My ruler somehow has both the Faltering Courage and Signs of Bravery trait simultaneously. Possibly because he got the latter due to joining Crusade?
My ruler somehow has both the Faltering Courage and Signs of Bravery trait simultaneously. Possibly because he got the latter due to joining Crusade?
This absolutely should not happen. It's my error in codding. It will be fixed (see the methods here) in the next patch.
This is strange, hmm. However, it's a much better situation than with the food administration building which indeed cannot be build as a few players reported. But Tourney fields may, and let's just say that the failed attempts are the building problems ;-)
Last edited by Jurand of Cracow; February 13, 2020 at 12:02 AM.
Just had this happen:
Can't reproduce it, and have no idea what was the cause. My best guess is the Patriarch was chosen the same turn when Knyaz got his "Strictly Religious" trait (increasing agent cap for priests), and that somehow made every priest/bishop become Patriarchs..?
Again, I am on 0.9.2, so this may be different in newer iterations of SSHIP, but in my coding I don't see anything conspicuous in the food_supply building requirements. The code is:
The requirements are pretty standard. Faction, roads, council chambers, and then just the event counter "is_the_player 1". I guess it'd have to be the event_counter that is causing the issue, but I don't see how it actually would. I've got a thought, but to test it, I am going to boot up the game real quick and try a few things. Be back on here in a bit to say whether I found anything.Code:building food_supply { levels foodsupport tribute_management forced_tribute { foodsupport city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level hinterland_roads paved_roads and building_present_min_level city_hall council_chambers and event_counter is_the_player 1
EDIT: So, I thought maybe it was something to do with closing and restarting the game when the building was already in queue (i.e. taking a break from playing in the time where the building is under construction), but that doesn't seem to be it. I reloaded, the building was still there, with a couple turns of construction done. I then hit "End Turn" one after another, checking building progress at each stage, and for no reason the building popped out of the queue when it had 6 turns left. No event to cause it. No issue to speak of. And in checking the log, there is also nothing there that seems conspicuous (just the normal info messages, and no error to be found). I also checked the campaign_script.txt, to see if there was anything odd seeming there, but also no luck. Only two lines even have "is_the_player" in them, and they appear normal. I've put them below, in case anyone more knowledgeable might make something of them.
Code:;===================== Is the AI? ======================= declare_counter ai_ec_id ; used in Faction Economy script, 0=Local player, 1=rebels, 2=venice etc declare_counter pl_ec_id ; used in Rebellion script, 2=player is venice etc monitor_event PreFactionTurnStart not IsFactionAIControlled set_event_counter freeze_recr_pool 0 set_event_counter is_the_ai 0 set_event_counter is_the_player 1 set_counter ai_ec_id 0 end_monitor monitor_event PreFactionTurnStart IsFactionAIControlled set_event_counter freeze_recr_pool 0 set_event_counter is_the_player 0
The event counter "is_the_player 1" is the issue. As far as I got it, MWY made it to have the condition only applied for the human player. However it doesn't work correctly that way. As Gig said, an additional script is required if we want to fix it. However, MWY is inactive nowadays and we don't have a scripter in our current team
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Have a look at the script from EBII - there are two or three instances of it that I remember in the collection of while\wend monitors (I am travelling so I can't check). Basically it involves resetting the event counter once more before the next faction's turn if memory serves, something to do with the sequence in which building construction advances.
Thanks Gig
Will have a look at it when time permitting.
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Is that even a necessary condition to have at all? I mean, as far as I can tell, the only point of it is to limit the building so that only the player can build it (i.e. AI doesn't have access to it). But is that something that is even worth having as a condition? I mean, would there be problems if the AI could also build the food supply buildings?
I guess my main thought is that the team could simply omit that last requirement, and then everything would run fine. That seems like an easy fix, and one that I can't imagine would create any knock-on problems. Thoughts?
I think that the point behind this is to bring conditions to the player but not for the AI. So if I got it right, removing it would lake things harder for the AI by introducing conditions, something it can not handle.
That's just a guess. I not a scripter
Last edited by Lifthrasir; February 13, 2020 at 10:41 AM. Reason: Bloody cell phone
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Hello,
I got my save (tour 60) which encounter an expected error and the game close,
I checked the last playing faction is venetia but i can not see a specific action,
I have the save but can not see how to upload it here
I installed the game on steam, windows 10, french campaign
I don't use other submod and my log is
21:21:34.290 [system.rpt] [always] CPU: SSE2
21:21:34.290 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
21:21:34.293 [system.io] [always] mounted pack packs/data_0.pack
21:21:34.293 [system.io] [always] mounted pack packs/data_1.pack
21:21:34.294 [system.io] [always] mounted pack packs/data_2.pack
21:21:34.295 [system.io] [always] mounted pack packs/data_3.pack
21:21:34.295 [system.io] [always] mounted pack packs/data_4.pack
21:21:34.295 [system.io] [always] mounted pack packs/localized.pack
21:21:50.017 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS.
21:22:14.874 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Last edited by Lifthrasir; February 14, 2020 at 07:00 AM. Reason: Posts merged for clarity
I just wanted to quickly say that if anyone was looking at my save file (regarding the weird revolts I had in my Venice campaign), they don't need to anymore. I have been thinking about some suggestions for improving SSHIP, but thought my efforts would be sort of besides the point if I'm not using the latest version, so I'm updating to 0.9.6 right now. As such, I'll be starting new campaigns, and won't worry about any issues I've had with 0.9.2.
Kilo,
could you just wait a few days?
I've recently made some more modding in the EDCT file. I've redone the Intelligent trait (which I've made actually the most important trait for all generals - it's about Stupid-Smart, not Ignorant), fixed (hopefully) some triggers so that it'll appear in reasonable quantities etc. See the changelog here:
Changelog:
- traits Sane, Insane, Deranged, Hypochondriac fixed for bugs.
- Intelligent - much re-made: new names, new effects (less direct, but more in the triggers), triggers at CoA).
- initial garrisons in the NE Europe further refined.
- trait Generous & Miserly - fixed NGB bug, trigger changed etc.
- Upright, Corrupt, Embezzler - further refined, but some re-counting perhaps still needed.
- Miner, Farmer traits completely redone (added levels, added information, benefits changed etc.)
- the SSHIP buildings start to appear in the triggers for various traits (in all 4 important impacts: on the governor when built, on the governor when he governs the settlement, on the new generals when they CoA (both faction-wide and in the settlement)
Do you mean there will be a small patch in a few days or something, and I should wait for that? If so, is it something that won't be savegame compatible? Just wondering what exactly to wait for, as I've already started the things downloading (and unfortunately already removed the old version, so now I'm SSHIP-less ).
Also, out of curiosity, what does "CoA" mean? I've never seen that before.
Joc (Jurand of Cracow) regularly releases patches lately ... the last one is recent: from 02.02.2020
The mod is being improved and it is likely that another patch will be released soon to resolve the problems related to campaign AI, titles and character traits. It is indeed the domain of Joc.
But frankly, I find the mod in the state already very satisfactory! (except for the aspect of the units but I am already working on the question : https://www.twcenter.net/forums/show...logy-Costumes))
Many thanks for all of the info JoC. I will then humbly await your most recent efforts to be immortalized in a patch, at which point I will download, install, and then conquer the world!