Thread: Bugs Reports & Technical Help

  1. #5101

    Default Re: Bugs Reports & Technical Help

    I get a fatal graphics error after any large siege battle, without fail. (Stone wall or higher for cities, fortresses/citadels for castles)

    Is there any fix for that? I applied LAA and it helped to some extent. I used to get some crashes after field battles and smaller settlements, but those don't crash anymore. Just large cities.

    It's making the game pretty much unplayable, so any advice would be wonderful

  2. #5102

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Macaras View Post
    Caliph's guard is recruitable everywhere in two highest levels of barracks in castles after the abbasid's rise. Regarding Tabardariyya there is a mistake indeed, I just checked export_descripton_buildings.txt file in /data folder. There is :

    recruit_pool "Tabardariyya" 1 0.04 2 0 requires factions { abbasid, } and event_counter mamluks_rise 1

    Should be:

    recruit_pool "Tabardariyya" 1 0.04 2 0 requires factions { abbasid, } and event_counter abbasids_rise 1

    minhnd6789 you can edit it in your file and Tabardariyya (it appears twice) should be available in your already started campaign. Thanks for reporting this ! Btw could you upload a save of your campaign ?
    Hello Macaras, many thank for your help. I now can recruit my Tabardariyya.

    But there is one thing I would like to let you know.

    1) recruit_pool "Tabardariyya" 1 0.04 2 0 requires factions { abbasid, } and event_counter abbasids_rise 1 ------> (With changing this, I notice I can only recruit Tabardariyya in Fortress only, cannot recuit in Citadel, that make me confused)

    2) recruit_pool "Tabardariyya" 1 0.08 2 0 requires factions { abbasid, } and event_counter abbasids_rise 1 ------> (So I look again and changing this also, same as your explanation above, so now I can recruit Tabardariyya in Citadel also)

    Anyway, you help me exactly, thank my friend. Here are my save game.
    https://drive.google.com/file/d/1EH0...ew?usp=sharing
    I hope everyone has balance and interesting campaign.
    Thank for mods team !!!

  3. #5103
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by minhnd6789 View Post
    1) recruit_pool "Tabardariyya" 1 0.04 2 0 requires factions { abbasid, } and event_counter abbasids_rise 1 ------> (With changing this, I notice I can only recruit Tabardariyya in Fortress only, cannot recuit in Citadel, that make me confused)

    2) recruit_pool "Tabardariyya" 1 0.08 2 0 requires factions { abbasid, } and event_counter abbasids_rise 1 ------> (So I look again and changing this also, same as your explanation above, so now I can recruit Tabardariyya in Citadel also)
    Adjusting the recruitment in the upper levels of the buildings is still work-in-progress, so it's possible (I haven't checked). The not-adjusted units' recruitment is as it was in SSHIP 092, so it's possible some things are missing if the addition was decided to be made later / there're bug already in 092.

    Quote Originally Posted by Katrina of Catarina View Post
    I get a fatal graphics error after any large siege battle, without fail. (Stone wall or higher for cities, fortresses/citadels for castles)

    Is there any fix for that? I applied LAA and it helped to some extent. I used to get some crashes after field battles and smaller settlements, but those don't crash anymore. Just large cities.

    It's making the game pretty much unplayable, so any advice would be wonderful
    I'd rather guess that's a specific problem of the graphics of your computer (software or hardware), not the mod. My knowledge is very limited in this area, sorry.
    Last edited by Jurand of Cracow; August 10, 2022 at 01:25 AM.

  4. #5104
    StaefanBatory's Avatar Civis
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    Default Re: Bugs Reports & Technical Help

    I'd rather guess that's a specific problem of the graphics of your computer (software or hardware), not the mod. My knowledge is very limited in this area, sorry.
    I also had similar problem likes Katrina of Catarina described, but only once. It might be related to descr_skeleton or .cas models.
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  5. #5105

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    Adjusting the recruitment in the upper levels of the buildings is still work-in-progress, so it's possible (I haven't checked). The not-adjusted units' recruitment is as it was in SSHIP 092, so it's possible some things are missing if the addition was decided to be made later / there're bug already in 092.
    I understand, friend. I will test again about this. Many thanks!

  6. #5106
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by minhnd6789 View Post
    Anyway, you help me exactly, thank my friend. Here are my save game.
    https://drive.google.com/file/d/1EH0...ew?usp=sharing
    I hope everyone has balance and interesting campaign.
    An impressive campaign, it seems. Very interesting to see how the economic situation evolve - and that Selanik (well, the script changing the name should work in the next version) is the richest city.


  7. #5107
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    Default Re: Bugs Reports & Technical Help

    Continuing post about CTD generals and captains - bugged HRE captain turned into... named character. Weird. https://imgur.com/DXFpH0H
    There is something wrong with named characters, especially HRE characters. Perhaps we have to take a look at named characters from this faction (good direction to next campaign).
    And looks like bugged georgian named character (who was a german) died naturally. One CTD less...
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  8. #5108
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by minhnd6789 View Post
    I understand, friend. I will test again about this. Many thanks!
    I've had a closer look at your save and I admit it's of great value for me as I can discern many issues from the Late Era.
    A few questions:
    - how it has happened that there's a church in Cesarea?
    - why there's no Umayyad Mosque in Dimascus? Destroyed at some point?
    - why haven't you expanded to Egypt (to win the game you need Cairo)
    - why to keep 3 elderly generals in Korintos or 5 in Baku?
    - you seem to use only militias and generals?
    Last edited by Jurand of Cracow; August 10, 2022 at 04:45 PM.

  9. #5109

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    I've had a closer look at your save and I admit it's of great value for me as I can discern many issues from the Late Era.
    A few questions:
    - how it has happened that there's a church in Cesarea?
    - why there's no Umayyad Mosque in Dimascus? Destroyed at some point?
    - why haven't you expanded to Egypt (to win the game you need Cairo)
    - why to keep 3 elderly generals in Korintos or 5 in Baku?
    - you seem to use only militias and generals?
    Thank for your great comment, friend. I may explain your points as follow:

    - how it has happened that there's a church in Cesarea? ----------> Honestly, I dont know, as far as I remember that Fortress was taken firstly by the Rum from the original rebels. Then I took it from the Rum and never lose it.

    - why there's no Umayyad Mosque in Dimascus? Destroyed at some point? ----------> It could be like you said, because that City was taken from hand to hand between the Crusader states and Zengid, Egypt many times, and also suffered several Crusades calls, taken by Crusading European factions. I lost many times to conquer this City and hold it. The fact is that, every city and castle I take , I always choose to Eliminate option to avoid the rate of rebel and unrest, even holding for short time.

    - why haven't you expanded to Egypt (to win the game you need Cairo) ----------> Indeed. But the main problem is that the very high rate of unrest of Egypt domain. those 4 Cities of Egypt were very hard to hold for a long time. especially Cairo. Also, Egypt had high number of maniac assassins killing my generals like sheeps. I have assassin fighting with them, too. But not enough for both time and resources. In fact, I tend to focus my army and generals for the Balkans which is my main expansion. That is one of my main reason to move my Capital to Konstantinopolis to auto produce more Generals.

    - why to keep 3 elderly generals in Korintos or 5 in Baku? ----------> Some of the reasons I have just mentioned above. Korintos has high rate of unrest along with other cities/castles around the Balkans. and it is suffered many invasions from maritime powers such as Sicily, Venice, Pisa and even the beast Holy roman empire. Baku and Derbent around the Caspian Sea have same reason. I need good generals to hold of unrest and invasion from the Kipchak, Georgian and even the deadly Mongol.

    - you seem to use only militias and generals? ----------> It was hell time up until late 13th century, my friend, wars were everywhere , I struggled to survive with many kind of troops, both professional and militias. I bought, fought and even disbanded time to time. But since the Plague event in 14th century and many factions destroys, and after many war battles, I dont know why but the campaign seems more peaceful. I have to disband professional troops for release the high upkeep. But I think now it is time to recruit again, especially my favorite Tabardariyyah to head the West ... LOL

    That's all as I think about my personal campaign. I hope you have good time, too.
    P.S: English is not my mother language, so maybe I cannot use it properly for us to understand clearly, sorry about that, my friend.

  10. #5110

    Default Re: Bugs Reports & Technical Help

    I think I managed to fix the fatal graphics error issues by setting my launch settings on steam to directly launch the mod instead of using the .bat file, but now I have a very minor (Yet annoying) bug that popped up as a result.

    The date counter above the minimap is invisible. Odd.

  11. #5111

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by StaefanBatory View Post
    Continuing post about CTD generals and captains - bugged HRE captain turned into... named character. Weird. https://imgur.com/DXFpH0H
    There is something wrong with named characters, especially HRE characters. Perhaps we have to take a look at named characters from this faction (good direction to next campaign).
    And looks like bugged georgian named character (who was a german) died naturally. One CTD less...
    Thanks for reporting! Could you update your log file, or a file from before and one from after the captain turns into a named character?
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  12. #5112
    StaefanBatory's Avatar Civis
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    Default Re: Bugs Reports & Technical Help

    I've attached two saves:
    Autosave_10.sav :
    bugged georgian named character (who causes CTD when fights), pos: x 106, y 134
    bugged HRE captain (who causes CTD when moves to pos x 343, 107 or turns into named character), pos: x 341, 100
    france_2.sav:
    new one - bugged crusade captain (who propably was named_characer? I observed once similar problem, when my general should have died, but he turned into ghost without banner and locked actions), pos: 337, 104
    https://imgur.com/l5ayEuW

    I don't know the moment when they are turning into other forms. I just meet them while playing and check them occasionally.
    See my old posts.
    Attached Files Attached Files
    Last edited by StaefanBatory; August 11, 2022 at 05:16 PM.
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  13. #5113
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    Default Re: Bugs Reports & Technical Help

    At last, my save game is completely broken. Any action causes CTD. For example: my turn, while I'm clicking wherever.

    Found this error log:
    Code:
    09:40:11.024 [script.err] [error] Script Error in mods/SSHIP_098_vanila/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 148424, column 65
    Expected opening brace, '{'
    campaign_scrript.txt:
    historic_event noble_lady_spawn_france factions factions { hre, france, england, aragon, spain, portugal, scotland, pisa, venice, hungary, poland, norway, denmark, }

    Last part of bugs from this campaign:
    france, knights_of_santiago _minor_ch, Minor City, No text or UI, "NOT MEANT FOR THIS CULTURE"
    france, Mounted Crossbowmen, no unit info image
    france, Knights of Santiago, no unit info image
    event, Kunsag, "Kingdom of Hungary Reforms 4" - is the correct text?
    event, Hanseatic cities intensify cooperation, no video (black screen)
    trait, AI Boost Hard, papal_state, Pope, This trait is visible as pope trait

    Strange behavior:
    besieging, Some AI units totally disapeared when I besiege its ettlement, why?
    Attached Files Attached Files
    Last edited by StaefanBatory; August 12, 2022 at 03:12 AM.
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  14. #5114
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    strangely enough, I don't have this code in my working version o 098. But I'm using the most recent one, after Belovese's debugging.
    I'm sorry it was present in the previous version...

  15. #5115

    Default Re: Bugs Reports & Technical Help

    Thanks again for the detailled and helpfull bug report, I've noted these and we'll have a look to correct what we can.

    I just checked the current campaign_script, there is no more occurences of the typo "factions factions" as Jurand said.

    For the besieging units, maybe they were mercenaries that were disbanded when AI was in debt?
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  16. #5116
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    Icon5 Re: Bugs Reports & Technical Help

    I'm in 1200 and the Hanseatic League event hasn't happened yet, any answers pls?
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  17. #5117
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Mattus View Post
    I'm in 1200 and the Hanseatic League event hasn't happened yet, any answers pls?
    As Poland you need to build 4+ Local Guards and 2+ Shaft Mines (ie level 3)
    if RandomPercent < 40
    if I_EventCounter OSTSIEDLUNG = 0 ; in case any other Ostsiedlung trigger already has fired
    and I_TurnNumber > 99
    and I_CompareCounter number_landowners2_built > 3 ; 4+ Local Guards were built (Large Town level)
    and I_CompareCounter number_mines_built > 1 ; 2+ Shaft Mines were build (miners were first people to move east)

    log -------------------- Poland evolution: (2) OSTSIEDLUNG ----------------------------------------
    ; historically should take place around turn 100 - (ca. 1180) - higher growth of the settlements
    historic_event OSTSIEDLUNG

    if not I_IsFactionAIControlled poland
    set_event_counter poland_ostsiedlung_player 1
    end_if
    if not I_IsFactionAIControlled hungary ; in case the player is Hungary, but it was Poland AI triggering the event
    set_event_counter hungary_ostsiedlung_player 1
    end_if
    if not I_IsFactionAIControlled hre ; in case the player is HRE, but it was Poland AI triggering the event
    set_event_counter hre_ostsiedlung_player 1
    end_if
    end_if
    or it will happen after 1207
    monitor_event PreFactionTurnStart FactionType slave

    if I_EventCounter OSTSIEDLUNG > 0 ; in case it was prompted earlier by triggers in one of the three relevant factions
    terminate_monitor
    end_if

    if I_TurnNumber > 140 ; fall back in year 1207
    and RandomPercent < 10

    historic_event OSTSIEDLUNG ; so important that should be known to the whole world

    if not I_IsFactionAIControlled hungary
    inc_event_counter hungary_ostsiedlung_player 1
    end_if

    if not I_IsFactionAIControlled poland
    inc_event_counter poland_ostsiedlung_player 1
    end_if

    if not I_IsFactionAIControlled hre
    inc_event_counter hre_ostsiedlung_player 1
    end_if

    terminate_monitor
    end_if

    end_monitor
    BUT: the script was drafted already some time ago and these were not so widespread in PL, I mean: more PL provinces didn't have those local guards - this means they could have been built - and perhaps now it's more difficult to achieve this condition. You can build them in Gdansk and Plock, but then you need to conquer two more settlements and build them there too (Szczecin/Olomouc/Kuningsberg). We need to reflect, actually.

    ;------------------------------------------------------------
    declare_counter number_landowners2_built ; LOCAL GUARDS


    monitor_event BuildingCompleted TrueCondition
    and SettlementBuildingFinished = landowners2
    and not IsFactionAIControlled


    inc_counter number_landowners2_built 1


    end_monitor
    Last edited by Jurand of Cracow; August 14, 2022 at 01:01 AM.

  18. #5118
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    As Poland you need to build 4+ Local Guards and 2+ Shaft Mines (ie level 3)

    or it will happen after 1207


    BUT: the script was drafted already some time ago and these were not so widespread in PL, I mean: more PL provinces didn't have those local guards - this means they could have been built - and perhaps now it's more difficult to achieve this condition. You can build them in Gdansk and Plock, but then you need to conquer two more settlements and build them there too (Szczecin/Olomouc/Kuningsberg). We need to reflect, actually.
    Ostsiedlung started some turn later - LOL - but I had refered to Hansa Event, that permit to build baltic trade building.
    I have seen the script but I dont understand: me and HRE own Lubeck and Stetin ( before Denmark has owned Lubeck but I think the game reputed him a pagan.... )

  19. #5119
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Mattus View Post
    Ostsiedlung started some turn later - LOL - but I had refered to Hansa Event, that permit to build baltic trade building.
    I have seen the script but I dont understand: me and HRE own Lubeck and Stetin ( before Denmark has owned Lubeck but I think the game reputed him a pagan.... )
    Ah, overlooked it. So: even if something goes wrong with Lubeck and Stetin, there's also a fall-back script to fire after 92 turns:


    ;---------- (I) Hanseatic League : can build Baltic Trade building (see EDB)
    ; in practice, it will happen between turns 15 and 45
    ; mind that there're are info windows for the player upon conquest of the settlements in the relevant part of the script
    if I_EventCounter HANSEATIC_LEAGUE = 0


    if I_EventCounter Lubeck_conquered_number_of_times > 0 ; Lubeck conquered
    and I_EventCounter Szczecin_conquered_number_of_times > 0 ; Szczecin conquered
    historic_event HANSEATIC_LEAGUE
    end_if


    if I_TurnNumber > 90
    and RandomPercent < 50
    historic_event HANSEATIC_LEAGUE
    end_if
    end_if

  20. #5120
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    Ah, overlooked it. So: even if something goes wrong with Lubeck and Stetin, there's also a fall-back script to fire after 92 turns:
    Then I'm really unlucky, I'm on round 182 and nothing has happened yet.... I believe in somethings after turn 200

    « if I_TurnNumber > 200 ; fall back : in case of failure or a bug
    and RandomPercent > 50

    historic_event HANSEATIC_LEAGUE_EXPANDS { poland, hre, france, england, norway, denmark, hungary, lithuania, kievan_rus, russia, }

    terminate_monitor
    end_if

    end_monitor »
    Last edited by Mattus; August 14, 2022 at 11:37 AM.

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