Thread: Bugs Reports & Technical Help

  1. #2161

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    I'd assume Huskarls are Varangian Guards. Otherwise - where they'd come from?
    No, they're different because they have different models.

    I checked them on custom battle and they're not related.

    Here's what it says for me.


    mercenary_barracks3 requires factions { byzantium, }
    {
    capability
    {
    recruit_pool "Skythikoi" 1 0.25 2 0 requires factions { byzantium, }
    recruit_pool "English Huscarls" 1 0.16 2 1 requires factions { byzantium, } and not event_counter HEAVY_MAIL_ARMOR 1
    recruit_pool "Alamanoi" 1 0.12 1 0 requires factions { byzantium, } and event_counter HEAVY_MAIL_ARMOR 1
    recruit_pool "Latinikon" 1 0.16 1 0 requires factions { byzantium, }

    law_bonus bonus -4
    law_bonus bonus 1 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4
    law_bonus bonus 2 requires event_counter is_the_ai 4
    }
    material stone
    construction 12
    cost 6000
    settlement_min large_city
    Last edited by NapoleonMaster; August 26, 2018 at 09:31 AM.

  2. #2162

    Default Re: Bugs Reports & Technical Help

    The unit of saxon huskarls are the old varangian guard, is the same rol and unit but it represent the englishmen,saxons and other peoples that composed this guard,about year 1200( i dont remember the event) you willobtain the unit that you say, the varangian guard unit and the old unit of saxon huskarls will dissapear, you can recruit them in mercenary camp in constantinople
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  3. #2163

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by j.a.luna View Post
    The unit of saxon huskarls are the old varangian guard, is the same rol and unit but it represent the englishmen,saxons and other peoples that composed this guard,about year 1200( i dont remember the event) you willobtain the unit that you say, the varangian guard unit and the old unit of saxon huskarls will dissapear, you can recruit them in mercenary camp in constantinople
    Ah, that's why I can't recruit it.

    Thanks.

  4. #2164
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by j.a.luna View Post
    The unit of saxon huskarls are the old varangian guard, is the same rol and unit but it represent the englishmen,saxons and other peoples that composed this guard,about year 1200( i dont remember the event) you willobtain the unit that you say, the varangian guard unit and the old unit of saxon huskarls will dissapear, you can recruit them in mercenary camp in constantinople
    This would be somehow strange, hmm.
    The name "Varangian Guard" is usually applied to the mercenaries from Rus (Variagoi in Greek) from 9th century on. However, they're disappear from the sources in 13th century (battle of Pelagonia was the last, iirc). In the late empire (say from 13th century, but may be interpreted 12th) there're more and more mercs from England and they actually replaced Varangians. So I'd expect that either Saxons replace Varangians, or the SSHIP team (I assume MWY) had removed Varangian Guards entirely and replaced them with the Saxons.
    But I might be wrong on what happens in the SSHIP, of course.

  5. #2165

    Default Re: Bugs Reports & Technical Help

    For now in the current version of sship mod exist 2 models of units for thisa unit, one of them are called saxon huskarls( at the begining of the game, recruitable in english lands and in byzsntine mercenary camps) and the second model of unit is called varanguiam guard( about available aprox year 1200 and only recruitable for romans in this mercenary camp) with more luxury armours and better in all aspects
    Maybe sship could make one unit only with various upgrases models ( represent different centuries), a good roman unit roster was the nikkossaiz unit roster but dont have any news about him...
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  6. #2166
    dlcatalin's Avatar Civis
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    Default Re: Bugs Reports & Technical Help

    Both vanish from the queue

  7. #2167
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Bugs Reports & Technical Help

    ^^ Noted.
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  8. #2168
    dlcatalin's Avatar Civis
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    Default Re: Bugs Reports & Technical Help

    I tried to continue my game today and i encountered a major issue.

    I have found a forrum topic that said i need to reinstall direct x and microsoft visual c++ 2010, i did that, updated graphics card, still same problem.
    I have to mention that other mods for Medieval 2 still work, i can play Sicilian Vespers just fine

    EDIT :::::::::::::
    I loaded my 3rd save and it works just fine. It seems i get this error with save 1 and save 2, i don't know what is triggering this on Sicily's turn.
    Last edited by dlcatalin; August 28, 2018 at 03:53 AM.

  9. #2169
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Bugs Reports & Technical Help

    It can be due to anything
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  10. #2170

    Default Re: Bugs Reports & Technical Help

    Hello dear Lifthasir Moderator
    I'm the same one that posted the previous post on the wrong page (in the SSHIP mod in a few of the last games in the early and high stage during the campaign after finishing a fight in castle or city I see a problem - "Medieval2: Total war encountered an unespecified error and will now exit "this just at the time of passing please how can I solve it or what happens with the mod since in Late era this problem does not happen to me.) I have a question which files should I update if the medieval2 I have it for steam as I update and where should I download the respective files or pages? or maybe update the files on my nvidia 950 graphics card.

  11. #2171
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bugs Reports & Technical Help

    Following these instructions should do the trick to make all mods 'steam compatible'.

    Seeing that you don't get the unspecified error with other eras I would assume that the problem lies with that era. If it is an SSHIP era then maybe the installation failed.
    Last edited by Gigantus; September 15, 2018 at 09:48 PM.










  12. #2172

    Default Re: Bugs Reports & Technical Help

    gigantus thank you very much for the council but that error that I said previously is due to a bad execution of the game or a programming problem? haha gigantus you are a legend.

  13. #2173
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bugs Reports & Technical Help

    If you are on steam I would suggest to re-install the Stainless Steel mod following this guide and then to install SSHIP over it. Simply delete the mods\SS6.3 folder and the desktop shortcuts before re-installing.










  14. #2174
    kostic's Avatar Domesticus
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    Default Re: Bugs Reports & Technical Help

    The bug of death.
    It concerns units of fire facing units with swords or spears.
    This bug appears when there is a close combat between these types of units.

    A far more important death bug is when a unit of swordsmen enters into a melee with a unit of archers.
    Only the units with the animation of the pose of the arrow are involved .
    Models without this animation do not even seem to be affected by the death bug. See.

    Last edited by kostic; September 24, 2018 at 11:28 AM.

  15. #2175

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by kostic View Post
    The bug of death.
    It concerns units of fire facing units with swords or spears.
    This bug appears when there is a close combat between these types of units.

    A far more important death bug is when a unit of swordsmen enters into a melee with a unit of archers.
    Only the units with the animation of the pose of the arrow are involved .
    Models without this animation do not even seem to be affected by the death bug. See.

    Can't help with bug, but what is the music you used?
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  16. #2176
    kostic's Avatar Domesticus
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    Default Re: Bugs Reports & Technical Help

    arabiccampaign1 this comes from Bellum Crusis mod.

  17. #2177

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by kostic View Post
    arabiccampaign1 this comes from Bellum Crusis mod.
    Thanks, it's beautiful.
    Frei zu sein, bedarf ist wenig, nur wer frei ist, ist ein König.

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  18. #2178

    Default Re: Bugs Reports & Technical Help

    I get a CTD at turn 276 on the AI turn. This problem showed up just a few days ago. The AI gets as far as HRE and poof.

    Running SSHIP under 6.4.

    No other mods installed.

    Here is the log

    22:07:17.457 [system.rpt] [always] CPU: SSE2
    22:07:17.457 [system.rpt] [always] ==== system log start, build date: Aug 3 2007 version bld-medieval2-kingdoms-104 (45562) ===
    22:07:17.457 [system.io] [always] mounted pack packs/data_0.pack
    22:07:17.457 [system.io] [always] mounted pack packs/data_1.pack
    22:07:17.457 [system.io] [always] mounted pack packs/data_2.pack
    22:07:17.457 [system.io] [always] mounted pack packs/data_3.pack
    22:07:17.457 [system.io] [always] mounted pack packs/data_4.pack
    22:07:17.457 [system.io] [always] mounted pack packs/localized.pack
    22:07:32.144 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS.
    22:08:16.916 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    I've looked through threads, but have not seen anything that helps me. Help?
    Last edited by Daerandir; September 27, 2018 at 10:59 PM.

  19. #2179
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Bugs Reports & Technical Help

    On the menu, choose to follow the AI movement and remove the fog with the console command "toogle_fow". It might take a while during the AI turn but you should be able to follow the HRE and to point where the issue comes from. I might be wrong but looks like an unit or FM issue. We just need to find out where/who
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  20. #2180
    kostic's Avatar Domesticus
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    Default Re: Bugs Reports & Technical Help

    Which file determines the passage of bodyguards in ug1 ?

    If it is possible, I would like to make them evolve at the same time as the feudal knights arrive.

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