Nothing, she's been there for a LONG time now.
Nothing, she's been there for a LONG time now.
My game crashes when I try to gift/sell regions to the Crusader States. I sailed in and smashed Egypt and want to give the land to them. This mod seems to crash a fair bit; thankfully not so much in battles.
Getting a repeated CTD on turn 50 (1156AD) during the rebel turn, whilst playing as ERE. Seems to be related to the Aragon civil war script. Log excerpt is below:
Spoiler Alert, click show to read:
Thanks for the report, the problem with the Civil war script is being worked on.
In the meantime, this script fire on a random chance, so only way to get past it for now is to keep reloading the save and clicking "end turn" until you get past it.
We know it's frustrating, sorry about that!
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
Okay, I know precisely what's happening. What I need to know if it is intended or not.
Logging camps are restricted to Cuman (regions, rather than Faction), and Carpenters are restricted to Tartar regions.
My question is, should it remain so? I remember the Cuman restriction on logging camps causing quite some trouble back in the day, and I wonder if I should just lift both up.building logging_camp{
convert_to logging_camp
levels logging_camp carpenter
{
logging_camp requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter dummy 1 or not hidden_resource cumans
{
convert_to 0
capability
{
construction_cost_bonus_wooden bonus 5 requires not event_counter is_the_ai 3
construction_cost_bonus_wooden bonus 10 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4
construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 4
population_loyalty_bonus bonus 1
trade_base_income_bonus bonus 1 requires factions { cumans, lithuania, }
}
material wooden
construction 6
cost 850
settlement_min town
upgrades
{
carpenter
}
}
carpenter requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter dummy 1 or not hidden_resource tartars
{
convert_to 0
capability
{
construction_cost_bonus_wooden bonus 10 requires not event_counter is_the_ai 3
construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4
construction_cost_bonus_wooden bonus 20 requires event_counter is_the_ai 4
population_loyalty_bonus bonus 2
trade_base_income_bonus bonus 2 requires factions { cumans, lithuania, }
}
material wooden
construction 9
cost 3000
settlement_min city
upgrades
You're right to point it out. It requires work - both analysis, and maybe coding. In the version on my harddisk (I think it's in the 10.01.2021 uploaded version), I've got:
On of the thoughts I have is: the steppes were really inhospitable to anyone but the nomads. Including the puszta. So how to simulate it? Also taking into account that Varad province is not only the puszta. But what about lands around the Caspian Sea?Code:building logging_camp{ convert_to logging_camp levels logging_camp carpenter { logging_camp requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } ;;; ADDING THIS BREAKS BUILDING OF WOODEN WALL IN THE STEPPES and event_counter dummy 1 or not hidden_resource cumans { convert_to 0 capability { construction_cost_bonus_wooden bonus 5 requires not event_counter is_the_ai 3 construction_cost_bonus_wooden bonus 10 requires event_counter is_the_ai 3 construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 4 population_loyalty_bonus bonus 1 trade_base_income_bonus bonus 1 } material wooden construction 6 cost 850 settlement_min town upgrades { carpenter } } carpenter requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } ;;; ADDING THIS BREAKS BUILDING OF WOODEN WALL IN THE STEPPES and event_counter dummy 1 or not hidden_resource tartars { convert_to 0 capability { construction_cost_bonus_wooden bonus 10 requires not event_counter is_the_ai 3 construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 3 construction_cost_bonus_wooden bonus 20 requires event_counter is_the_ai 4 population_loyalty_bonus bonus 2 trade_base_income_bonus bonus 2 } material wooden construction 9 cost 3000 settlement_min city upgrades { } } }
Got the apparent 0.98 version from google Drive, and Varad seems to be undergoing an identity crisis.
Edt: Found it
It's the only instance of settlement wooden_castle in the game. Changing it to settlement castle should fix it.settlement wooden_castle{
level large_town
region Varad_Province
year_founded 0
population 4500
plan_set default_set
faction_creator hungary
Last edited by RodriguesSting; January 20, 2021 at 10:54 AM.
Good catch, thanks! I'll fix it.
Not so much a bug, but just a report that the latest January patch has made the game noticeably more stable for me- 24 turns in and I've had no sign of the Rebel turn CTD. Great news!
Another CTD I am unable to avoid.
system.log.rarQuicksave.rar
Having just reported no CTD... I get a CTD!
At least this one seems to have a clear error- something to do with the Hanseatic Guild in the rebel turn.
Playing Patch G. system.log.txt
A little graphic bug in sship 0.9.8A, cuman campaign, the new priest that i recruit have "pagan lithuanian appearance" a black monk, but my initial shaman have cuman appearance, near to Sharkil irc.
Also the cumans generals and kings have cuman appearance in campaign map but not in battle map (lithuanian appearance)
Last edited by j.a.luna; January 24, 2021 at 02:23 PM.
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
So, is my save dead? I was kinda decided to try to turtle as Portugal to see if the first reforms would improve my unit roster somewhat.
The quicksave is dead, indeed. Do you have the autosave? This could help.
besides, this is log is telling something - given that the time is the same, there might be something wrong with Miserly_NoGoingBack. I need to analyse it.
00:23:21.549 [game.script.trigger] [trace] Trigger <Ai_MoveFix_Starter> fired
00:23:21.549 [game.script.trigger] [trace] Trigger <Ai_MoveFix_StayInSettlement_MilMind> fired
00:23:21.550 [game.script.trigger] [trace] Trigger <Intelligent_SafetyValve> fired
00:23:21.550 [game.script.trigger] [trace] Trigger <Body_Handsome_Starter> fired
00:23:21.550 [game.script.trigger] [trace] Trigger <PT_Untitled_Added> fired
00:23:21.550 [game.script.trigger] [trace] Trigger <I_want_to_be_king_4> fired
00:23:21.550 [game.script.trigger] [trace] Trigger <ACM_Safety_In_Case_of_Bug_Min_Hard> fired
00:23:21.550 [game.script.trigger] [trace] Trigger <Ai_Boost_Diff_Hard> fired
00:23:21.550 [game.script.trigger] [trace] Trigger <AIb_general_boost> fired
00:23:21.550 [game.script.trigger] [trace] Trigger <Ai_MoveFix_Starter> fired
00:23:21.550 [game.script.trigger] [trace] Trigger <Ai_MoveFix_MoveYourAss_InWild> fired
00:23:21.550 [game.script.trigger] [trace] Trigger <Ai_MoveFix_MoveYourAss> fired
00:23:21.550 [game.script.trigger] [trace] Trigger <Miserly_NoGoingBack> fired
00:23:21.550 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
On the other hand, this crash doesn't say much. There's a huge time difference so the reasons are completely unrelated to the Hanse.
17:45:11.041 [game.script] [always] Turn Start slave
17:45:11.107 [game.script] [error] Script execution error for <inc_counter>, at line 48801, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Counter hanseatic_guild_allowed doesn't exist
17:45:15.224 [game.script] [always] Turn End slave
17:45:17.561 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Last edited by Jurand of Cracow; January 24, 2021 at 05:30 PM.
Last edited by RodriguesSting; January 24, 2021 at 06:09 PM.
The Flying Castle of Qaliqala
Spoiler Alert, click show to read: