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Thread: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

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  1. #1

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Always appreciated and loved the high quality of work that came from this bug fix completion, it made an already great mod 100x greater. Shame we wont be seeing anything more produced from Melooo182 but I guess you can't ignore the more important issues in life.

  2. #2

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Yeah I always liked the stuff that Mellooo made. Shame to hear that Mellooo won't be continuing this bug fix completion.

  3. #3

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    The additional notes section of the bugfix post on page 1 states "This probably won't work with Meneth's Submod Compilation.
    Working on a compatible version of MSC"



    I just started a clean install, is this still true? I was hoping to play MSC but obviously don't want any game-breaking bugs.

    Note: The reason I am doing the clean install is because though 6.4 ran fine with your bugfix, after I tried to add MSC I could not launch a campaign, the 'start' button would not launch a new campaign.

  4. #4

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    MSC is not compatible, i started working on compatible versions of the submods included in MSC but didn't continue :/ it's all stalled for now.

  5. #5

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Thanks for the kind words guys

    BTW
    @LeatherGloves12: berdiche militia is only available till ~1300 with militia square or better, city watch can still produce them up till the invention of full plate armour.
    this is normal with Real Recruitment, many units are like that.

    lithuanian archers seem fine to me, lettish crossbowmen's light bringandine does kinda look like it has some normal map mismatch. I'll check it.

    Quote Originally Posted by DanTheMan15875 View Post
    There is no building which I can find where you can recruit Burgher Pikemen as the Holy Roman Empire. The unit is in their roster and the unit is not a regional unit. Is this a bug or am I not looking hard enough? This is the same for both "Disable RR,Aor" on and off.
    Not sure if this is a bug or not, in the EDB Burgher Pikemen are only for the Teutonic Order, however in the EDU they are owned by the TO and HRE, hence why it shows in for custom battles.

  6. #6

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    I'd like to thank Meloo for making such a good job of compiling these bug fixes.

    I'm hopeful that once the 1.27 version has been released we'll only need a few hotfixes to cover any other bugs that might still be lurking.

    (I won't volunteer to do any further versions of the bug fix compilation myself, I've never got on with mod managers and the various submod options.
    And I've no idea how to do a installer either.)

    I'll happily compile any hotfixes that people come up with but that's only for fixing actual bugs not changing the game or adding submods etc.

  7. #7

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    v1.27 is up guys

    let me know if there is any issue

    For the planed extras additional content, I'm afraid they might not be done for plain SS...but they will be available for Titanium if already not included

  8. #8
    Fred Putz's Avatar Ordinarius
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    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Hey Melooo - good work,
    downloaded and compared with the old files - because of possible translation work and that small submod im working on. In the early campaign_script i saw:

    Code:
        if I_IsFactionAIControlled mongols
        and I_EventCounter mongols_invasion > 0
        and I_FactionLeaderAttribute teutonic_order Command < 999
        and I_NumberOfHeirs mongols < 4
        and I_CompareCounter heir_mongols < 3
    Donīt know if the teutonic_order thing will cause issues...
    German Translation for Stainless Steel
    6.2 RR/RC; 6.3, 6.4
    Projects / Submods
    Alternative AI-Economy (money script) StSt 6.2 RR/RC; StSt 6.3, 6.4; TATW; CoW; Resource for Your Mod
    Alternative Recruitment StSt 6.4
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    An apple a day keeps the doctor away!

    Donīt forget to check out these Mods sooner or later:
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  9. #9

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Quote Originally Posted by Fred Putz View Post
    Hey Melooo - good work,
    downloaded and compared with the old files - because of possible translation work and that small submod im working on. In the early campaign_script i saw:

    Code:
        if I_IsFactionAIControlled mongols
        and I_EventCounter mongols_invasion > 0
        and I_FactionLeaderAttribute teutonic_order Command < 999
        and I_NumberOfHeirs mongols < 4
        and I_CompareCounter heir_mongols < 3
    Donīt know if the teutonic_order thing will cause issues...
    yeah that's indeed a mistake, should be and I_FactionLeaderAttribute mongols Command < 999

  10. #10

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Thanks for this Meloo.
    I have updated the OP to show current version number.

    As Meloo has indicated he won't be doing any more on this, I can add any further fixes to the OP.
    Note : I'll just be collecting them as a simple data folder which you drop into the SS6.3 folder to replace existing files.

  11. #11
    Fred Putz's Avatar Ordinarius
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    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Almost forgot - thereīs still the monitor missing around the seljuk first turn AI reinforcements early and late if the player is byzantium. It starts with the "if". Have already changed it in my script - saw it while doing the great peoples ancillaries now.
    German Translation for Stainless Steel
    6.2 RR/RC; 6.3, 6.4
    Projects / Submods
    Alternative AI-Economy (money script) StSt 6.2 RR/RC; StSt 6.3, 6.4; TATW; CoW; Resource for Your Mod
    Alternative Recruitment StSt 6.4
    Suggestions
    An apple a day keeps the doctor away!

    Donīt forget to check out these Mods sooner or later:
    Shizoku no Senso - 1648 - Conquer the World


    RockīnīRoll!

  12. #12

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Quote Originally Posted by Fred Putz View Post
    Almost forgot - thereīs still the monitor missing around the seljuk first turn AI reinforcements early and late if the player is byzantium. It starts with the "if".
    There is no monitor, but it's not missing
    Quote Originally Posted by Fred Putz View Post
    saw it while doing the great peoples ancillaries now.
    They are in descr_events

  13. #13

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Quote Originally Posted by Used2BRoz View Post
    @Meloo what do you want to do about any errors people spot - release hotfixes ?
    i suppose some addendums/hotfixes will do fine, i'll put the links in post #13
    eventually i'll re-release 1.27 bugfree.
    Quote Originally Posted by gsthoed View Post
    Quote Originally Posted by Fred Putz View Post
    saw it while doing the great peoples ancillaries now.
    They are in descr_events
    yup, works much better like that.

  14. #14

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    I'm playing as Norway with SS6.4 with bugfix 1.27 compilation.
    (Well it says 1.27 on the splash screen )

    Early days but no CTDs yet
    (Damn those Scots - they turn up unannounced with a huge army outside my only town.
    I wouldn't mind but the English are defeating them in Scotland.)

    @Meloo what do you want to do about any errors people spot - release hotfixes ?

  15. #15

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Congatulations Melooo182 for the release of version 1.27. One bug report, in early campaign:
    Code:
    18:05:25.187 [script.err] [error] Script Error in ../../GAMES/Stainless Steel 6.4/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5807, column 107
     you have chosen an invalid tile(338, 107) for Bertrand de_Toulouse (jerusalem)
    In 338,107 is the tile north of Antioch and it is not a valid "foot" one.

    About "Historical Crusader States Script pt2": When these generals are off_map, they can still die from old age. When they are dead and they come back though script, they do appear on map and with dead portrait. I did also a test in which "Raymond de_Toulouse" was starting at age 90 instead of 58. When we came back, he remained "ressurected" for one turn and next turn he died "by natural causes".

  16. #16
    Fred Putz's Avatar Ordinarius
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    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Have seen that with the events - good idea. Didnīt know that the counter is set to 0 again if an event is fired the second time. At least i guess it works that way.

    With the monitor - i meant this one:
    Spoiler Alert, click show to read: 
    Code:
    ;-No Heir Reinforcement
    
    ;-------- Seljuk Reinforcement if Player is Byzantium
    if not I_IsFactionAIControlled byzantium
    and I_IsFactionAIControlled turks
        spawn_army 
            faction turks
            character    Kasim, general, age 28, x 293, y 135
            unit        ME Bodyguard        exp 1 armour 0 weapon_lvl 0
            unit        Turkish Archers        exp 0 armour 0 weapon_lvl 0
            unit        ME Spear Militia        exp 0 armour 0 weapon_lvl 0
            unit        ME Spear Militia        exp 0 armour 0 weapon_lvl 0
            unit        ME Spear Militia        exp 0 armour 0 weapon_lvl 0
            unit        Turkomans            exp 1 armour 0 weapon_lvl 0
            unit        Turkish Archers        exp 0 armour 0 weapon_lvl 0
            unit        Turkish Archers        exp 0 armour 0 weapon_lvl 0
            unit        Turkish Archers        exp 0 armour 0 weapon_lvl 0
            unit        ME Spear Militia        exp 0 armour 0 weapon_lvl 0
            unit        ME Spear Militia        exp 0 armour 0 weapon_lvl 0
            unit        ME Spear Militia        exp 0 armour 0 weapon_lvl 0
            unit        Turkomans            exp 1 armour 0 weapon_lvl 0
            unit        Turkomans            exp 1 armour 0 weapon_lvl 0
        end
        add_money turks 8000
    end_if
    
    ;---- Constantinople JIHAD garrison script
    declare_counter constantinople_siege_by_jihadists
    monitor_event SettlementTurnStart IsJihadTarget


    Thereīs an end monitor before and a start monitor after - so the monitor is not missing? How does it work? And if it works: would it be checked all the time?
    German Translation for Stainless Steel
    6.2 RR/RC; 6.3, 6.4
    Projects / Submods
    Alternative AI-Economy (money script) StSt 6.2 RR/RC; StSt 6.3, 6.4; TATW; CoW; Resource for Your Mod
    Alternative Recruitment StSt 6.4
    Suggestions
    An apple a day keeps the doctor away!

    Donīt forget to check out these Mods sooner or later:
    Shizoku no Senso - 1648 - Conquer the World


    RockīnīRoll!

  17. #17

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Quote Originally Posted by Fred Putz View Post
    Have seen that with the events - good idea. Didnīt know that the counter is set to 0 again if an event is fired the second time. At least i guess it works that way.
    At the second time, it is set to 2. As long as the corrsponding trigger(s) in EDA is "and I_EventCounter countername = 1", it works similar to when it was set to 0.

    Quote Originally Posted by Fred Putz View Post
    Thereīs an end monitor before and a start monitor after - so the monitor is not missing? How does it work? And if it works: would it be checked all the time?
    It is the same as declare_counter. It works only once, when the game still reads the CS and (if you don't block the CS at a point before the "if") before first PreFactionTurnStart. Just start a campaign, you'' ll see "Kasim" somewhere near Nicaea; remove this "if" and you'll see none.

  18. #18

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    @Fred: yeah it works, its only checked once, when the condition is true at the campaign starts and never more

    BTW updated DL links with hotfixed version
    so both errors pointed by Fred and gsthoed are fixed

  19. #19
    Battlefield's Avatar Civis
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    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Are campaign_script and descr_strat the only files that are changed in the hotfix?
    Rome Total War mods
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  20. #20

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