zoran93 is right, the problem was exactly where he pointed out, we fixed it also, the next version should have no recruitments problem..
zoran93 is right, the problem was exactly where he pointed out, we fixed it also, the next version should have no recruitments problem..
Is there a closer and updated link for v0.98? I want to play again with recent changes. (With "re-emerging factions" as active script if possible.)
This is perfectly possible. However, the side-effect is: the number of recruitment slots is no longer related to the farms' level. The idea behind this relation was: the better the farms, the more people in the province live, the easier mobilization of armed forces is. From the gameplay perspective, this is an incentive for the player to invest in farms. I think it's a loss of a tiny part of the historicity of the game.
I would rather investigate why there's such an effect with current coding and how to solve it without sacrificing that historicity.
(I'm very short of time these days to explore it, sorry).
Yes, I agree. Tried with this now for Stone wall and it seems it's working:
recruitment_slots 2 requires not event_counter freeze_recr_pool 1
recruitment_slots 3 requires not event_counter freeze_recr_pool 1 and building_present_min_level farms farms4
When I have only Stone wall, I have 2 slots, when I have Farms, there are 3 slots. So far so good. Tested couple of turns also when Farms are under construction, everything works great, you guys should try to see if it works for you.
Same issue is with mining income, it's the same line of code:
mine_resource 5 requires not building_present_min_level mills water_mill and not event_counter new_era_begins 1
mine_resource 6 requires building_present_min_level mills water_mill and not event_counter new_era_begins 1
So when you have Mines, you get mining income 5. When you have Mines AND Water mills you get 6, but when you are in process of building Water mills, mining income turns to 0, same as recruitment slots turn to 0 when you are constructing farms. With mines it's not a big deal since Water mills take only 4 turns to build, but it could be fixed by the same method if it works.
Done a quick test now with Hungary. Without code change I lose all my mining income for 4 turns while building Water mills. But with:
mine_resource 5 requires not event_counter new_era_begins 1
mine_resource 6 requires building_present_min_level mills water_mill and not event_counter new_era_begins 1
mine_resource 6 requires event_counter new_era_begins 1
mine_resource 7 requires building_present_min_level mills water_mill and event_counter new_era_begins 1
everything is fine, and income from Mines is bigger when Water mills are finished constructing, as it was intended. This was probably why some people were posting about not getting mining income for couuple of turns.
Thanks a lot for the time you put in helping us @zoran93.
In the 0.97 version it was coded in the same way as you suggest, I think the "not building_present_min_level" parts were added to be in the safe side, but are not working as intended.
But thanks to it we now know that the med2 engine supports quantical code: the building being constructed is both here and not here it seems !
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
Glad to be of help
Anyone know what is this? Crash at Seljuks turn, can't continue campaign.
https://imgur.com/a/II4jLFn
It says: Microsoft Visual C++ Runtime error!
\Sega\Medieval II - Total War\kingdoms.exe
R6025 -pure virtual funcion call
Here is save file:
https://easyupload.io/12ucko
I don't know where your error came from, but if you want everyone to be able to see your "imgur" images you must first choose to insert an image in the forum and copy the direct link of the image to "imgur". This is what I do to put my screenshots.
Of course, we need your backup so that we can find the error, and at a minimum, we need the last part of the full.log in SSHIP_098 / logs
We encountered this issue a few weeks ago, it is not coming from the mod, see here for some instruction to try and fix it.
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
@kostic will try next time
@Belovèse thanks. Tried everything I could find, still can't continue. Who knows what might cause that error, med2 is an old game. I wanted to start a new campaign anyway, but I'm afraid it will happen again at some point. I'm really frustrated cause I'm enjoying this mod so much...
Guys, little bug found in my abbasid campaign with beta 0.9.8 version, in the mercenary barracks the persian spearmen dont have unit card picture...
Also i think that "Persian troops" should be recruitable by abbasids and selyuks in their barracks as persian archers,persian spearmen and maybe persian swordsmen, make a "regional unit" similar to armenians, bulgarian or andalusian troops
This beta version is so funny and enjoyable!
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
Crash in my abbasid campaign with beta 0.9.8 before play a big battle in a jihad, only can resolve by autobattle.
here my log and my save
ABBASID 0.9.8.rar
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
@j.a.luna : I was able to fight your battle with the September 5 version of Belovèse. Is this your current version? I haven't tested the latest version of September 25 yet.
It was a beautiful Jihad !!!
Pictures :
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
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
@Jurand, @kostic, @Belovese my version is the 20 august, i had to continue with autoresolve battle, and now my "jihad army" go to fight against selyuks and recover Iran for abbasids!
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW