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Thread: Bugs Reports & Technical Help

  1. #4621

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    I don't think it's possible to do anything from this save. If you've got a previous save, then yes.
    The mod is not very unstable (at least not as it was like one year ago), but it's work in progress, crashes happen, and deadly crashes occur. It's why it's advised to make save after each turn, as there's much of stochastic elements in the script and after a reload from an older save one usually can move on.
    I'll do that and see if I can continue the campaign.

  2. #4622
    kostic's Avatar Senator
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    Default Re: Bugs Reports & Technical Help

    [error] Building load failed as id 'farms' not recognised...
    Isn't the problem an oversight concerning the farms ?

  3. #4623
    Henry X's Avatar Protector Domesticus
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    Default Re: Bugs Reports & Technical Help

    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

    Quote Originally Posted by Henry X View Post

    Spoiler Alert, click show to read: 
    19:43:43.432 [system.rpt] [always] CPU: SSE2
    19:43:43.432 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    19:43:43.448 [system.io] [always] mounted pack packs/data_0.pack
    19:43:43.448 [system.io] [always] mounted pack packs/data_1.pack
    19:43:43.448 [system.io] [always] mounted pack packs/data_2.pack
    19:43:43.448 [system.io] [always] mounted pack packs/data_3.pack
    19:43:43.452 [system.io] [always] mounted pack packs/data_4.pack
    19:43:43.453 [system.io] [always] mounted pack packs/localized.pack
    19:43:57.313 [game.script] [always] SSHIP VERSION 0.97 BUILD 2021-08-23. For support please upload log and savegames here: https:/www.twcenter.net/forums/showthread.php?654747-Bugs-Reports-amp-Technical-Help
    19:43:57.313 [game.script] [always] ------ difficulty : medium
    19:43:57.313 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS.
    19:44:52.021 [game.script] [always] Turn End england
    19:44:52.022 [game.script] [always] Turn Start sicily
    19:44:52.378 [game.script] [always] Turn End sicily
    19:44:52.382 [game.script] [always] Turn Start abbasid
    19:44:52.594 [game.script] [always] Turn End abbasid
    19:44:52.595 [game.script] [always] Turn Start denmark
    19:44:52.940 [game.script] [always] Turn End denmark
    19:44:52.941 [game.script] [always] Turn Start egypt
    19:44:53.488 [game.script] [error] Script execution error for <if>, at line 47286, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    <religion> is unavailable from event <>
    when testing <FactionReligion> condition
    19:44:53.488 [game.script] [error] Script execution error for <if>, at line 47296, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    <religion> is unavailable from event <>
    when testing <FactionReligion> condition
    19:44:53.488 [game.script] [error] Script execution error for <if>, at line 47306, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    <religion> is unavailable from event <>
    when testing <FactionReligion> condition
    19:44:53.488 [game.script] [error] Script execution error for <if>, at line 47316, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    <religion> is unavailable from event <>
    when testing <FactionReligion> condition
    19:44:55.692 [game.script] [always] Turn End egypt
    19:44:55.696 [game.script] [always] Turn Start scotland
    19:45:00.950 [game.script] [always] Turn End scotland
    19:45:00.952 [game.script] [always] Turn Start cumans
    19:45:04.036 [game.script] [always] Turn End cumans
    19:45:04.038 [game.script] [always] Turn Start turks
    19:45:05.358 [game.script] [always] Turn End turks
    19:45:05.360 [game.script] [always] Turn Start france
    19:45:06.842 [game.script] [always] Turn End france
    19:45:06.843 [game.script] [always] Turn Start hre
    19:45:08.246 [game.script] [always] Turn End hre
    19:45:08.248 [game.script] [always] Turn Start venice
    19:45:08.858 [game.script] [always] Turn End venice
    19:45:08.859 [game.script] [always] Turn Start portugal
    19:45:09.047 [game.script] [always] Turn End portugal
    19:45:09.049 [game.script] [always] Turn Start poland
    19:45:09.883 [game.script] [always] Turn End poland
    19:45:09.884 [game.script] [always] Turn Start byzantium
    19:45:11.984 [game.script] [always] Turn End byzantium
    19:45:11.994 [game.script] [always] Turn Start moors
    19:45:14.129 [game.script] [always] Turn End moors
    19:45:14.132 [game.script] [always] Turn Start russia
    19:45:14.413 [game.script] [always] Turn End russia
    19:45:14.415 [game.script] [always] Turn Start spain
    19:45:15.189 [game.script] [always] Turn End spain
    19:45:15.191 [game.script] [always] Turn Start hungary
    19:45:16.164 [game.script] [always] Turn End hungary
    19:45:16.165 [game.script] [always] Turn Start aragon
    19:45:16.982 [game.script] [always] Turn End aragon
    19:45:16.984 [game.script] [always] Turn Start lithuania
    19:45:17.088 [game.script] [always] Turn End lithuania
    19:45:17.088 [game.script] [always] Turn Start kievan_rus
    19:45:18.773 [game.script] [always] Turn End kievan_rus
    19:45:18.773 [game.script] [always] Turn Start serbia
    19:45:19.449 [game.script] [always] Turn End serbia
    19:45:19.450 [game.script] [always] Turn Start georgia
    19:45:19.857 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    Here's the relevant section the log pertains to. I've highlighted the lines in question as well.

    Spoiler Alert, click show to read: 
    ;======================================================================================================
    ;======================================================================================================
    ;---- SETTLEMENTS CAPTURED (historic info, building destroyed, name changes) --------------------------
    ;======================================================================================================
    ; use as few monitors as possible (so 1 for each city, otherwise "if" clauses)
    ; if you add a name in this script, remember to add it also in the expanded.txt (and leave the last line empty!)
    ; if you add a "historic_event" you must add the relevant entry in the "historic_events.txt"
    ; for some cities there's a special notification and pics used (see below eg Wroclaw) - this may be copied also to the other cities.
    ; provide optimally few notifications to the player: limit it either through "is_player" conditions, or make it visible only to the specific factions (the player's interested in the change of the name of a city only if he conquers it himself, and he might be interested in conquest of major cities only if he is in vicinity)
    ; a willing modder could also make movie files (.bik) for certain great cities (eg. Constantinople, Kiev, Cairo, Baghdad) to provide more immersion for the players
    ; to save turn time it's best to have one monitor for one settlement - make an effort to produces a nice code with all conditions you want inside




    ;====================================================================================================== JERUSALEM
    ;------- Jerusalem ---------------------------------------------------------------------------------


    declare_counter Jerusalem_christian
    declare_counter Jerusalem_islam
    declare_counter Jerusalem_pagan
    set_counter Jerusalem_christian 0
    set_counter Jerusalem_islam 0
    set_counter Jerusalem_pagan 0


    monitor_event GeneralCaptureSettlement SettlementName Jerusalem

    if FactionReligion catholic
    and I_CompareCounter Jerusalem_christian = 0


    change_settlement_name Jerusalem Jerusalem
    historic_event jerusalem_christian event/Christians_Capture_Jerusalem.bik
    set_counter Jerusalem_christian 1
    set_counter Jerusalem_islam 0
    set_counter Jerusalem_pagan 0
    end_if


    if FactionReligion orthodox
    and I_CompareCounter Jerusalem_christian = 0


    change_settlement_name Jerusalem Hierosolyma
    historic_event jerusalem_christian event/Christians_Capture_Jerusalem.bik
    set_counter Jerusalem_christian 1
    set_counter Jerusalem_islam 0
    set_counter Jerusalem_pagan 0
    end_if

    if FactionReligion islam
    and I_CompareCounter Jerusalem_islam = 0


    change_settlement_name Jerusalem al_Quds
    historic_event jerusalem_muslim event/Muslims_Capture_Jerusalem.bik
    set_counter Jerusalem_islam 1
    set_counter Jerusalem_christian 0
    set_counter Jerusalem_pagan 0
    end_if


    if FactionReligion pagan
    and I_CompareCounter Jerusalem_pagan = 0


    historic_event jerusalem_pagan
    set_counter Jerusalem_pagan 1
    set_counter Jerusalem_islam 0
    set_counter Jerusalem_christian 0
    end_if
    end_monitor



    Last edited by Henry X; October 06, 2021 at 10:25 PM.
    Quote Originally Posted by Carl Jung was right View Post
    We just don't get films which accurately portray military decision making like Dr. Strangelove anymore these days.

  4. #4624
    Laetus
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    Default Re: Bugs Reports & Technical Help

    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

    requires factions { georgia, } and not event_counter GEORGIAN_GOLDEN_AGE 1 and hidden_resource georgia
    and Barracks and Armory have instead;

    requires factions { georgia, } and event_counter GEORGIAN_GOLDEN_AGE 1 and not event_counter mongols_blue_horde_caucasus 1 and hidden_resource georgia
    Am I right in assuming Drill Square and Garrison quarters shouldn't have access at start?

  5. #4625
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by FragBait View Post
    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;

    Am I right in assuming Drill Square and Garrison quarters shouldn't have access at start?
    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)




    -----------------------------------

  6. #4626

    Default Re: Bugs Reports & Technical Help

    I checked also the last version and indeed the entry for Msakhureuli Spearmen was missing for the armoury. It's fixed now, thank you!

  7. #4627
    Laetus
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    Default Re: Bugs Reports & Technical Help

    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.
    Oh wow excellent. Looking forward to seeing it.

    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.

  8. #4628

    Default Re: Bugs Reports & Technical Help

    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!

  9. #4629
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: Bugs Reports & Technical Help

    Late to the cathedral party...

    Here is your problem:
    Code:
    wonder_speyer_cathedral1 city requires factions { northern_european, poland, hungary, southern_european, } and event_counter faction_turn_catholic 1
    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.

    Quote Originally Posted by Jurand of Cracow View Post
    also got an instant crash.
    pffff, no idea what does it mean...
    Code:
    15:43:07.375 [data.invalid] [error] Building load failed as id 'farms' not recognised...
    15:43:07.376 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    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?
    Last edited by Gigantus; October 13, 2021 at 11:48 PM.




  10. #4630

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Gigantus View Post
    Late to the cathedral party...

    Here is your problem:
    Code:
    wonder_speyer_cathedral1 city requires factions { northern_european, poland, hungary, southern_european, } and event_counter faction_turn_catholic 1
    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.
    This is strange, because we also use "and event_counter is_the_player" in the EDB to make some buildings player-only, and it works IIRC. I'll look into 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

  11. #4631

    Default Re: Bugs Reports & Technical Help

    Contaratoi unit from Byzantine roster is causing a crash on the battle map

  12. #4632
    kostic's Avatar Senator
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    Default Re: Bugs Reports & Technical Help

    @commanderis: Hi, thanks for your report.
    What version are you playing with? The Contaratoi do not crash the game with version 098 beta.

  13. #4633
    Gigantus's Avatar I don't get worked up over people anymore: they get a post-it with 'ridiculous' on their forehead and that's it.
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Belovèse View Post
    This is strange, because we also use "and event_counter is_the_player" in the EDB to make some buildings player-only, and it works IIRC. I'll look into that!
    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.
    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
    Just remembered that the counter gets already set when the building got added to the queue, which means this might be a different scenario.

    This is my tutorial in connection with it if memory serves.
    Last edited by Gigantus; October 14, 2021 at 06:14 AM.




  14. #4634
    Henry X's Avatar Protector Domesticus
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    Default Re: Bugs Reports & Technical Help

    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.
    Quote Originally Posted by Carl Jung was right View Post
    We just don't get films which accurately portray military decision making like Dr. Strangelove anymore these days.

  15. #4635
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Henry X View Post
    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.
    fully replicable.
    do you have any earlier save?

  16. #4636
    kostic's Avatar Senator
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    Default Re: Bugs Reports & Technical Help

    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...

  17. #4637
    Henry X's Avatar Protector Domesticus
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    fully replicable.
    do you have any earlier save?
    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.

    Quote Originally Posted by kostic View Post
    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...
    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
    Last edited by Henry X; October 21, 2021 at 04:59 PM.
    Quote Originally Posted by Carl Jung was right View Post
    We just don't get films which accurately portray military decision making like Dr. Strangelove anymore these days.

  18. #4638

    Default Re: Bugs Reports & Technical Help

    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.

  19. #4639
    kostic's Avatar Senator
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    Near Lyon in France
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    Default Re: Bugs Reports & Technical Help

    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; Yesterday at 06:35 AM.

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