Isn't the problem an oversight concerning the farms ?[error] Building load failed as id 'farms' not recognised...
Different playthrough; same system log as before. I'll quote my previous post for the log.
Also, storm at sea in Hungary. Got a chuckle out of me.
Here's the savegame two turns prior to the crash. https://easyupload.io/0y2xe9
Georgia .97 Patch H - Msakhureuli Spearmen available from the start in 2nd and 3rd level castle barracks but not 4th and 5th which seems a bit odd. Looks like they have different requirements on the building descriptions
and Barracks and Armory have instead;requires factions { georgia, } and not event_counter GEORGIAN_GOLDEN_AGE 1 and hidden_resource georgia
Am I right in assuming Drill Square and Garrison quarters shouldn't have access at start?requires factions { georgia, } and event_counter GEORGIAN_GOLDEN_AGE 1 and not event_counter mongols_blue_horde_caucasus 1 and hidden_resource georgia
Actually, the recruitment stuff was a subject of heavy work over the last few months - by myself and @Macaras. The Georgian roster has undergone many changes, including the upper levels of the barracks. iirc, also the Msakhareuli Spearmen.
It's what I have in my notes:
---------- GEORGIA RECRUITMENT ------------------------------------------------------
Important dates (and turns when they're likely to fire if the player tries to achieve them):
90: GEORGIAN8_TATAR_LANCERS_REFORM ; any turn before 160, realistically 60-90
100: GEORGIAN2_GOLDEN_AGE ; turn 80-140
HEAVY_MAIL (140, Latin event)
170: GEORGIAN3_SHOTA_RUSTAVELI ; turn 150-220
Mongols near Caucasus (200)
220: GEORGIAN4_CROSSBOW_IN_CAUCASUS ; turn 200-300
300: GEORGIAN6_REVIVAL ; turn 270-360
TRANSITIONAL_ARMOR (310, Latin event)
550: GEORGIAN7_LAST_UNITED_KINGDOM ; turn 520-600
PAVISE_SHIELDS (380, Latin event)
HALF_PLATE_ARMOR (440, Latin event)
FULL_PLATE_ARMOR (510, Latin event)
MATCHLOCK (600, Latin event)
Changes for recruitment in EDB take place at:
All troops:
(1) 100: GEORGIAN2_GOLDEN_AGE ; turn 80-140
(2) 170: GEORGIAN3_SHOTA_RUSTAVELI ; turn 150-220
(3) 300: GEORGIAN6_REVIVAL ; turn 270-360
(4) 550: GEORGIAN7_LAST_UNITED_KINGDOM ; turn 520-600
Missiles:
(1) 100: GEORGIAN2_GOLDEN_AGE ; turn 80-140
(2) 220: GEORGIAN4_CROSSBOW_IN_CAUCASUS ; turn 150-220
(3) 300: GEORGIAN6_REVIVAL ; turn 270-360
(4) 550: GEORGIAN7_LAST_UNITED_KINGDOM ; turn 520-600
Gundpowder units:
(1) 200: gunpowder_discovered ; turn 90-110
(1) 330: CANNONS ; turn 150-175
(2) 600: MATCHLOCK
---------------------------------------------
New units are needed for the Georgian roster:
Glekhi - poor highlanders / dependent population from the valley, with axes; status of a tribal infantry.
Foot Aznauri - foot version of the knights.
LANDOWNERS (T2/C2, T3/C4, T4/C4, T5) - fully modified
C2: Aznauri Cavalry "aor trans nobles" (former name: Aznauri Nobles), being gradually replaced
(C2): Aznauri Lancers "georgian medium lancers" (2nd level of knights)
C3: Foot Aznauri (temporarly: Khevsur Heavy Infantry -> Eristavi Guards "georgian mandaturi")
C4: Tazreuli "bodyguard georgia" (former name: Royal Monaspa Guard)
BARRACKS - mostly adjusted (further work after standard classes of units are defined)
T1 Caucasus Hillmen (recruitable only with HR georgia / armenia) - tribal light javelinmen
T1 Levy Archers
T2 Glekhi (recruitable only with HR georgia / armenia)
T2 Spear Militia (recruitable only NOT with HR georgia / armenia)
T3 Metsikhovne Spearmen - very good militia spearmen (much better than the Western counterparts), with free upkeep but very expensive (for now most of the army, but this role should be played by the Glekhi)
T3 Crossbow Militia ("Crossbow Militia") - recruitable, but the question is: how often were crossbows used in Georgia
(T3) Pike Militia (after PAVISE_SHIELDS 380)
(T3) Arquebusiers (after MATCHLOCK 600)
CASTLE BARRACKS - mostly adjusted (further work after standard classes of units are defined)
C0 Caucasus Hillmen (recruitable only with HR georgia / armenia) - tribal light javelinmen
C0 Glekhi
C1 Metsikhovne Spearmen - very good militia spearmen (much better than the Western counterparts, but with free upkeep), very expensive (for now most of the army, but this role should be played by the Glekhi)
C2 Msakhureuli Spearmen "georgian medium spearmen" - good spearmen (counterpart of the Sergeants-class in the Latin armies)
C2 Msakhureuli Swordsmen "georgian medium swordsmen" - good swordsmen (counterpart of the Sergeants-class in the Latin armies)
C3 Foot Monaspa "georgian dismounted heavy lancers" - heavy professional spearmen
C4 Khevsur Heavy Infantry -> Eristavi Guards "georgian mandaturi" (this unit should be reviewed: what it should reflect historically, why so heavy armour)
RANGES - almost finished
C0: Levy Archers (crappy archers)
C1: Mountain Hunters ("georgian light archer" - good archers) (only Georgia / Armenia)
(C1): Levy Crossbowmen ("Urban Crossbow Militia") - after GEORGIAN4_CROSSBOW_IN_CAUCASUS
C2: Metiskhovne Archers ("georgian_heavy_archer" - good medium archers) - add free upkeep
C3: Foot Monaspa Archers ("georgian dismounted heavy horse archers" - good heavy archers) - AFTER GEORGIAN2_GOLDEN_AGE
(C3): Gasmouli ("gasmuli" - good crossbowmen) - after GEORGIAN4_CROSSBOW_IN_CAUCASUS
STABLES - almost finished
C1: Msakhureuli Light Cavalry ("georgian light horse archers")
(C1): Tatar Lancers ("Naqivchaqari Cavalry") - after GEORGIAN8_TATAR_LANCERS_REFORM
C2: Eristavi Retainers ()"georgian_medium_swordsmen_cavalry")
C3: Monaspa Lancers ("georgian heavy lancers")
C4: Monaspa Horse Archers ("georgian heavy horse archers")
CASTLE building
Caucasus Hillmen (as it is now: same number at any level, should be for any faction from HR georgia / armenia)
-----------------------------------
I checked also the last version and indeed the entry for Msakhureuli Spearmen was missing for the armoury. It's fixed now, thank you!
Oh wow excellent. Looking forward to seeing it.Actually, the recruitment stuff was a subject of heavy work over the last few months - by myself and @Macaras. The Georgian roster has undergone many changes, including the upper levels of the barracks. iirc, also the Msakhareuli Spearmen.
Just some general comments / feedback.
Foot Monaspa would it be more in keeping to call them simply Monaspa Spearmen? The Archer variant as the mounted ones are already called Monaspa Horse Archers. Personally I'm happy to see a reduced role for crossbows until later in the game for Georgia. If you had a good supply of quality archers there would be little need, it would only be when lots more heavy Armour appeared and also ability for faster crossbow recruitment vs slow time to train good archers. Seeing armies crawling with crossbow militia also not enjoyable game play.
One final question regarding rosters, hopefully faction still has reasonable access to units outside of their home regions. Maybe not their elite units but still need average proxies for recruitment as their empire grows, or some time delay before city becomes naturalized and other units available? e.g. 30 turns or so? I've ended a few campaigns simply because moving troops acorss half a map becomes tedious to a large meat grinder front especially where there is zero chance of being overrun or anything like that.
Hi guys, some bugs and facts I have noticed playing as the Germans (HRE) in the 0.98 beta version.
-HRE-related: There is a problem with building Paper Mills. When queued for building they quite often disappear. In order to built them you have to choose them as first in the queue and still, sometimes, after the required six turns are completed, they often become available again as they were never built!
Similar is the case with the siege works (they often get unqueued).
-General: The Crusader States reemerge only as "New Crusader State created" somewhere alse than their original territories. And still I have noticed that they get an army in the region of Jerusalem, when they get their new homeland in Iberia (Toledo)!... That is wierd! Of course in this way they stand no chance to survive.
-Diplomacy: I was allied with the Kiptchaks who were at war with the Rus and therefore the latter did not give me the option of an alliance when entering into negotiations. But this persisted even when the Kiptcaks were eliminated and there was no apparent reason for not getting this option!
-Finally I find the fact that most of the factions get eliminated because of rebellions instead of being conquered disturbing, especially when they lose their two or three last settlements to the independent sovereignties in a single turn! That said, I would like to see the independents a bit more aggressive and expanding, laying sieges when they obviously have the numbers in their favour!
That is all for now! Food for thought!
Late to the cathedral party...
Here is your problem:
When the counter changes then building the cathedral gets totally disabled, eg building will not proceed and would have to be restarted once the counter is set to 'true' again. I suggest to remove the counter and then list all catholic factions instead of use cultures that may include non catholic factions.Code:wonder_speyer_cathedral1 city requires factions { northern_european, poland, hungary, southern_european, } and event_counter faction_turn_catholic 1
My guess: Entry in EDB got changed hence descr_strat entry generates error. Look for possible format issue in EDB (EOL issue?) if the spelling agrees. Did you remove the 'hinterland' prefix?
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
Contaratoi unit from Byzantine roster is causing a crash on the battle map
@commanderis: Hi, thanks for your report.
What version are you playing with? The Contaratoi do not crash the game with version 098 beta.
We came across this issue in EBII where we had custom buildings that were disabled after a number of them got created. The only way how to finish building them was via a script that temporarily sets the counter to 1 until the build turn has happened - see example. The same principle of changing counters applies.
Just remembered that the counter gets already set when the building got added to the queue, which means this might be a different scenario.Code:; ; Re-enable the event counter after the player has clicked the end turn button. If this isn't done, the colony building will never complete. ; monitor_event ButtonPressed ButtonPressed end_turn if I_IsFactionAIControlled f_makedonia ; not for the AI terminate_monitor end_if if not I_IsFactionAIControlled f_makedonia set_event_counter ecMakedoniaColonistsOn 1 end_if end_monitor
This is my tutorial in connection with it if memory serves.
Something is up with Venice, but I haven't the damndest idea what. Doing a little toggle_fow though has revealed some uh, interesting developments in the Levant. Crash seems pretty replicable, and none of my usual actions to change the seed have no effect.
Here's the save.
Immediate crash for me too.
@Henry X: Can you remind us if you are playing with the 098 version of September 25?
A different version may not be able to open your campaign.
Why are you talking about Venice? Your file is called Englan bug.sav...
Unfortunately, no. However, I did blunder into a solution by destroying the rebel army outside Bordeaux. Turns started to proceed normally again afterwards. I'm getting a similar error with nothing in the system log again with the Cumans now, so I'm going to try and see if that works again.
EDIT: Well what the hell, that worked.
Using 097. I've had similar problems in the past with 098 however.
EDIT: Well, run into a crash that seems to move around the ai turns. Here's a save a few turns before. Save is on turn 93, crashes start on 96.
https://easyupload.io/c3r9tx
Kurdish Footmen are bugged in battles. If they are in an army they will crash the game. You can auto-resolve as a workaround but there is probably something wrong with the 3D model or something like that.
I just did a test on my version (098 beta) and I have no problem with this unit (here Abbasid vs Fatimids). This unit is one of the units that I modified some time ago. Does it appear like this in your game or is it still the old version ?
Last edited by kostic; October 22, 2021 at 06:35 AM.
Is this reported?
22:51:24.866 [system.io] [trace] file open,,data/unit_models/sandy_units/EN_Lmail_Hmail/latinikon_ug1_lod0.mesh,,not found
22:51:24.866 [system.io] [trace] pack open,packs/data_4.pack,data/unit_models/sandy_units/EN_Lmail_Hmail/latinikon_ug1_lod0.mesh,,not found
22:51:24.866 [system.io] [warning] open: data/unit_models/sandy_units/EN_Lmail_Hmail/latinikon_ug1_lod0.mesh is missing