Last edited by Jurand of Cracow; October 26, 2020 at 03:09 PM.
I think it's explained in one of the first pop-out windows:
I think being not able to turn camera is sometimes related to being on a border of the battlefield.{INFO_WARNING_MERCENARIES_BODY}\nIf your treasury runs empty, your mercenaries will abandon you! \n\nOne turn before your mercenaries disband, you will receive a warning of this. Bear in mind that some of your factional units also serve as mercenaries, and so they too will abandon you. Given that there are often unforeseen additional expenses (e.g. weddings, adoptions, coronations, etc.), it is always advisable to have a few thousands florins sitting in your treasury at the end of your turn. Running on deficit can also cause your generals to develop unfortunate traits, such as Mean with Money, and the morale of your troops will not recover if your coffers are empty!
{INFO_WARNING_MERCENARIES_TITLE}Mercenaries Serve for Money!
Ah, you're right, it says that, I need to git gud then. And nope, I meant this https://youtu.be/kiWgC88jXic?t=1152 I kept it in a fixed angle so it didn't trigger that.
Thanks for your supportiveness!
Edit: I think I might have found some more:
1. King has "trouble at home" trait which mentions his wife, but he's not married.
2. Seems a couple of resources on the Baltic coast are unreachable (In the save, right below the ship, and the fish to the right).
3. An unavoidable CTD at cuman faction turn.
Saves: PossibleBugs.zip
Last edited by removeduser_28376423423; October 28, 2020 at 03:02 AM.
Hi Gig,
as usual - thanks for all advice :-)
ad. 5 when can I find event_title and event_strings used by the Staineless Steel? It seems they were not modified in this mod, and I cannot find them for the vanilla.
ad. 3 I'll limit the occurence of all such events, incl. 'new king', to only the neighbouring factions. However, if if put it like this:
I get a window with a movie not showing. It seems that if one puts something after historic_event EVENTNAME, the engine expects a movie (.bik). Do you know how do get around it?Code:monitor_event BecomesFactionLeader FactionType scotland and IsFactionAIControlled and I_TurnNumber > 13 if I_FactionLeaderTrait scotland Factionleader > 1 historic_event scotland_king_event { hre, norway, denmark, england, france, } end_if if I_FactionLeaderTrait scotland FactionRegent > 0 historic_event scotland_regent_event { hre, norway, denmark, england, france, } end_if end_monitor
cheers
JoC
3. you need to unpack vanilla, those files are not even in my Bare Geomod.
5. you require the 'factions' token before the definition of the factions (I think I omitted it in one of my examples only to edit it in some time later):
Code:historic_event scotland_regent_event factions { hre, norway, denmark, england, france, }
ad 1.
I've reviewed the triggers and this will be fixed:
Code:;======================================================== Living outside settlements;--------- Living outside settlements ------------------- ; ; triggers for education are in the relevant section ; later check if triggers for Girls, Xenophilia are included elsewhere ; should also be reviewed after other traits reviewed and could differentiate between situations ;------------------------------------------ Trigger Living_At_Sea_NotMarried WhenToTest CharacterTurnEnd Condition IsGeneral and AtSea and Trait MarriageCertificate < 1 and RandomPercent > 50 Affects Brave 1 Chance 4 Affects Drink 1 Chance 8 Affects Insane 1 Chance 4 Affects PublicFaith 1 Chance 4 ;------------------------------------------ Trigger Living_At_Sea_Married WhenToTest CharacterTurnEnd Condition IsGeneral and AtSea and Trait MarriageCertificate > 0 and RandomPercent > 50 Affects Brave 1 Chance 3 Affects Drink 1 Chance 6 Affects Insane 1 Chance 2 Affects PublicFaith 1 Chance 6 Affects Cuckold 1 Chance 4 ;------------------------------------------ Trigger Living_In_Wild_NotMarried_AtHome WhenToTest CharacterTurnEnd Condition not EndedInSettlement and not AtSea and not InEnemyLands and Trait MarriageCertificate < 1 and RandomPercent > 50 Affects Brave 1 Chance 4 Affects HaleAndHearty 1 Chance 4 Affects Scout 1 Chance 4 Affects Feck 1 Chance 4 Affects Disciplinarian 2 Chance 50 Affects PublicFaith 1 Chance 3 ;------------------------------------------ Trigger Living_In_Wild_Married_AtHome WhenToTest CharacterTurnEnd Condition not EndedInSettlement and not AtSea and not InEnemyLands and Trait MarriageCertificate > 0 and RandomPercent > 50 Affects Brave 1 Chance 3 Affects HaleAndHearty 1 Chance 4 Affects Scout 1 Chance 4 Affects Feck 1 Chance 3 Affects Disciplinarian 2 Chance 50 Affects PublicFaith 1 Chance 6 Affects Cuckold 1 Chance 4 ;------------------------------------------ Trigger Living_In_Wild_NotMarried_Abroad WhenToTest CharacterTurnEnd Condition not EndedInSettlement and not AtSea and InEnemyLands and Trait MarriageCertificate < 1 and RandomPercent > 50 Affects Brave 1 Chance 4 Affects HaleAndHearty 1 Chance 4 Affects Scout 1 Chance 6 Affects Feck 1 Chance 4 Affects Disciplinarian 2 Chance 50 Affects PublicFaith 1 Chance 4 Affects Pragmatic 1 Chance 4 Affects Stoic 1 Chance 4 ;------------------------------------------ Trigger Living_In_Wild_Married_Abroad WhenToTest CharacterTurnEnd Condition not EndedInSettlement and not AtSea and InEnemyLands and Trait MarriageCertificate > 0 and RandomPercent > 50 Affects Brave 1 Chance 3 Affects HaleAndHearty 1 Chance 4 Affects Scout 1 Chance 6 Affects Feck 1 Chance 3 Affects Disciplinarian 2 Chance 50 Affects PublicFaith 1 Chance 6 Affects Pragmatic 1 Chance 4 Affects Stoic 1 Chance 4 Affects Cuckold 1 Chance 4 ;------------------------------------------ Trigger Living_In_Camp_NotMarried_AtHome WhenToTest CharacterTurnEnd Condition not EndedInSettlement and RemainingMPPercentage > 95 and not AtSea and not InEnemyLands and Trait MarriageCertificate < 1 and RandomPercent > 50 Affects Brave 1 Chance 4 Affects HaleAndHearty 1 Chance 4 Affects Scout 1 Chance 4 Affects Feck 1 Chance 4 Affects Disciplinarian 2 Chance 50 Affects PublicFaith 1 Chance 4 Affects Pragmatic 1 Chance 4 Affects Stoic 1 Chance 4 ;------------------------------------------ Trigger Living_In_Camp_Married_AtHome WhenToTest CharacterTurnEnd Condition not EndedInSettlement and RemainingMPPercentage > 95 and not AtSea and not InEnemyLands and Trait MarriageCertificate > 0 and RandomPercent > 50 Affects Brave 1 Chance 3 Affects HaleAndHearty 1 Chance 4 Affects Scout 1 Chance 4 Affects Feck 1 Chance 3 Affects Disciplinarian 2 Chance 50 Affects PublicFaith 1 Chance 6 Affects Pragmatic 1 Chance 4 Affects Stoic 1 Chance 4 Affects Cuckold 1 Chance 4 ;------------------------------------------ Trigger Living_In_Camp_NotMarried_Abroad WhenToTest CharacterTurnEnd Condition not EndedInSettlement and RemainingMPPercentage > 95 and not AtSea and InEnemyLands and Trait MarriageCertificate < 1 and RandomPercent > 50 Affects Brave 1 Chance 4 Affects HaleAndHearty 1 Chance 4 Affects Scout 1 Chance 4 Affects Feck 1 Chance 4 Affects Disciplinarian 2 Chance 50 Affects PublicFaith 1 Chance 4 Affects Pragmatic 1 Chance 4 Affects Stoic 1 Chance 4 ;------------------------------------------ Trigger Living_In_Camp_Married_Abroad WhenToTest CharacterTurnEnd Condition not EndedInSettlement and RemainingMPPercentage > 95 and not AtSea and InEnemyLands and Trait MarriageCertificate > 0 and RandomPercent > 50 Affects Brave 1 Chance 3 Affects HaleAndHearty 1 Chance 4 Affects Scout 1 Chance 4 Affects Feck 1 Chance 3 Affects Disciplinarian 2 Chance 50 Affects PublicFaith 1 Chance 6 Affects Pragmatic 1 Chance 4 Affects Stoic 1 Chance 4 Affects Cuckold 1 Chance 4
Another interesting CTD. The crusade target settlement (Tunis) rebels during the AI's turn, and I guess the mod is not scripted to handle this possibility.
france.zip
This is a different crash. It's related to the Mongols. It takes place after a scripted attack on Ashkabad
I've replicated this error in another build. I can see that at the end of the previous turn there're 3 Mongol armies sieging Konjikala. I think the first army achieved in taking the city, then the second army was sieging it's own army - and this caused the crash.Code:15:34:45.178 [game.script.trigger] [trace] Trigger <battle5> fired 15:34:45.211 [system.io] [info] exists: missing mods/SSHIP097_B/data/globallighting/sunrise_clear.lighting 15:34:45.211 [system.io] [trace] file open,,data/globallighting/sunrise_clear.lighting,,not found 15:34:45.211 [system.io] [trace] pack open,packs/localized.pack,data/globallighting/sunrise_clear.lighting,,not found 15:34:45.211 [system.io] [trace] pack open,packs/data_0.pack,data/globallighting/sunrise_clear.lighting,186 15:34:45.211 [system.io] [info] open: found data/globallighting/sunrise_clear.lighting (from: packs/data_0.pack) 15:34:45.223 [system.io] [info] exists: missing mods/SSHIP097_B/data/globallighting/env_maps/environment_sunrise_clear.texture 15:34:45.223 [system.io] [info] exists: missing mods/SSHIP097_B/data/globallighting/env_maps/environment_sunrise_clear.texture 15:34:45.223 [system.io] [trace] pack close,,data/globallighting/sunrise_clear.lighting,,,-186 15:34:45.224 [game.script.trigger] [trace] Trigger <0072_T_Undeclared_Attack> fired 15:34:45.224 [data.transgression] [info] Applied transgression TC_UNDECLARED_ATTACK from transgressor faction 15946C92 against faction 15948AE8 15:34:45.530 [system.io] [trace] file open,,33442860,5239300 15:34:45.530 [system.io] [info] open: found temp/campaign_battle.rpy (from: D:\Gry\Steam\steamapps\common\Medieval II Total War) 15:34:45.538 [game.script.exec] [trace] exec <set_counter> at line 48058 in mods/SSHIP/data/world/maps/campaign/imperial_campaign/campaign_script.txt 15:34:45.538 [game.script.counter] [trace] counter <attack_konjikala> = 2 15:34:45.539 [game.script.exec] [trace] exec <terminate_monitor> at line 48059 in mods/SSHIP/data/world/maps/campaign/imperial_campaign/campaign_script.txt 15:34:45.539 [game.script.trigger] [trace] Trigger <Counter_Of_Battles> fired 15:34:45.539 [game.script.trigger] [trace] Trigger <battle5> fired 15:34:45.540 [system.io] [info] exists: missing mods/SSHIP097_B/data/ui/middle_eastern/portraits/portraits/dead/121.tga 15:34:45.540 [system.io] [info] exists: found data/ui/middle_eastern/portraits/portraits/dead/121.tga (from: packs/data_2.pack) 15:34:45.540 [system.io] [info] exists: missing mods/SSHIP097_B/data/ui/middle_eastern/portraits/portraits/dead/121.tga 15:34:45.540 [system.io] [info] exists: found data/ui/middle_eastern/portraits/portraits/dead/121.tga (from: packs/data_2.pack) 15:34:45.540 [system.io] [info] exists: missing mods/SSHIP097_B/data/ui/middle_eastern/portraits/portraits/dead/121.tga 15:34:45.540 [system.io] [info] exists: found data/ui/middle_eastern/portraits/portraits/dead/121.tga (from: packs/data_2.pack) 15:34:45.540 [system.io] [info] exists: missing mods/SSHIP097_B/data/ui/middle_eastern/portraits/portraits/dead/121.tga 15:34:45.540 [system.io] [info] exists: found data/ui/middle_eastern/portraits/portraits/dead/121.tga (from: packs/data_2.pack) 15:34:45.542 [system.io] [info] exists: missing mods/SSHIP097_B/data/ui/middle_eastern/portraits/portraits/dead/121.tga 15:34:45.542 [system.io] [info] exists: found data/ui/middle_eastern/portraits/portraits/dead/121.tga (from: packs/data_2.pack) 15:34:45.542 [system.io] [info] exists: missing mods/SSHIP097_B/data/ui/middle_eastern/portraits/portraits/dead/121.tga 15:34:45.542 [system.io] [info] exists: found data/ui/middle_eastern/portraits/portraits/dead/121.tga (from: packs/data_2.pack) 15:34:45.543 [system.io] [info] exists: missing mods/SSHIP097_B/data/ui/middle_eastern/portraits/portraits/dead/121.tga 15:34:45.543 [system.io] [info] exists: found data/ui/middle_eastern/portraits/portraits/dead/121.tga (from: packs/data_2.pack) 15:34:45.543 [system.io] [info] exists: missing mods/SSHIP097_B/data/ui/middle_eastern/portraits/portraits/dead/121.tga 15:34:45.543 [system.io] [info] exists: found data/ui/middle_eastern/portraits/portraits/dead/121.tga (from: packs/data_2.pack) 15:34:45.546 [game.script.exec] [trace] exec <destroy_buildings> at line 43401 in mods/SSHIP/data/world/maps/campaign/imperial_campaign/campaign_script.txt 15:34:45.546 [game.script.exec] [trace] exec <destroy_buildings> at line 43402 in mods/SSHIP/data/world/maps/campaign/imperial_campaign/campaign_script.txt 15:34:45.546 [game.script.exec] [trace] exec <destroy_buildings> at line 43403 in mods/SSHIP/data/world/maps/campaign/imperial_campaign/campaign_script.txt 15:34:45.546 [game.script.trigger] [trace] Trigger <VV_Triumph_In_Capture> fired 15:34:45.546 [game.script.trigger] [trace] Trigger <Settlement_Capture_Brave> fired 15:34:45.547 [game.script.trigger] [trace] Trigger <0052_T_Invaded_Settlement> fired 15:34:45.547 [data.transgression] [info] Applied transgression TC_INVADED_SETTLEMENT from transgressor faction 15946C92 against faction 15948AE8 15:34:45.803 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
In the code the scripted siege is conducted by 2 armies. I'd expect that this wouldn't cause a crash. However, the 3rd army that came as an addition, it might have caused it.
If you've got a save from a few turns before, it might work to go past the crash (it that 3rd army wouldn't joint the siege).Code:monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and I_CharacterExists mongols4chindu and I_CharacterExists mongols4nayuk if I_SettlementOwner Konjikala = mongols terminate_monitor end_if if I_SettlementUnderSiege Konjikala if I_CompareCounter attack_konjikala = 1 siege_settlement mongols4chindu, Konjikala, attack set_counter attack_konjikala 2 terminate_monitor end_if end_if if I_CompareCounter attack_konjikala = 1 terminate_monitor end_if if not I_SettlementUnderSiege Konjikala if I_CompareCounter attack_konjikala = 0 siege_settlement mongols4chindu, Konjikala, maintain siege_settlement mongols4nayuk, Konjikala, maintain set_counter attack_konjikala 1 end_if end_if end_monitor
Last edited by Jurand of Cracow; October 30, 2020 at 10:45 AM.
I'm currently playing as al-Fāṭimīyūn and governor in Qūs doesn't acquire provincial title after first turn. I don't know if it's bug or not.
I'm not sure if this is a bug, but it seems odd that Dyrrachion has the option to get Hanseatic League Quarters, also making it possible to recruit Baltic crossbowmen. Shouldn't this be limited to cities on the Baltic?
Spoiler Alert, click show to read:
I downloaded the 3 files:
- SSHIP 0.9.7
- Patch B
- sound Fix
Can I use a clean SSHIP 0.9.6 version and overwrite this with the files or is it better to do it on a clean SS6.4 version ?
Last edited by kostic; November 01, 2020 at 12:24 PM.
Hi Cyprian2!
thanks for spotting the bugs, very useful.
I've actually noticed the guild problem before and I've work on the solution - it will be included in the patch D using the method described here.
Al-Qus - it's the second PT besides al-Wasit that needs to be fixed, thanks for pointing it out.
Had a CTD on SSHIP097 with patch D. First turn end with egypt, CTD on Georgia turn. Spotted a few things in the log:
Don't know about Lithuania and Mangonels, I know that traits levels are being worked on, but I corrected I_FactionIsLocal to simply FactionIsLocalCode:14:12:34.677 [script.err] [error] Script Error in mods/SS6.3/data/export_descr_buildings.txt, at line 9316, column 114 unit(Mangonel) does not match up to the ownership for faction(lithuania) 14:12:34.677 [script.err] [error] Script Error in mods/SS6.3/data/export_descr_buildings.txt, at line 9375, column 114 unit(Mangonel) does not match up to the ownership for faction(lithuania) 14:12:35.833 [script.err] [error] Script Error in mods/SS6.3/data/export_descr_character_traits.txt, at line , column 8 Could'n find level name description string for trait(Intelligent) level(SmartMinimum). 14:12:35.833 [script.err] [error] Script Error in mods/SS6.3/data/export_descr_character_traits.txt, at line 3297, column 8 Could'n find level name description string for trait(Intelligent) level(Smart6Maxiumum). 14:14:19.133 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1438, column 1 The character record Consigliere Domenico is set as faction heir but is not in the family tree. 14:14:19.209 [script.err] [error] Script Error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 10069, column 1 The character record Prince Guillaume is set as faction heir but is not in the family tree. 14:14:19.310 [game.script] [error] Condition parsing error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 47422, column 12 Condition parser doesn't recognise this token: I_FactionIsLocal 14:14:19.310 [game.script] [error] Condition parsing error in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 47473, column 12 Condition parser doesn't recognise this token: I_FactionIsLocal
Here is the full log, save and campaing script with I_FactionIsLocal corrected
Last edited by Belovèse; November 01, 2020 at 07:56 AM. Reason: added save to link
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
I imagine you've had tough luck with Egypt for I have made further without any crash.
Both errors are corrected. Patch D is here.
I think you may use 096 without any problem. I doubt there're leftovers of something.
Last edited by Jurand of Cracow; November 01, 2020 at 12:25 PM.
I downloaded the 3 files:
- SSHIP 0.9.7
- Patch B
- sound Fix
Can I use a clean SSHIP 0.9.6 version and overwrite this with the files or is it better to do it on a clean SS6.4 version ?
Well. I see that even before I start installing the new version, 2 corrective patches have been added.
So I download patch D which I put in place of patch B ?
Overwriting should work. Also patch D - just overwrite.
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
Little "bugs" or issue, dont exist in sship 0.9.7 PT for Valladolid city, also for Granada dont have a correct pic (current pic is the national emblem for Spain) I think this will be solved by finishing the PT that still have to be added to the game, you know Jurand that you can count on my help for the historical issue or information on these Iberian titles and their effects.
Also Portuguese initial army have Basque Archers, they are not historical, ugly vainilla models and also Portuguese with basque units??? this unit should be removed(one more free slot), basque were not longbowmen archers, but i supose that this will improve in future versions.
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