_People_desc
Threshold 4
---
I seems to that
1. concerning mechanics: it means that the ruler once get starts thinking of his people, he'll do it to his death (NoGoinBack?)
2. there'll be the AntiTrait+NoComingBack bug accurring constantly as there're many antitraits.
-----------
In the script file: I'm also not sure if the citadel boost was adjusted to 2TPY:
;=================== AI Citadel check ===================
monitor_event PreFactionTurnStart IsFactionAIControlled
and not FactionBuildingExists = citadel
and I_TurnNumber > 120
set_event_counter citadel_boost 1
end_monitor
Last edited by Jurand of Cracow; July 04, 2019 at 08:02 AM.
That monitor might be a bit much or needs refining - it will fire for all AI factions even if there is only a single AI faction without a citadel, and that faction doesn't even have to have a castle base, eg regular settlements only.
Code:monitor_event PreFactionTurnStart FactionBuildingExists >= motte_and_bailey ; has at least a core_castle_building at that level and not FactionBuildingExists = citadel ; but does not have a citadel and I_TurnNumber > 120 if I_IsFactionAIControlled [faction_name] set_event_counter citadel_boost_[faction_name] 1 end_if if I_IsFactionAIControlled [faction_name2] set_event_counter citadel_boost_[faction_name2] 1 end_if end_monitor
Thanks, Gig, this is very helpful. In the EDB there're huge population growth bonuses for every castle-type so it's can have a massive impact - if the player gets to that turn.
BTW, I didn't delve into it (and I won't) but the civil war system in the Titanium somehow doesn't work, at least for the Venice faction. I had a civil war but just one general rebelled, and when he was killed attacked by an enemy, the war didn't stop. There're also strange swings in FL authority. Maybe the system (I believe from SS?) interferes with the KER submod? I don't know.
Hi guys if anyone can help im having an end of turn ctd no matter what savegame i use, log attached
The final part, which has no ending crash message for some reason, looks like a battle is about to start - first a general's portrait is looked up (line 103629) and then a boatload of small unit pics. The faction in question is england, if that is any help.
Suggest to lift fog of war and follow the AI to get an idea which army that might be.
A reminder of a bug we found in EBII: if the path to a unit's attachment is too long then you may get a battle crash. Suggest to drastically shorten the mod's folder name in any new release and review attachment names in the modeldb.
Also review if the unit pics (england and mercs) are of the same size and are either in TGA2 or TGA10 format (compressed\uncompressed).
Thanks gigantus i am playing as england, As to the eb bug I'm sorry i dont know what you mean and also dont know how to review the unit pics? It looks to you though as if its a specific event thats causing it? Im going to try and spin through from a few turns before without moving anything and see if it still crashes at the same time, dont know if that will help but unfortunately I dont understand your advice!
so theres nothing i can do really then?
So i have a HRE campaign going and i beat all the objectives with over 60 turns left. Obviously, i continued on but i keep getting corrupted saves around 1338-1340ish year range. Does the mod end at a certain time, hence it being early era? Is that why i can't keep playing on? I went back and tried to load non corrupted save files and they work, but crap out again around 1340 everytime.
I'm going to assume i can't keep going and the early era is over? Sucks i was looking forward to conquering the entire map for the first time ever.