Well, this script was not my creation so I don't know ins and outs. It seems I'll have to get into the details to understand it.
Well, this script was not my creation so I don't know ins and outs. It seems I'll have to get into the details to understand it.
Hi! Having an issue. I can't play Late/High Era Campaign. I choose one faction (oddly out of only 3 choices), I press Play, and...nothing. It just boots me back to the menu after choosing Late/High Era Campaign.
Installed SS and SSHIP to the letter of their respective instructions. I can play SS and SSHIP Early Era without issues.
Would appreciate any help.
Hey Jurand, just asking, did you manage to find the culprit that CTD's at turn 5? .
Yes, I did (at least: I hope I did). It was related to the Abbasids and that "set_counter panel_check 2" part.
Now I'm studying the other possible source of CTD, the one discussed with Gigantus.
I see differences with the coding in the script:
with eg. hereCode:if I_FactionLeaderTrait hre Usurper >= 3 and I_EventCounter civil_war_hre_going_on = 0 and RandomPercent > 50 set_event_counter civil_war_hre_going_on 1 historic_event civil_war_hre increment_kings_purse hre -1000 if I_NumberOfSettlements hre > 2 faction_emerge slave hre 1 100.0 0.0 1.2 town true if I_NumberOfSettlements hre > 5 faction_emerge slave hre 1 100.0 0.0 1.2 town true if I_NumberOfSettlements hre > 8 faction_emerge slave hre 1 100.0 0.0 1.2 town true unused_labelh1 Casper 30 if I_NumberOfSettlements hre > 11 faction_emerge slave hre 1 100.0 0.0 1.2 town true unused_labelh2 Ernst 30 if I_NumberOfSettlements hre > 14 faction_emerge slave hre 1 100.0 0.0 1.2 town true unused_labelh3 Heinrich 30 end_if end_if end_if end_if end_if end_if
I'll try to re-code the SSHIP code to avoid that nested-in conditions. I understand the reason was to have the number of spawned civil-war-rebels dependent on the size of a faction but maybe it doesn't work like this.Code:declare_counter portugal_emerge monitor_event and I_TurnNumber > 1 and I_TurnNumber < 5 and I_CompareCounter portugal_emerge == 0 faction_emerge portugal scotland 4 80.0 120.0 0.85 town false if I_NumberOfSettlements portugal > 0 add_money portugal 10000 set_counter portugal_emerge 1 end_if historic_event portugal_emerges end_monitor ;check when English leaders authority is low monitor_event FactionTurnEnd FactionType scotland and I_NumberOfSettlements scotland > 2 and I_NumberOfSettlements portugal = 0 generate_random_counter authority_value 1 100 ;the lower the faction leaders authority, the greater the chance of the portugal appearing if I_FactionLeaderAttribute scotland Authority = 0 if I_EventCounter authority_value <= 33 faction_emerge portugal scotland 4 80.0 120.0 0.85 town false end_if end_if if I_FactionLeaderAttribute scotland Authority = 1 if I_EventCounter authority_value <= 25 faction_emerge portugal scotland 4 100.0 120.0 0.85 town false end_if end_if if I_FactionLeaderAttribute scotland Authority = 2 if I_EventCounter authority_value <= 20 faction_emerge portugal scotland 4 100.0 120.0 0.85 town false end_if end_if if I_FactionLeaderAttribute scotland Authority = 3 if I_EventCounter authority_value <= 15 faction_emerge portugal scotland 4 90.0 120.0 0.85 town false end_if end_if if I_FactionLeaderAttribute scotland Authority = 4 if I_EventCounter authority_value <= 10 faction_emerge portugal scotland 4 90.0 120.0 0.85 town false end_if end_if if I_FactionLeaderAttribute scotland Authority = 5 if I_EventCounter authority_value <= 5 faction_emerge portugal scotland 4 80.0 120.0 0.85 town false end_if end_if end_monitor
Last edited by Jurand of Cracow; August 01, 2020 at 11:09 AM.
Suggestion: add a wait command in the first monitor of the second batch to allow the emerging to finish before testing for settlement count. Rest looks fine apart from the unnecessary secondary IF use.
Code:declare_counter portugal_emerge monitor_event and I_TurnNumber > 1 and I_TurnNumber < 5 and I_CompareCounter portugal_emerge == 0 faction_emerge portugal scotland 4 80.0 120.0 0.85 town false wait 1.0 if I_NumberOfSettlements portugal > 0 add_money portugal 10000 set_counter portugal_emerge 1 end_if historic_event portugal_emerges end_monitor
Gigantus, is this going to work?
Code:if I_FactionLeaderTrait spain Usurper >= 3 and I_EventCounter civil_war_spain_going_on = 0 and RandomPercent > 50 set_event_counter civil_war_spain_going_on 1 historic_event civil_war_spain increment_kings_purse spain -1000 if I_NumberOfSettlements spain > 2 faction_emerge slave spain 1 100.0 0.0 1.2 town true wait 1.0 end_if if I_NumberOfSettlements spain > 5 faction_emerge slave spain 1 100.0 0.0 1.2 town true wait 1.0 end_if if I_NumberOfSettlements spain > 8 faction_emerge slave spain 1 100.0 0.0 1.2 town true wait 1.0 end_if if I_NumberOfSettlements spain > 11 faction_emerge slave spain 1 100.0 0.0 1.2 town true wait 1.0 end_if if I_NumberOfSettlements spain > 14 faction_emerge slave spain 1 100.0 0.0 1.2 town true wait 1.0 end_if end_if
Gig, could you remind me what to do with the not-regeneratable strat.txt? How to get the .bin file in the easiest way? ATM, I've got the steam version of Med2, unfortunately.
Funny enough, I've made it somehow last time, but I cannot do the trick once again...
In Steam the strat.STRING.BIN file will not generate on it's own if it is missing - an old version has to be present. Simply take the same file from another mod and make sure your mod's strat.TXT file has a later time stamp (simply do a small edit and reverse it, then save) - that will then result in an updated STRING.BIN file.
Same principle applies to battle, tooltips and shared.
I'm playing in the English voice. I didn't know the sound patch was for other languages. But still there is a sound problem with the English voice. I will mention below.
I'm sorry for my late comeback. I've photographed some of the problems I mentioned earlier.
- The writing of the city of "Gorganch" slips: https://i.hizliresim.com/zoeRzi.jpg
- Rebel Faction "Tawashi Light Cavalry" forgotten portrait: https://hizliresim.com/f2L5hz
- Rebel Faction "Heavy Spearman" is brightly seen: https://hizliresim.com/eOA5ne
- Kiev Faction "Ruthenian Archer" is brightly seen: https://hizliresim.com/zE5gCY
- Some ships of all factions look different than others. (It looks brightly.) Especially in the rebel ships, I came across more: https://hizliresim.com/Dg41Rw
- The rebel ship emerges on the lake above Basra City: https://hizliresim.com/4DdgaW
- The impenetrable area behind the volcano on the island of Sicily. It can only be reached by sea: https://hizliresim.com/V02mrz
- Some princesses in all factions are nameless: https://hizliresim.com/j0yLe1
- There is no image of the Kipchak princess. Rome Total War is like a diplomat texture: https://hizliresim.com/SAVXil
- There are no princess voices in the Muslim factions and the Kipchak faction.
- While playing with the "Rum Seljuks", all the Christian factions on the diplomatic screen "welcome to England." says. And he uses the voices of the English faction.
- The siege stairs on the large walls can reach half of the wall. But the soldiers can reach the top as if they were climbing. (Representational picture. Think of the wood wall as a large stone wall. The siege ladder is small, like the wood wall): https://hizliresim.com/fyntBO
- While Kipchaks are poor, they cannot produce shamans. He has only one shaman. (I didn't see what they produced in the first 100 rounds. But they started to produce when they grew up.) Other countries produce priests, even if they are very poor: https://hizliresim.com/CILzQf
- Mongols come with less army than "SS6.4". After 20 turns of growth, it starts to shrink because it has no army left.
- A small request: If the names of the factions are made in English, it would be more understandable. For example: "Kingdom of France" instead of "Regnum France". "Diplomat" instead of "Envoy".
Thanks for all the reports, I'll refer to only few of them:
ad. 10. There were no muslim princesses in vanilla game hence no voices, but I'll find some and fix this. For Cumans, east_european ones should be acceptable I think.
ad. 11. No such thing on my end, not even sure how it's possible(?) For the record, this is how descr_sounds_accents.txt should look like:
ad. 15. I agree, but it's not happening, at least not officially. You can find a file that changes this in my submod thread. Works only with 097, but it should come out any second now.Spoiler Alert, click show to read:
I'll leave the other points for the rest of the team.
Last edited by Just let me post; August 21, 2020 at 09:15 AM.
Nameless princesses are fixed in the next version.
I agree with 15. However i doubt an official change will come , JLMP and others made a fix with faction English names which i will kindly ask to update and post it (i wanna use it too) when ready.
I can probably fix the missing portraits (RTW peasant) when i got the time.
The ,,silver'' units have some sort of texture problem unfortunately , idk of a direct fix but maybe Kostic will change them completely in the coming versions.
Great feedback , glad you played and managed to spot things out.
1) Play as Rum Seljuks faction. Send a diplomat to a hostile Christian faction. The other side sounds like the English faction.
2) A new addition: If the destroyed faction revolts while their capitals are under siege, the faction will emerge in the vacant independent city. For example: The ruined Aragonese faction was formed in the independent city of Turku. Because his real capital was under siege. A similar incident happened with the Georgian faction. It was founded in them in the city of Rheims.
I am grateful to you and look forward to version 0.9.7.
This is a feature of the M2TW engine and is considered to be un-avoidable. A very recent entry by QS in the Europa Barbarorum forum:
Pagan Shamans: interesting insight. It seems to be related either to lack of money (that shouldn't be a problem, acutally) or to the lack of shrines (I mean: maybe AI Kypchak builds shrines up only gratudally. Actually it's easier for the pagans to get priests as they can get them from lower-tier settlements.
PRIESTS* the goal of these changes is to limit the increase of time the player deals with the priests while keeping their importance for the game and using the AI ability to use the priest.
- recruitment of pagan priests from the castles removed but left for any level of the pagan shrines in the cities (also altars). This effectively means that each pagan-owned settlement gives one priest, but not more.
- recruitment from lower levels of churches and mosques (town, large town) removed; and the number of priests recruited from higher levels of churches significantly limited.
- availability of the priests limited to a few per faction. The limit is increased by 1 with:
(1) each capital (ie. it works for the initial capital and also for any other faction's capital conquered) starting from the town level (Small Church).
(2) abbey (ie. from the minor city level except from the capitals - in this case no difference, still the same 1).
(3) huge cathedral (ie huge city level).
(3) if the FL has the "strictly_religious" policy (trait), the limit for each church is increased by +1 (ie. 2 instead of 1, or 3 instead of 2).
(4) guilds: Theologians.
Last edited by Jurand of Cracow; August 22, 2020 at 03:05 AM.
I find the same about mongols. Playing as France (in 0.97 alpha), turn 350 ish and mongols only hold two cities in Mesopotamia. I don't think they managed to destroy a faction.
Granted though, Armenia had a big ass army stopping their advance
Hey guys, sorry to dig up an old topic but I said some times ago that I found "missing spaces" in some txt files. Well, according to this answer the comma is enough and the space is needed.
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
here you go !
https://mega.nz/file/H15XjBwS#E7X7jQ...HVtTsVW69q7Rz0
I mean georgia or whatever it is those latin names are confusing :p
Last edited by lequintal69; August 23, 2020 at 09:58 PM.