Thread: Bugs Reports & Technical Help

  1. #2701
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Gigantus View Post
    Fix for "No voices in non english game"

    Simply open \[mod folder]\data\descr_sounds_accents.txt and move the 'mute' factions into a fitting, working accent slot then save the file. See example below.
    Then delete the \[mod folder]\data\sounds\events.DAT and IDX file and start your mod.

    Code:
    accent English
        factions england, normans, saxons, scotland
    
    accent Scottish
        factions scotland
    It has been done but it didn't work
    I think that the trouble comes from the fact that I've added some sound files from my own install in the current version and they may cause troubles instead of solving them. Unfortunately, I haven't found the time yet to test my assumption
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  2. #2702
    Gigantus's Avatar I am thinking more about running away now then I did as a kid, but by the time I put my teeth in, my glasses on and find my car keys I forget why I am going.
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    Default Re: Bugs Reports & Technical Help

    Well, if a faction is silent then it's an issue of an unsupported accent.
    If moving the faction's entry didn't work then it's a procedural error, like wrong format of the TXT file, virtual store issue etc

    Fear not, here is yet another tutorial: Creating a World - Developer's Setup Kit for Sound Editing
    Last edited by Gigantus; January 16, 2020 at 08:55 PM.




  3. #2703
    Foederatus
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    Default Re: Bugs Reports & Technical Help

    Made a fresh install, a small thing that I noticed is every merchant trading in linen, actually trades in sulfur although the icon shows linen (if you right click on them it says trading with sulfur). Playing as HRE, saw this in Flanders.

  4. #2704
    Foederatus
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    Default Re: Bugs Reports & Technical Help

    Hmm, seems there are a lot of weirdly placed resources in 096. Checked descr_strat, I see tobacco in poland and germany, camels in england,...

  5. #2705
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Prugalo View Post
    Hmm, seems there are a lot of weirdly placed resources in 096. Checked descr_strat, I see tobacco in poland and germany, camels in england,...
    Resources are actually ok, only the descriptions are wrong in your installation. The game overwrites the SSHIP resources names with the vanilla names, I think. I've got the same situation, but I haven't bother to reinstal my SSHIP built.
    Maybe @Lifthrasir knows more about technicalities and my check if it's ok with the SSHIP.

    fyi, the names of resources in the SSHIP (and their prices)


    092 descr_sm_resources Price Mine
    gold gold 37 y
    silver silver 29 y
    fish fish 13
    furs furs 19
    grain grain 15
    timber timber 11
    iron metals 17 y
    ivory oil 16
    wine wine 17
    slaves slaves 24
    chocolate glass 19
    marble marble 17 y
    textiles textiles 26
    dyes dyes 20
    tobacco salt 14
    silk silk 25
    sugar sugar 16
    sulfur linen 23
    tin tolls 19 y
    spices spices 30
    cotton cotton 18
    amber amber 19
    coal pepper 17
    wool wool 13
    elephants elephants 0
    camels honey 16
    dogs fruit 11

  6. #2706

    Default Re: Bugs Reports & Technical Help

    I keep having crashes after rebel is supposed to move to mine which I can't even always reproduce. Very annoying. Is there anything I can do about this?

  7. #2707
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by nvm View Post
    I keep having crashes after rebel is supposed to move to mine which I can't even always reproduce. Very annoying. Is there anything I can do about this?
    To close the previous thing: doesn't have anything with the names of resources.

    But I don't understand when the CTD happens: when a rebel (a general who rebelle, so it's the "slave" faction now) is supposed (how do you know?) to mine (a mine on a map?).

  8. #2708

    Default Re: Bugs Reports & Technical Help

    Ah, sorry for the misunderstanding, I forgot a word there. I meant, the crash happens right when the rebel TURN is about to end, which would make it my turn. At least I think it's when their turn is about to end.

  9. #2709
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Well, you need to post the log (or rather a few last lines) here.
    And before in the .cfg change
    level = * error
    into
    level = * trace

  10. #2710

    Default Re: Bugs Reports & Technical Help

    That's the thing...I know how error logs work, it just seems to be nothing relevant. Just an unspecified error. I suppose I could the save here and see if anyone else gets such a crash. Maybe my install is cursed, but this never happened with any other mods, just SSHIP. And I've resinstalled everything, first SS 6.3, then 6.4, then SSHIP, then your patch. Here's an excerpt from the error log either way.

    Spoiler Alert, click show to read: 
    17:51:42.627 [game.script.trigger] [trace] Trigger <devastation> fired
    17:51:42.630 [game.script.trigger] [trace] Trigger <devastation> fired
    17:51:42.632 [game.script.trigger] [trace] Trigger <devastation> fired
    17:51:42.642 [game.script.trigger] [trace] Trigger <devastation> fired
    17:51:42.647 [game.script.trigger] [trace] Trigger <devastation> fired
    17:51:42.661 [game.script.trigger] [trace] Trigger <devastation> fired
    17:51:42.667 [game.script.trigger] [trace] Trigger <disaster> fired
    17:51:42.667 [game.script.trigger] [trace] Trigger <disaster> fired
    17:51:42.667 [game.script.trigger] [trace] Trigger <disaster> fired
    17:51:42.667 [game.script.trigger] [trace] Trigger <disaster> fired
    17:51:42.668 [game.script.trigger] [trace] Trigger <disaster> fired
    17:51:42.668 [system.io] [info] exists: missing mods/SS6.3/data/ui/generic/eventpics/end_of_turn.tga
    17:51:42.668 [system.io] [info] exists: missing mods/SS6.3/data/ui/northern_european/eventpics/end_of_turn.tga
    17:51:42.668 [system.io] [info] exists: missing data/ui/northern_european/eventpics/end_of_turn.tga.dds
    17:51:42.668 [system.io] [info] exists: found data/ui/northern_european/eventpics/end_of_turn.tga (from: packs/data_2.pack)
    17:51:42.668 [system.io] [trace] file open,,2AB5B2B8,,not found
    17:51:42.668 [system.io] [trace] pack open,packs/data_2.pack,data/ui/northern_european/eventpics/end_of_turn.tga,217308
    17:51:42.668 [system.io] [info] open: found data/ui/northern_european/eventpics/end_of_turn.tga (from: packs/data_2.pack)
    17:51:42.668 [system.io] [trace] pack close,,data/ui/northern_european/eventpics/end_of_turn.tga,,,-217308
    17:51:42.673 [system.io] [info] exists: missing mods/SS6.3/data/ui/eastern_european/portraits/portraits/young/heretic_generals/086.tga
    17:51:42.673 [system.io] [info] exists: missing data/ui/eastern_european/portraits/portraits/young/heretic_generals/086.tga
    17:51:42.673 [system.io] [info] exists: missing mods/SS6.3/data/ui/eastern_european/portraits/portraits/young/generals/086.tga
    17:51:42.673 [system.io] [info] exists: found data/ui/eastern_european/portraits/portraits/young/generals/086.tga (from: packs/data_2.pack)
    17:51:42.673 [system.io] [info] exists: missing mods/SS6.3/data/ui/eastern_european/portraits/portraits/young/generals/086.tga
    17:51:42.673 [system.io] [info] exists: found data/ui/eastern_european/portraits/portraits/young/generals/086.tga (from: packs/data_2.pack)
    17:51:42.674 [system.io] [info] exists: missing mods/SS6.3/data/ui/eastern_european/portraits/portraits/young/heretic_generals/086.tga
    17:51:42.674 [system.io] [info] exists: missing data/ui/eastern_european/portraits/portraits/young/heretic_generals/086.tga
    17:51:42.674 [system.io] [info] exists: missing mods/SS6.3/data/ui/eastern_european/portraits/portraits/young/generals/086.tga
    17:51:42.674 [system.io] [info] exists: found data/ui/eastern_european/portraits/portraits/young/generals/086.tga (from: packs/data_2.pack)
    17:51:42.674 [system.io] [info] exists: missing mods/SS6.3/data/ui/eastern_european/portraits/portraits/young/generals/086.tga
    17:51:42.674 [system.io] [info] exists: found data/ui/eastern_european/portraits/portraits/young/generals/086.tga (from: packs/data_2.pack)
    17:51:42.686 [game.script.trigger] [trace] Trigger <HealthDiagnosisAdoption> fired
    17:51:42.686 [game.script.trigger] [trace] Trigger <Military_Adoption> fired
    17:51:42.690 [game.script.trigger] [trace] Trigger <Worthy_Of_Adoption_Military_Ed> fired
    17:51:42.690 [game.script.trigger] [trace] Trigger <Worthy_Of_Adoption_Military_Trigger1> fired
    17:51:42.691 [game.script.trigger] [trace] Trigger <Worthy_Of_Adoption_Military_Trigger2> fired
    17:51:42.691 [game.script.trigger] [trace] Trigger <Worthy_Of_Adoption_Military_Trigger3> fired
    17:51:42.691 [game.script.trigger] [trace] Trigger <Worth_of_Adoption_General_Loyalty> fired
    17:51:42.691 [game.script.trigger] [trace] Trigger <Worth_of_Adoption_piety_1> fired
    17:51:42.691 [game.script.trigger] [trace] Trigger <Worth_of_Adoption_piety_2> fired
    17:51:42.691 [game.script.trigger] [trace] Trigger <Worth_of_Adoption_chiv_2> fired
    17:51:42.704 [system.io] [info] exists: found mods/SS6.3/data/ui/northern_european/eventpics/religion_culture_info.tga (from: D:\Games\Medieval 2 Total War Gold)
    17:51:42.704 [system.io] [info] exists: missing mods/SS6.3/data/ui/northern_european/eventpics/religion_culture_info.tga.dds
    17:51:42.704 [system.io] [info] exists: found mods/SS6.3/data/ui/northern_european/eventpics/religion_culture_info.tga (from: D:\Games\Medieval 2 Total War Gold)
    17:51:42.704 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  11. #2711
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    I'm also interested how to make these names working for myself :-)

    I've got no idea from the log what could have been a reason for the crash.

  12. #2712

    Default Re: Bugs Reports & Technical Help

    I ended up getting another crash at the end of Seljuks of Persia's turn instead...I guess all I can do at this point is post the cursed save, and see if anyone can load it and end turn without problems.

    https://drive.google.com/file/d/1oyO...ew?usp=sharing

    Also the stuff in log was different this time, but not like that matters anyway.
    Spoiler Alert, click show to read: 
    21:19:24.413 [system.io] [info] open: found temp/campaign_battle.rpy (from: D:\Games\Medieval 2 Total War)
    21:19:24.428 [game.script.trigger] [trace] Trigger <Battle_Siege_Lost> fired
    21:19:24.428 [game.script.trigger] [trace] Trigger <Possible_Philosophical_Reflection_On_War> fired
    21:19:24.428 [game.script.trigger] [trace] Trigger <SW_Battle_General_Took_Heavy_Hits> fired
    21:19:24.428 [game.script.trigger] [trace] Trigger <Scarrs_from_Battle> fired
    21:19:24.428 [game.script.trigger] [trace] Trigger <BattleBrave3_BodyguardLoss> fired
    21:19:24.428 [game.script.trigger] [trace] Trigger <BattleCoward1_No_Killed_Enemies> fired
    21:19:24.428 [game.script.trigger] [trace] Trigger <BattleCoward2_Loss_Without_Fight> fired
    21:19:24.428 [game.script.trigger] [trace] Trigger <Xenophobia_Battle_Fobia> fired
    21:19:24.428 [game.script.trigger] [trace] Trigger <Xenophobia_Battle_Lost_Fobia> fired
    21:19:24.428 [game.script.trigger] [trace] Trigger <soothsayer_vnv_trigger> fired
    21:19:24.428 [game.script.anc] [trace] Ancillary <soothsayer> not added - chance 2, random 26
    21:19:24.429 [game.script.trigger] [trace] Trigger <StandardBattle_AnyVictory_NotMilitaryInclination> fired
    21:19:24.429 [game.script.trigger] [trace] Trigger <Battle_Siege_Won_NotMilitaryInclination> fired
    21:19:24.429 [game.script.trigger] [trace] Trigger <BattleCoward1_No_Killed_Enemies> fired
    21:19:24.429 [game.script.trigger] [trace] Trigger <battle5> fired
    21:19:24.429 [game.script.trigger] [trace] Trigger <Xenophobia_Battle_Fobia> fired
    21:19:24.429 [system.io] [info] exists: missing mods/SS6.3/data/ui/captain banners/dead/captain_card_slave.tga
    21:19:24.476 [game.script.trigger] [trace] Trigger <0055b_T_Invasion_Flee> fired
    21:19:24.476 [data.transgression] [info] Applied transgression TC_FLEE_INVASION from transgressor faction 1D44E02A against faction 1D44DB66
    21:19:24.479 [game.script.trigger] [trace] Trigger <0055b_T_Invasion_Flee> fired
    21:19:24.479 [data.transgression] [info] Applied transgression TC_FLEE_INVASION from transgressor faction 1D44E02A against faction 1D44DB66
    21:19:24.482 [game.script.trigger] [trace] Trigger <0055b_T_Invasion_Flee> fired
    21:19:24.482 [data.transgression] [info] Applied transgression TC_FLEE_INVASION from transgressor faction 1D44E02A against faction 1D44DB66
    21:19:24.485 [game.script.trigger] [trace] Trigger <0055b_T_Invasion_Flee> fired
    21:19:24.485 [data.transgression] [info] Applied transgression TC_FLEE_INVASION from transgressor faction 1D44E02A against faction 1D44DB66
    21:19:24.650 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  13. #2713
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    I also get a crash during the slave faction turn (but not Seljucs), and also nothing shows up in the log.

  14. #2714
    Gigantus's Avatar I am thinking more about running away now then I did as a kid, but by the time I put my teeth in, my glasses on and find my car keys I forget why I am going.
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    Default Re: Bugs Reports & Technical Help

    First log - check in the script what gets triggered by this event and if the supporting text entry in text\historic_events exists: religion_culture_info

    Second log - appears a slave army got defeated during a siege, I think they were the attacker. Not sure what might have triggered the crash, don't think it's connected to the faction_standing reference unless the trigger has been edited: 0055b_T_Invasion_Flee




  15. #2715
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Gigantus View Post
    First log - check in the script what gets triggered by this event and if the supporting text entry in text\historic_events exists: religion_culture_info

    Second log - appears a slave army got defeated during a siege, I think they were the attacker. Not sure what might have triggered the crash, don't think it's connected to the faction_standing reference unless the trigger has been edited: 0055b_T_Invasion_Flee
    First - you're right, Gigantus, there's an error in the description title so the game thought it doesn't exist.

    -----------
    @nvm: this is the patch for you.
    You load it into the data/text folder, then delete the related .bin file.
    I've checked: the save moves on.

    -----------

    Second - I haven't dealt with it and I don't know if it was modified, but what I see doesn't look fishy. As I've checked in another mod relevant file - it's identical.

    ;------------------------------------------
    Trigger 0055b_T_Invasion_Flee
    WhenToTest Transgression


    Condition TransgressionName = TC_FLEE_INVASION


    FactionStanding target_faction normalise -1.0 200
    Last edited by Jurand of Cracow; January 19, 2020 at 01:58 AM.
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  16. #2716
    Laetus
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    Default Re: Bugs Reports & Technical Help

    I encountered a similar looking crash as did Prugalo a page or so back.

    Playing as Hungary, during the Crusader States turn:
    (i didn't delete the Merchant-related parts just to show that nothing relevant is missing, same as further down in my post)

    12:07:37.767 [game.script.trigger] [trace] Trigger <Merchants_Recruit_Merchant> fired
    12:07:37.767 [game.script.trigger] [trace] Trigger <Merchant_Starter> fired
    12:07:37.767 [game.script.trigger] [trace] Trigger <MerchantCreatedNoLawBuildingExists> fired
    12:07:37.767 [game.script.trigger] [trace] Trigger <MerchantCreatedShadyDealerIncrease> fired
    12:07:37.767 [game.script.trigger] [trace] Trigger <MerchantCreatedMerchantFamily> fired
    12:07:37.767 [game.script.trigger] [trace] Trigger <merchantinit12> fired
    12:07:37.767 [game.script.anc] [trace] Ancillary <merchant_clerk> added - chance 33, random 24
    12:07:37.767 [game.script.trigger] [trace] Trigger <trick_abacus_vnv_trigger> fired
    12:07:37.767 [game.script.anc] [trace] Ancillary <trick_abacus> not added - chance 5, random 89
    12:07:37.767 [game.script.exec] [trace] exec <historic_event> at line 10316 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    12:07:37.768 [system.io] [info] exists: found mods/SS6.3/data/ui/eastern_european/eventpics/teutonic_order.tga (from: D:\Spiele\Medieval II Total War)
    12:07:37.768 [system.io] [info] exists: missing mods/SS6.3/data/ui/eastern_european/eventpics/teutonic_order.tga.dds
    12:07:37.768 [system.io] [info] exists: found mods/SS6.3/data/ui/eastern_european/eventpics/teutonic_order.tga (from: D:\Spiele\Medieval II Total War)
    12:07:37.769 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    I'm not well versed in scripts and coding and such things, but applying Gigantus comments about nvm's 1st crash regarding "religion_culture_info" above i looked into my historic_events.txt file and found:

    {TEMPLAR_GREED_BODY} \n\nWith their castles and chapters houses spreading across europe, the military and political influence of the templars is undeniable. Their high militarization and power can lead to indepence wishes amongst regions where they are strong. Something has to be done about this issue..
    {TEMPLAR_GREED_TITLE} The Templars Get Greedy!
    {TEUTONIC_KNIGHTS_BODY} \n\nAfter Kingdom of Jerusalem got under severe pressure in the latest events, some merchants from Lubeck and Bremen took up the idea and founded a field hospital, which became the nucleus of the Teutonic Order. Celestine III recognized it by granting the friars Augustinian Rule.
    {TEUTONIC_KNIGHTS_BUILDABLE_BODY} \n\n Having their roots in Levant, active in the Kingdom of Jerusalem, the Teutonic Order is looking to expand it's business in the medieval world. Will you become a supporter? You are now able to build
    teutonic chapter houses, increasing the health in your settlement. And who knows, perhaps there will be other benefits sooner or later...
    {TEUTONIC_KNIGHTS_BUILDABLE_TITLE} The Teutonic Order Organizes
    {TEUTONIC_KNIGHTS_TITLE} Teutonic Order Founded
    {SERBIA_BODY} \n\n The hospitals of the Teutonic order spread throughout the Kingdom of Jerusalem and even into europe. Based on the model of the Knights Templar it has slowly transformed into a military order and the head of the order has become known as the Grand Master (Magister Hospitalis). It receives Papal orders for crusades to take and hold Jerusalem for Latin Christianity and defend the Holy Land against the Muslim Saracens.
    {SERBIA_TITLE} The Teutonic Knights Spread
    {TEUTONIC_ORDER_INVASION_BODY} \n\nWith the permission of Duke Conrad of Masovia, the Masovian nobility and the pope himself, the Teutonic Order, lead by their Grandmaster Hermann von Salza, begins their lengthy campaign to Christianize pagan Prussia.
    {TEUTONIC_ORDER_INVASION_TITLE} The Teutonic Order Emerges!
    {THE_BOOK_OF_SENTENCES_BODY} \n\nA student of Peter Abelard, Peter Lombard, writes the Book of Sentences which answers fundamental questions of theology with passages from the Bible and various Christian thinkers. His book becomes a standard text in all universities by the thirteenth century.
    {THE_BOOK_OF_SENTENCES_TITLE} The Book of Sentences


    I don't know if copy-paste did a thing here, so i won't comment on the "Serbia"-event containing Order-related stuff, but:
    There is no "teutonic_order"-named event here, only a bunch of slightly similar named ones regarding them. Maybe thats the problem my game encountered?

    Playing with the "Patch_10_01_2020", not yet the newer one from January 19th. Clean install of SS6.4 and SSHIP0.9.6.
    Great work from all of you, by the way, and great support!

  17. #2717
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    To explain: the serbia_title was ok before, because in the script the teutonic order mechanism was accidentaly broken. Briefly: teutonic_order faction (in SS) was transformed into serbia (SSHIP), and recently Lifthrasir replaced all the "teutonic_order" codes with "serbia" to make things clear. However, it created a bug in the script where "teutonic_order" didn't refer to the faction, but to a historical event (related to the teutonic knights) that was used also in the script.
    To make enable the players campaign to continue campaign, in the text file I've replaced that teutonic order serbia so that the script finds it description. However, in the meantime it seems the was reversed in the script, but not in the text... ugh. Now, I'll just replace both in script and in description so that it's clear in the future.

    Anyway, this file should be ok, try it - should be save-compatible.

  18. #2718
    Gigantus's Avatar I am thinking more about running away now then I did as a kid, but by the time I put my teeth in, my glasses on and find my car keys I forget why I am going.
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    Default Re: Bugs Reports & Technical Help

    @Jurand - I suggest you use withwnar's checker for stuff like missing text for historic_events.




  19. #2719
    Laetus
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    Default Re: Bugs Reports & Technical Help

    It did indeed work marvellously.
    Thanks for that, Jurand!

  20. #2720

    Default Re: Bugs Reports & Technical Help

    - Lithuanian priests. Only the starting one is a Shaman, all the others are named as High Priests it seems. Besides, hovering on them on the strategic map gives a bugged localization name. Furthermore, they seem to gain Piety MUCH slower than Christian priests.

    - Norwergian FL seems to be bugged concerning marriage. Despite starting single, he got the trait Danish Wife. Furthermore, after I eventually did marry a Danish princess, new debutantes kept showing up for him, allowing him to marry again, losing all the wife's previous traits, maybe except for Danish Wife. I also don't recall he actually having kids with the princess, but their marriage only lasted a few turns so...

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