Thread: Bugs Reports & Technical Help

  1. #3921
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,488

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Gigantus View Post
    faction_counter - well, if you are fine with creating an additional 62 monitors instead of using existing ones that's fine with me
    priest limit - it's a cap, not cumuilative
    settlement - it will work as intended, the 'current_name' counter should prevent the historic_event firing on consecutive settlement occupations under the same conditions
    Thanks, Gig.

    counters - I'd like to avoid additional counters, but they already exist. For the moment I don't create any monitors, as a matter of fact I remove some monitors thanks to a re-use of existing ones. Even more could be done but it's melody of the future.

    priest limit - thanks, I've reviewed situation in this light.

    settlements - good to know. There'll be one monitor for capture of any city and I'll include more conditions down the road, also by including an already existing mechanism.

    Quote Originally Posted by Sarkiss View Post
    just my two cents on Georgia gameplay - one of the 'issues' is that every settlements in Transcaucasia has a mine and those are rebel settlements, iirc, hence no major problem annexing them. so once those mines are up and running you barely have to think of finance any more. maybe nerfing the amount of income those mines provide could be part of a solution to increase difficulty a notch.
    The Georgian units belong to the most expensive and Georgia doesn't have much own provinces so I'd hesitate from limiting the access to the mines.
    Last edited by Jurand of Cracow; December 20, 2020 at 07:07 AM.

  2. #3922
    Nemesis2345's Avatar Semisalis
    Join Date
    May 2013
    Location
    Constanta, Romania
    Posts
    462

    Default Re: Bugs Reports & Technical Help

    So, i reinstalled m2tw and i used JoC's mod file he shared here a while back ( the one from megaupload that had SSHIP + KCC+ patch F all in one) but it seems i have no ambient sounds now (ambient sounds for cities , for troops marching etc.)

    Edit: turns out it was just an installation gone wrong , reinstalled the game and it works fine now. So for people who had/has this problem , remember to first verify game files with steam or reinstall if u have the disk version.
    Last edited by Nemesis2345; December 20, 2020 at 08:52 AM.

  3. #3923
    Giorgios's Avatar Campidoctor
    Join Date
    Apr 2008
    Location
    England
    Posts
    1,722

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    Up load a save, please!
    Attached save and log for Mongol CTD.
    Attached Files Attached Files

  4. #3924
    valerius karamanus's Avatar Civis
    Join Date
    Dec 2018
    Location
    Constantinopolis
    Posts
    126

    Default Re: Bugs Reports & Technical Help

    Persistent CTD as Sicily during slave turn, the year is 1190ish. Tried going back to saves from previous decade but it always catches up.
    I've been enjoying this campaign but now I have to abandon it I suppose.

    Spoiler Alert, click show to read: 
    15:52:33.584 [game.script] [always] Turn End papal_states
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29743 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29744 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29745 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29746 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29747 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29748 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29749 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29750 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29751 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29752 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29753 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29754 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29755 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29756 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.585 [game.script.exec] [trace] exec <set_event_counter> at line 29757 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29758 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29759 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29760 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29761 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29762 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29763 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29764 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29765 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29766 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29767 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29768 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29769 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29770 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.586 [game.script.exec] [trace] exec <set_event_counter> at line 29771 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.587 [game.script.exec] [trace] exec <set_event_counter> at line 49918 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.587 [game.script.exec] [trace] exec <set_event_counter> at line 49919 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.602 [game.script.exec] [trace] exec <set_event_counter> at line 524 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.602 [game.script.exec] [trace] exec <log> at line 525 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.602 [game.script] [always] Turn Start slave
    15:52:33.602 [game.script.exec] [trace] exec <set_event_counter> at line 960 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.603 [game.script.exec] [trace] exec <set_event_counter> at line 961 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.603 [game.script.exec] [trace] exec <if> at line 964 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.603 [game.script.exec] [trace] exec <if> at line 968 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.603 [game.script.exec] [trace] exec <set_event_counter> at line 968 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.603 [game.script.exec] [trace] exec <if> at line 972 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.603 [game.script.exec] [trace] exec <if> at line 976 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.603 [game.script.exec] [trace] exec <set_counter> at line 979 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.603 [game.script.counter] [trace] counter <pl_ec_id> = 0
    15:52:33.603 [game.script.exec] [trace] exec <inc_event_counter> at line 30674 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.604 [game.script.exec] [trace] exec <if> at line 30677 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.604 [game.script.exec] [trace] exec <set_event_counter> at line 30684 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.604 [game.script.exec] [trace] exec <set_event_counter> at line 30685 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.604 [game.script.exec] [trace] exec <set_event_counter> at line 30686 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.604 [game.script.exec] [trace] exec <set_event_counter> at line 30687 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.604 [game.script.exec] [trace] exec <set_event_counter> at line 30688 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.604 [game.script.exec] [trace] exec <set_event_counter> at line 30689 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.604 [game.script.exec] [trace] exec <set_event_counter> at line 30690 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.604 [game.script.exec] [trace] exec <set_event_counter> at line 30691 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.604 [game.script.exec] [trace] exec <set_event_counter> at line 30692 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.604 [game.script.exec] [trace] exec <set_event_counter> at line 30693 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30694 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30695 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30696 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30697 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30698 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30699 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30700 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30701 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30702 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30703 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30704 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30705 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30706 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30707 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30708 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.605 [game.script.exec] [trace] exec <set_event_counter> at line 30709 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.606 [game.script.exec] [trace] exec <set_event_counter> at line 30710 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.606 [game.script.exec] [trace] exec <set_event_counter> at line 30711 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.606 [game.script.exec] [trace] exec <set_event_counter> at line 30712 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.606 [game.script.exec] [trace] exec <set_event_counter> at line 30713 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.606 [game.script.exec] [trace] exec <if> at line 30724 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.606 [game.script.exec] [trace] exec <if> at line 30755 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.606 [game.script.exec] [trace] exec <if> at line 30786 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.606 [game.script.exec] [trace] exec <if> at line 30817 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.606 [game.script.exec] [trace] exec <if> at line 30848 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.606 [game.script.exec] [trace] exec <if> at line 30879 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.606 [game.script.exec] [trace] exec <set_event_counter> at line 30879 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.607 [game.script.exec] [trace] exec <historic_event> at line 30880 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.617 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.617 [system.io] [info] exists: missing mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga.dds
    15:52:33.617 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.617 [system.io] [trace] file open,,151674A8,217308
    15:52:33.617 [system.io] [info] open: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.702 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.702 [system.io] [info] exists: missing mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga.dds
    15:52:33.703 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.737 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.737 [system.io] [info] exists: missing mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga.dds
    15:52:33.738 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.738 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.738 [system.io] [info] exists: missing mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga.dds
    15:52:33.738 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.738 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.738 [system.io] [info] exists: missing mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga.dds
    15:52:33.738 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.768 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.768 [system.io] [info] exists: missing mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga.dds
    15:52:33.768 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.769 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.769 [system.io] [info] exists: missing mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga.dds
    15:52:33.769 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.769 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.769 [system.io] [info] exists: missing mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga.dds
    15:52:33.769 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.769 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.769 [system.io] [info] exists: missing mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga.dds
    15:52:33.770 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.770 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.770 [system.io] [info] exists: missing mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga.dds
    15:52:33.770 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.770 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.770 [system.io] [info] exists: missing mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga.dds
    15:52:33.770 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.771 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.771 [system.io] [info] exists: missing mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga.dds
    15:52:33.771 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.798 [system.io] [info] exists: found mods/ss6.3/data/ui/greek/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.798 [system.io] [info] exists: missing mods/ss6.3/data/ui/greek/eventpics/civil_war_england.tga.dds
    15:52:33.798 [system.io] [info] exists: found mods/ss6.3/data/ui/greek/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.799 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.799 [system.io] [info] exists: missing mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga.dds
    15:52:33.799 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.799 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.799 [system.io] [info] exists: missing mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga.dds
    15:52:33.799 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.799 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.799 [system.io] [info] exists: missing mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga.dds
    15:52:33.800 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.800 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.800 [system.io] [info] exists: missing mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga.dds
    15:52:33.800 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.800 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.800 [system.io] [info] exists: missing mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga.dds
    15:52:33.800 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.800 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.801 [system.io] [info] exists: missing mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga.dds
    15:52:33.801 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.801 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.801 [system.io] [info] exists: missing mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga.dds
    15:52:33.801 [system.io] [info] exists: found mods/ss6.3/data/ui/eastern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.801 [system.io] [info] exists: found mods/ss6.3/data/ui/greek/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.801 [system.io] [info] exists: missing mods/ss6.3/data/ui/greek/eventpics/civil_war_england.tga.dds
    15:52:33.802 [system.io] [info] exists: found mods/ss6.3/data/ui/greek/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.802 [system.io] [info] exists: found mods/ss6.3/data/ui/greek/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.802 [system.io] [info] exists: missing mods/ss6.3/data/ui/greek/eventpics/civil_war_england.tga.dds
    15:52:33.802 [system.io] [info] exists: found mods/ss6.3/data/ui/greek/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.802 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.802 [system.io] [info] exists: missing mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga.dds
    15:52:33.802 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.802 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.803 [system.io] [info] exists: missing mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga.dds
    15:52:33.803 [system.io] [info] exists: found mods/ss6.3/data/ui/northern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.803 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.803 [system.io] [info] exists: missing mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga.dds
    15:52:33.803 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.803 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.803 [system.io] [info] exists: missing mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga.dds
    15:52:33.804 [system.io] [info] exists: found mods/ss6.3/data/ui/middle_eastern/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.804 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.804 [system.io] [info] exists: missing mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga.dds
    15:52:33.804 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.804 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.804 [system.io] [info] exists: missing mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga.dds
    15:52:33.804 [system.io] [info] exists: found mods/ss6.3/data/ui/southern_european/eventpics/civil_war_england.tga (from: C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War)
    15:52:33.804 [game.script.exec] [trace] exec <increment_kings_purse> at line 30881 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.804 [game.script.exec] [trace] exec <if> at line 30885 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.805 [game.script.exec] [trace] exec <faction_emerge> at line 30885 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.823 [game.script.trigger] [trace] Trigger <Conqueror_London> fired
    15:52:33.864 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    15:52:33.864 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    15:52:34.518 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  5. #3925

    Default Re: Bugs Reports & Technical Help

    Few issues and game crashes:

    1) Stairs problem in the siege of Sivas city: https://hizliresim.com/X66BXm

    2) Recruiting troops with 0 fee. (Fari Archers): https://hizliresim.com/wjvMi3

    3) Recruiting troops with 0 fee. (Fari Cavalry): https://hizliresim.com/xNpNCJ

    4) Game crash with the Rum Seljuk. (including system log and saves): https://drive.google.com/file/d/1Wqr...ew?usp=sharing

  6. #3926

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Berk View Post
    Few issues and game crashes:

    1) Stairs problem in the siege of Sivas city: https://hizliresim.com/X66BXm

    2) Recruiting troops with 0 fee. (Fari Archers): https://hizliresim.com/wjvMi3

    3) Recruiting troops with 0 fee. (Fari Cavalry): https://hizliresim.com/xNpNCJ

    4) Game crash with the Rum Seljuk. (including system log and saves): https://drive.google.com/file/d/1Wqr...ew?usp=sharing
    Thanks a lot for the report! So:
    1) the ladder and tower bug is known, I thought it was solved though.
    2) and 3): it is intended. fari archer and cavalry are feudal units and as such have no recruitment cost but high upkeep, to reflet the feudal system. More info on unit catergory in SSHIP here, you could also try my minimod (see signature below) to have the most recent info on unit cards

    4) I'll try to run the savegame this evening and keep you posted. Do you have the latest patch (F)?
    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

  7. #3927

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Belovèse View Post
    Thanks a lot for the report! So:
    1) the ladder and tower bug is known, I thought it was solved though.
    2) and 3): it is intended. fari archer and cavalry are feudal units and as such have no recruitment cost but high upkeep, to reflet the feudal system. More info on unit catergory in SSHIP here, you could also try my minimod (see signature below) to have the most recent info on unit cards

    4) I'll try to run the savegame this evening and keep you posted. Do you have the latest patch (F)?
    Yes. I did a clean install yesterday. (097 + patch F)
    The recruitment fee for "Fari Archers and Fari Cavalry" is reasonable. (0 cost) Thanks

  8. #3928
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,488

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Berk View Post
    4) Game crash with the Rum Seljuk. (including system log and saves): https://drive.google.com/file/d/1Wqr...ew?usp=sharing
    I haven't had problems - here is turn17. That's perhaps the German civil war script has stochastic events coded.

    The problems you campaign shows relate to one-player-stack-of-doom. You've taken 3 settlements in 16 turns, and yet you can have peace (and actually alliances, iirc) with the factions around. Such fast expansion should make your neighbours very angry. I think it's for Belovese to code punishment for quick expansion in the diplomatic relations triggers. Perhaps with cool-down period (normalization is the tool I think). Or maybe it's already coded with the spheres of influnces? I don't know, this was coded by VineFynn in the past (and perhaps by MWY earlier).

    Quote Originally Posted by valerius karamanus View Post
    Persistent CTD as Sicily during slave turn, the year is 1190ish. Tried going back to saves from previous decade but it always catches up.
    15:52:33.804 [game.script.exec] [trace] exec <if> at line 30885 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.805 [game.script.exec] [trace] exec <faction_emerge> at line 30885 in mods/ss6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    15:52:33.823 [game.script.trigger] [trace] Trigger <Conqueror_London> fired
    15:52:33.864 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    15:52:33.864 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    15:52:34.518 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    [/SPOILER]
    The re-emergence script again. I'm thinking about disabling it, it's always source of problems (along the Mongol scirpt that I'm fixing, and the Civil war script that I've provided with some stochastic solutions).

    Quote Originally Posted by Giorgios View Post
    Attached save and log for Mongol CTD.
    Yeah, I've found nothing, this is a Mongol crash. I'll try to fix it / ease the burden.
    The benefit of your save file is, I'v introduced a code for Baris and Ragusion.

    {Bari}Bari
    {BariGreek}Baris
    Code:
        declare_counter current_name_Bari		; 0 - BariGreek, 1 - Bari    set_counter current_name_Bari 0
    
    
        monitor_event GeneralCaptureSettlement SettlementName Bari
    
    
    		if I_EventCounter faction_turn_orthodox = 1
    
    
    			change_settlement_name Bari BariGreek
    			
    			if I_EventCounter is_the_player = 1 
    			and I_CompareCounter current_name_Bari < 1
    				historic_event SETTLEMENT_NAME_CHANGE
    			end_if
    		
    			set_counter current_name_Bari 1		
    		end_if
    
    
    		if I_EventCounter faction_turn_catholic = 0
    
    
    			change_settlement_name Bari Bari
    			
    			if I_EventCounter is_the_player = 1 
    			and I_CompareCounter current_name_Bari > 0
    				historic_event SETTLEMENT_NAME_CHANGE
    			end_if
    		
    			set_counter current_name_Bari 0		
    		end_if
    		
        end_monitor
    Last edited by Jurand of Cracow; December 21, 2020 at 04:59 PM.

  9. #3929

    Default Re: Bugs Reports & Technical Help

    I think It would be very helpful to know some details about the diplomacy, for example these 3 settlements in 16 turns that makes your neighbours angry its something I have never heard about before.. I thought you just loose reputation. In addition in the descr_campaign_ai_db I saw something like trusted ally, that prevents AI from attacking you and some other conditions depending on your global reputation. If you could add one message window explaining some of these details that would be very helpful (like those about generals, agents etc..) I think many players get discouraged about the diplomacy because it seems sometimes that the AI is unreasonable, while in reality it is logical, but considers factors in its decisions that are not obvious for the player..What do you think about this idea?

  10. #3930
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,125
    Blog Entries
    35

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    The re-emergence script again. I'm thinking about disabling it, it's always source of problems (along the Mongol scirpt that I'm fixing, and the Civil war script that I've provided with some stochastic solutions).
    That or a possible 'BecomesFactionLeader' crash (Conquerer_London). The latter can be overcome by temporarily removing the trigger section from the EDCT file.

    Maybe provide such a file for easy use by users, eg a simple rename will do the job instead of doing a possibly faulty edit?










  11. #3931
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    8,488

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Gigantus View Post
    That or a possible 'BecomesFactionLeader' crash (Conquerer_London). The latter can be overcome by temporarily removing the trigger section from the EDCT file.
    Why should it be? I thought these are not related. Or everything is happening simultaneously during faction emergence (faction creation, thus BecomesFactionLeader, and also conquering a settlement with EDCT triggers)?
    Code:
    Trigger Conqueror_London WhenToTest GeneralCaptureSettlement
    
    
     Condition SettlementName London
           
     Affects VictorVirtue 1 Chance 100
     Affects Vanquisher 1 Chance 100
    Besides,
    will such a code work ok (I think it's pretty neutral) or should it be recoded to avoid BecomesFactionLeader condition?
    Code:
         ;========== KIEVAN_RUS LEADER BATTLE MODELS ==============
        monitor_event BecomesFactionLeader FactionType kievan_rus
            change_battle_model kievan_rus leader nov_duke
        end_monitor
    
    
        monitor_event BecomesFactionHeir FactionType kievan_rus
            change_battle_model kievan_rus heir kiev_duke
        end_monitor
    Last edited by Jurand of Cracow; December 22, 2020 at 02:15 AM.

  12. #3932

    Icon1 Re: Bugs Reports & Technical Help

    Hey guys,

    I am new here so dont be so harsh !
    I have installed the clean ss6.4 installerer.exe and copied and replaced the data folder of sship0.97 played with Rum-Seljuqs, the mod is very great and im so thankful there are more guys like me who love mtw2(the best TW by far). Sadly i got some experience with CTDs mostly at battels (for exampel : Ive quit campaign mode and clicked on custom battel -> CTD) .

    My Last CTD is the reason why i write in this forum because i want to improve this beautiful mod:

    The Case:
    Playing with Rum-Seljuqs 15 Turns with out CTD
    on Win 10 (with compatibility XP service 39
    SteamVersion of the Game

    -Last turn fought 2 battels against Romans in a row.
    After the second Battel at the winning screen i experienced a CTD.


    My systemlog:

    09:05:16.844 [system.io] [trace] file open,,25E11578,6584
    09:05:16.844 [system.io] [info] open: found mods/ss6.3/data/descr_transition_screen.txt (from: F:\Steam\steamapps\common\Medieval II Total War)
    09:05:16.844 [system.io] [info] exists: found mods/ss6.3/data/loading_screen/loading_logo.tga (from: F:\Steam\steamapps\common\Medieval II Total War)
    09:05:16.844 [system.io] [info] exists: missing mods/ss6.3/data/loading_screen/loading_logo.tga.dds
    09:05:16.844 [system.io] [info] exists: found mods/ss6.3/data/loading_screen/loading_logo.tga (from: F:\Steam\steamapps\common\Medieval II Total War)
    09:05:16.845 [system.io] [info] exists: missing mods/ss6.3/mods/ss6.3/data/loading_screen/loading_logo.tga
    09:05:16.845 [system.io] [trace] file open,,mods/ss6.3/data/loading_screen/loading_logo.tga.dds,,not found
    09:05:16.845 [system.io] [warning] open: mods/ss6.3/data/loading_screen/loading_logo.tga.dds is missing
    09:05:16.845 [system.io] [trace] file open,,mods/ss6.3/data/loading_screen/loading_logo.tga,262188
    09:05:16.845 [system.io] [info] open: found mods/ss6.3/data/loading_screen/loading_logo.tga (from: F:\Steam\steamapps\common\Medieval II Total War)
    09:05:17.153 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  13. #3933
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,125
    Blog Entries
    35

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    Why should it be?
    The BecomesFactionLeader event in triggers leads to a crash when the last two named characters of a faction die together, usually in a siege. The Conqueror_London trigger fires when a settlement is taken, and it's also the very last entry in the log. If that settlement was the last of a faction then the probability is high that this is the crash reason.

    On the other hand that trigger will fire on any ownership change that involves a named character, eg a simply conquest, maybe even a revolt or the emergence.

    Ruling the BFL event out is about the simplest thing when hunting bugs in M2TW by simply removing the trigger section in EDCT and playing that turn again.










  14. #3934

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Macaras View Post
    I think It would be very helpful to know some details about the diplomacy, for example these 3 settlements in 16 turns that makes your neighbours angry its something I have never heard about before.. I thought you just loose reputation. In addition in the descr_campaign_ai_db I saw something like trusted ally, that prevents AI from attacking you and some other conditions depending on your global reputation. If you could add one message window explaining some of these details that would be very helpful (like those about generals, agents etc..) I think many players get discouraged about the diplomacy because it seems sometimes that the AI is unreasonable, while in reality it is logical, but considers factors in its decisions that are not obvious for the player..What do you think about this idea?
    Actually the "3 settlements in 16 turns" thingyt is a suggestion that Jurand just made for my current modding of diplomacy and relations. For the rest, well I agree with you, that's why I'm working on this with my mini-mod!


    Quote Originally Posted by Berk View Post
    4) Game crash with the Rum Seljuk. (including system log and saves): https://drive.google.com/file/d/1Wqr...ew?usp=sharing
    I could also move a turn forward with your save, sorry I don't see why you had a CTD except bad luck with some random event in the script maybe, as Jurand suggested?


    Quote Originally Posted by Jurand of Cracow View Post
    The problems you campaign shows relate to one-player-stack-of-doom. You've taken 3 settlements in 16 turns, and yet you can have peace (and actually alliances, iirc) with the factions around. Such fast expansion should make your neighbours very angry. I think it's for Belovese to code punishment for quick expansion in the diplomatic relations triggers. Perhaps with cool-down period (normalization is the tool I think). Or maybe it's already coded with the spheres of influnces? I don't know, this was coded by VineFynn in the past (and perhaps by MWY earlier).
    I cannot keep track of that in descr_faction_standing, so I'll have to create and event_counter in campaign_script. Here's my idea:
    Having a event_counter in campaign.script to keep a memory of player conquest, and another to gradually forget those conquests:
    Code:
    declare_counter memoryOfCapturedSettlements                    ; do I need to set the counter value before using inc_event_counter?
    
    event_monitor GeneralCaptureSettlement TrueCondition        ; is TrueCondition needed? 
        if I_EventCounter is_the_ai < 1
            inc_event_counter memoryOfCapturedSettlements 10     ; number of turn needed to forget about the capture, to be adjusted
        end_if
    end_monitor
    
    event_monitor FactionTurnStart TrueCondition
        if I_EventCounter is_the_ai < 1
            inc_event_counter memoryOfCapturedSettlements -1    ; ai gradualy forgets about conquered settlements
        end_if
    end_monitor
    and a triggers in descr_faction_standing to apply the effects:
    Code:
    Trigger TurnStart_malusForConqueringSettlements
        WhenToTest FactionTurnStart
        Condition I_EventCounter memoryOfCapturedSettlements > 15    ; random value, to be adjusted!
    
        FactionStanding global normalise -1.0 50                    ; random values, to be adjusted!
        FactionStanding exclude_factions { } normalise -1.0 100        ; random values, to be adjusted!
    what do you think?

    EDIT - Sphere of influence just makes the reputation and relation impact smaller when your take back one of your "core settlements". Witch are very few, by the way, so I feel it has limited impact. I was thinking the core settlement could be modified to be the same as the settlements required to acquire the crown?

    EDIT 2 - just thought that it make possible to have a second trigger that reward players expanding slowly with a bonus in relation and reputation:
    Code:
    Trigger TurnStart_malusForConqueringSettlements
        WhenToTest FactionTurnStart
        Condition I_EventCounter memoryOfCapturedSettlements < 5    ; random value, to be adjusted!
    
        FactionStanding global normalise 1.0 50                    ; random values, to be adjusted!
        FactionStanding exclude_factions { } normalise 1.0 100        ; random values, to be adjusted!
    Last edited by Belovèse; December 22, 2020 at 05:15 AM.
    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

  15. #3935
    kostic's Avatar Domesticus
    Join Date
    Jan 2007
    Location
    Near Lyon in France
    Posts
    2,266

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    Besides,
    will such a code work ok (I think it's pretty neutral) or should it be recoded to avoid BecomesFactionLeader condition?
    Code:
         ;========== KIEVAN_RUS LEADER BATTLE MODELS ==============
        monitor_event BecomesFactionLeader FactionType kievan_rus
            change_battle_model kievan_rus leader nov_duke
        end_monitor
    
    
        monitor_event BecomesFactionHeir FactionType kievan_rus
            change_battle_model kievan_rus heir kiev_duke
        end_monitor
    I added this code and it is the same that I used for most factions to make the model look different in battle than a classic general.
    It works great without causing CTD ... except, of course, if the designated model is not present !
    KCC 0.9.5 adds these models.

  16. #3936
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,125
    Blog Entries
    35

    Default Re: Bugs Reports & Technical Help

    @Belovese:

    Code:
    declare_counter memoryOfCapturedSettlements          ; do I need to set the counter value before using inc_event_counter?
    The declare_counter line is ineffective as your commands use event counter commands and conditions.It may however cause issue somewhere down the line as now you have a regular counter and a event counter with the same name.

    And the answer is 'NO' in both cases, provided you want 'zero': both counters are initially zero: the regular counter once he is declared and the event counter before you even think of it

    As to factionstanding and conquered settlements - there is a bug in the vanilla file where even occupying worsens faction standing, have a look if that has been fixed. It's the section underneath, by not commenting out the factionstanding lines they become applicable to the trigger above which is the occupy one. Easily fixed by commenting them out as well unless you prefer to activate the whole 102 trigger.
    Code:
    ;------------------------------------------
    Trigger 0103_occupy_settlement_increase_global
        WhenToTest OccupySettlement
    
        FactionStanding global 0.05
        FactionStanding target_faction normalise 1.0 20
        FactionStanding target_allies normalise 1.0 40
    ;    FactionStanding target_enemies normalise -1.0 40
    
    ;------------------------------------------
    ;Trigger 0102_city_razed_decrease_global
    ;    WhenToTest CitySacked
    
        FactionStanding global -0.05
        FactionStanding target_faction normalise -1.0 10
        FactionStanding target_allies normalise -1.0 20
    ;    FactionStanding target_enemies normalise 1.0 20










  17. #3937
    Giorgios's Avatar Campidoctor
    Join Date
    Apr 2008
    Location
    England
    Posts
    1,722

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    Yeah, I've found nothing, this is a Mongol crash. I'll try to fix it / ease the burden.
    The benefit of your save file is, I'v introduced a code for Baris and Ragusion.

    {Bari}Bari
    {BariGreek}Baris
    Code:
        declare_counter current_name_Bari        ; 0 - BariGreek, 1 - Bari    set_counter current_name_Bari 0
    
    
        monitor_event GeneralCaptureSettlement SettlementName Bari
    
    
            if I_EventCounter faction_turn_orthodox = 1
    
    
                change_settlement_name Bari BariGreek
                
                if I_EventCounter is_the_player = 1 
                and I_CompareCounter current_name_Bari < 1
                    historic_event SETTLEMENT_NAME_CHANGE
                end_if
            
                set_counter current_name_Bari 1        
            end_if
    
    
            if I_EventCounter faction_turn_catholic = 0
    
    
                change_settlement_name Bari Bari
                
                if I_EventCounter is_the_player = 1 
                and I_CompareCounter current_name_Bari > 0
                    historic_event SETTLEMENT_NAME_CHANGE
                end_if
            
                set_counter current_name_Bari 0        
            end_if
            
        end_monitor
    Thanks in advance!

    Bari is an odd one- I've seen various references to its Greek name as either being Baris or Barion- and not sure where to find sources as to which is correct.

    The current names for Byzantine settlements I've taken mostly from here- the mapmaker is Ian Mladjov. I've seen his work used in academic contexts, so I think he's reasonably trustworthy.

    Greek names for Byzantine-adjacent settlements, between this map and my own knowledge should be something like...

    Nis- Naissos
    Tarnovo- Tirnabos
    Ragusa- Rausion
    Skodra- Skodron
    Bari- Baris, or Barion
    Reggio- Rhegion
    Naples- Neapolis
    Palermo- Panormos
    Konya- Ikonion
    Ankara- Ankyra
    Kayseri- Kaisareia
    Sis- Sision
    Sivas- Sebasteia
    Trebizond- Trapezous or Trapezounta
    Malatya- Melitene
    Antioch- Antiokheia

  18. #3938

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Gigantus View Post
    @Belovese:

    Code:
    declare_counter memoryOfCapturedSettlements          ; do I need to set the counter value before using inc_event_counter?
    The declare_counter line is ineffective as your commands use event counter commands and conditions.It may however cause issue somewhere down the line as now you have a regular counter and a event counter with the same name.

    And the answer is 'NO' in both cases, provided you want 'zero': both counters are initially zero: the regular counter once he is declared and the event counter before you even think of it
    Thanks for your help Gigantus, so if I understand correctly I can use inc_event_counter without declaring the event before? I do indeed want 0, but I don't want it to decrease to negative values, so I just thought it should look like this?
    Code:
    event_monitor GeneralCaptureSettlement TrueCondition        ; is TrueCondition needed?      
        if I_EventCounter is_the_ai < 1
            inc_event_counter memoryOfCapturedSettlements 10     ; number of turn needed to forget about the capture, to be adjusted
        end_if
    end_monitor
    
    event_monitor FactionTurnStart TrueCondition
        if I_EventCounter is_the_ai < 1
            and memoryOfCapturedSettlements > 0
            inc_event_counter memoryOfCapturedSettlements -1    ; ai gradualy forgets about conquered settlements
        end_if
    end_monitor
    Do you know a good an complete tutorial/guide about campaign.script, so I don't bother you with many questions as I learn the file logic? I found a few related things in the index of modding resource, but nothing that seems definitive. The difference and relative use of counter and event_counter, for example, is not clear for me.

    About the occupying bug, I've fixed it as I'm working on the diplomacy and standing system in my mini-mod.
    Last edited by Belovèse; December 22, 2020 at 09:36 AM.
    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

  19. #3939
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,125
    Blog Entries
    35

    Default Re: Bugs Reports & Technical Help

    You misunderstood: you declared a regular counter. Not a event counter. And then used event counter conditions (I_EventCounter) and commands (inc_event_counter) instead of regular ones (I_CompareCounter and inc_counter).

    There absolutely is no need to declare a event counter. But you have to declare a regular counter.

    Simply remove the declare line to avoid possible issues - everything else will work as you intended as you consistently use event counter conditions and commands.
    There aren't many scripting tutorials around. Mostly it's discussions about using certain script elements. Keep the docudemons handy: it lists what 'export' a condition needs which you can then look up in the event section. Saves you a good number of questions.

    And you're always welcome to ask.










  20. #3940

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Gigantus View Post
    You misunderstood: you declared a regular counter. Not a event counter. And then used event counter conditions (I_EventCounter) and commands (inc_event_counter) instead of regular ones (I_CompareCounter and inc_counter).

    There absolutely is no need to declare a event counter. But you have to declare a regular counter.

    Simply remove the declare line to avoid possible issues - everything else will work as you intended as you consistently use event counter conditions and commands.
    There aren't many scripting tutorials around. Mostly it's discussions about using certain script elements. Keep the docudemons handy: it lists what 'export' a condition needs which you can then look up in the event section. Saves you a good number of questions.

    And you're always welcome to ask.

    hey guys can you please have a look at my problem above

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •