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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

    Quote Originally Posted by makute View Post
    I'm posting this here instead of the bugfix main thread because it's very related: I'm getting the same error Chef is describing:
    This is happening with a clean, unmodded 6.4 installation.

    Also, I have some questions: Building construction times and recruitment pool replenishment rates doesn't scale with the 2TPY mod, How could I make those adjustements myself? and this is to Melooo: Are you using BGR IV or BGR IV_E in the bugfix?

    Thanks.

    P.S.: A MSC compatible bugfix would the awesomest
    Quote Originally Posted by Melooo182 View Post
    BGR II and BGR VI remain completely untouched by the bugfix, according to Byg himself those are bugfree, and they remain compatible with the bugfix comp, BGR V is another story.

    About the 2tpy submod issue, only can think that happens because you're applying the newer bugfix over the old one without 1st disabling all submods?
    Quote Originally Posted by makute View Post
    I reinstalled everything again just to be sure (SS 6.4 and 1.26 bugfix), checking twice every step in the instructions (unchecking submods et al), and the error still appears every time I run the setup after the first:
    Attachment 313286

    I said that because some stuff (like recruitment costs, the "besieging enemy" trait, etc.) seems to work very differently from what I'm accustomed in the SS 6.4-MSC-RBAI games I've played until now. E.g: the "besieging enemy" trait cost being 150 florins instead of 400, the neverending money supply, or the much longer ranges of units and agents.

    P.S.: Making a bit of research about the "issue", I run into this: http://www.twcenter.net/forums/showt...54#post9002554 Maybe worth a check?
    yeah MSC differs a in many little details like those from basic SS6.4, specially since MSC changed every aspect to be 2TPY, something that cannot be done, at least so easily, with simple addon submod like the 2TPY one in the bugfix comp.

    So you are only testing the 2TPY submod without nothing else and this still happens?

    Thats strange indeed, the setup txt file seems clean of any error...shouldn't cause any problem, unless another submod is messing with descr_campaign_db.xml

    normally, the SMM makes a backup of the file in its original state and then starts modifying it according to what the submod setup txt says it to...i've seen that when the same "overwrite file" command is specified twice in the same setup txt, the SMM makes a 2nd backup of the modified file replacing the old unmodded one, causing this problem the next time you run the SS_setup.exe

    EDIT:
    Quote Originally Posted by Chef_Jimmy View Post
    the error thrown with 2ypt you mentioned 1st Metuke I eliminated by removing the stone forts mod I had in the recipe...

  2. #2

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

    Quote Originally Posted by Chef_Jimmy View Post
    the error thrown with 2ypt you mentioned 1st Metuke I eliminated by removing the stone forts mod I had in the recipe
    As I said, I've been used only the 1.26 bugfix. I have absolutely no clue on what should I get rid of.

  3. #3

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

    Well the quick solution is what i wrote in post #60 but instead of the EDB(export_descr_buildings.txt) is the descr_campaign_db.xml

    After you do that, and you run the SS_setup.exe it should work fine.

    My question was if you're activating any other submods from the list in SS_setup.exe aside 2TPY?

  4. #4

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

    Quote Originally Posted by Melooo182 View Post
    Well the quick solution is what i wrote in post #60 but instead of the EDB(export_descr_buildings.txt) is the descr_campaign_db.xml

    After you do that, and you run the SS_setup.exe it should work fine.

    My question was if you're activating any other submods from the list in SS_setup.exe aside 2TPY?
    Thanks a lot. I'll give it a try later, RL is becoming a &$%$%. The other mods I activated aside from 2TPY are: Savage AI, BGR IV, Limited Activities and Longer Assimilation. I'd like to know if you plan to tweak the 2TPY mod so replenishment of units pools and construction time scales correctly.

    Thanks again for your time.
    Last edited by makute; September 06, 2014 at 06:16 AM.

  5. #5

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

    Once I apply the bug fix the sound gets disabled in game... Cant hear anything, not ingame not in the menu. Tryed everything but I cant get it to work. Any ideas?

  6. #6

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

    Quote Originally Posted by Domnification View Post
    Once I apply the bug fix the sound gets disabled in game... Cant hear anything, not ingame not in the menu. Tryed everything but I cant get it to work. Any ideas?
    Run the SS_events_dat_idx_reset.bat

  7. #7

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

    Quote Originally Posted by gsthoed View Post
    Run the SS_events_dat_idx_reset.bat
    Doesnt work, still no sound.. Any other suggestions?

  8. #8

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

    Minor changes in mind: Portuguese Information cards (in battle): they dont show portuguese units at all. they show some french feudal knights, scottish foot knights, and so on.
    Nothing big but quite weird. As well as the pistoliers black helmet this is the second small little thing i mind reporting, if you wish to add them to the next version.
    also, beloved friends, a list of submods compatible?
    Last edited by LusitanPlayer; September 05, 2014 at 06:30 PM.

  9. #9

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

    I am getting some errors when I select JUST 2TPY. The first error says: "Error while trying to create a temporary file. Operation aborted."

    The second error says: "Cannot read the start-keyword in the file data\campaign\sub\2TPY.txt. Valid keywords are: append, translate, overwrite, replace"

    Now I have successfully installed, uninstalled, clear, and reinstall SS 6.3, 6.4 and your Bug Fix 3 times now thinking it was something I was doing wrong. Is it the link that could be messed up meaning I should try another or is there something I can personally do to change the game to 2TPY along with the proper aging (I tried doing this myself and it bugged it the very first out of 4 installations before finding your amazing mod).

    Look forward to your reply.

  10. #10
    nashpik's Avatar Libertus
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    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    hi Meloo
    how about a 4 tpy or even a 12 tpy integration?

  11. #11

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

    BGR IV is probably the one causing you troubles as it overwrites descr_campaign_db.xml, if it continue giving problems, try changing the name of the 2TPY submod (both the txt and folder) to something like e2TPY so they are alphabetically after BGRIV.

    @Lusitanplayer: Pistoliers black helmet should be fixed with v1.26

    @Babymaker07: Sounds like a mod bad installation, windows UAC problems probably, check in the subforum how to solve that.

    @nashpik: sorry, but not for the moment.

  12. #12

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

    @Domnification: are you using a non english M2TW (IE in another language like german etc)?

  13. #13

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

    Addendum 2 uploaded
    - Fixes to some campaign script errors/oversights from my part + general improvements thanks to gsthoed.
    - Tweak on extras submod for better compatibility and installation order.
    - Included Batch file that cleans the mod folder of some bloat files, unnecessary for the mod, such as duplicates of eventpics for each culture, greek culture building icons (which are exactly the same as default southern european ones), "unit_models" rogue folder in the ui one, etc. It also removes left overs from previous Bugfix Compilations not needed anymore or that could cause conflicts.
    - Updated 2TPY submod which now halves income from settlements and religious conversion rates in an attempt to balance a bit things to the 2tpy pace.

    The main change is that I reverted campaign script AI spawns and other non historical stuff to be turn based rather than date based as this wasn't really a fix but something that made the scripts scale proportionately with the 2TPY submod, this possibly caused some imbalances for the AI as recruitment did not scale to 2TPY. Also the script had some mistakes that actually made the AI get some of their spawns twice, I did managed to fix that and the commented out code is still there in case someone wants to mod it back in, but as already said is better to keep it turn based for balance reasons.

    @LusitanPlayer: is not savegame compatible but if you're not bothered with some double AI spawns you can coninue your current campaign.


    EDIT 17:30GMT:
    Just updated the ADDENDUM 2 because the Batch file wasnt working properly.

  14. #14

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

    Hello, i would like to report that i installed this compilation and it fixed my crashes. But the problem is now the game feels more laggy and it seems more DARK. I even can not change the brightness and changing brightness via options menu it does not change, so everything is quite dark.... Can someone explain? why brightness changes now have no effect ?

  15. #15

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

    It lags now, before my battles went veery smooth. I tested britghness option, it does not matter now if my brightness is 60 % or 100 % it gives the same dark and all units are darker and laggy. WTF???? I am so deleting this, and reinstalling.

  16. #16

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

    The lag you encounter is due to the newer RBAI, which has a far heavier script than the vanilla one. Reinstalling the mod won't solve this. Replace with the "vanilla" SS6.4 version of RBAI or with other BAI.

  17. #17

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

    I think i just instal the major bug fixes. It is too laggy and uncomfortable to play battles now, and something is wrong with the options, for example, i do unit detail highest and go play battles and when i see it again it still on higher not highest. I didnt ticked the RBAI, but maybe you are right. Still dont like when unnofficial people patches the game, but hey, atleast the crashes after turn 181 is over, so i guess kind of good patch with his minuses ofc.

  18. #18

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

    The version of RBAI which I was refering to is the one that is implemented in the bugfix compilation; it has nothing to do with the choices in the sub-mod manager.
    The bug about unit detail most probably is not related directly to the bugfix compilation; check in this thread if anything of these works for you.
    Did you have any these issues after reinstalling the mod and before installing bugfix compilation? Also, I believe that you did restart your campaign after applying the bugfixes.

  19. #19

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

    I have no idea what changes your brightness, I don't think is something from the bugfix as it doesn't touch settings of graphics in anyway...I certainly haven't experienced such thing.
    About the RBAI yeah it has a huge ass script which might cause the lag on some processors, it is installed by default with Bugfix...the issue with old original SS6.4 BAI is that it's broken and causes CTDs when you're fighting with reinforcements and bunch of other occasions.

    Possibly in the future the RBAI could be made to run smoother but right now the options you have is either: A) deal with the lag, B) play with a broken AI or C) remove any trace of G5's BAI and let the game use it's native BAI...not sure what you'd have to remove for the later though.

  20. #20

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

    Melooo182,thanks a lot for the bugfixes really great job.
    i have a small question... will it be safe to use the compilation with Campaign Script Customisation Project for SS6.4 (my rig is kinda old so i'm using it)

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