the code is:
Code:;====================================================================================================== NOVGOROD: Polotsk 6 ; this one is very often thwarted by the rebels: they're stronger monitor_event FactionTurnStart FactionType russia and I_TurnNumber > 4 log --- Script start : russia siege Polotsk if not I_IsFactionAIControlled russia log ------ terminate monitor (player control the faction) terminate_monitor end_if if I_TurnNumber = 5 if not I_SettlementOwner Polotsk = slave log ------ terminate monitor (settlement is controlled by another faction) terminate_monitor end_if if I_SettlementUnderSiege Polotsk log ------ terminate monitor (settlement is already under siege) terminate_monitor end_if log ------ spawn armys spawn_army faction russia character Vselovod Izborskii, named character, age 24, x 281, y 244, family traits LoyaltyStarter 3 , ContentGeneral 2 , MilitaryInclination 1 , Military_Edu 1 , GoodCommander 2 , ReligionStarter 1 , BiologicalSon 1 , Handsome 8 , Intelligent 6 unit EE Bodyguard exp 3 armour 0 weapon_lvl 0 unit Druzhina exp 1 armour 0 weapon_lvl 0 unit Berdiche Axemen exp 4 armour 0 weapon_lvl 0 unit Woodsmen exp 1 armour 0 weapon_lvl 0 unit Rus Senior Militia exp 4 armour 0 weapon_lvl 0 unit Rus Senior Militia exp 0 armour 0 weapon_lvl 0 unit Junior Militia exp 1 armour 0 weapon_lvl 0 unit Junior Militia exp 0 armour 0 weapon_lvl 0 unit EE Peasant Archers exp 0 armour 0 weapon_lvl 0 end log ------ siege settlement siege_settlement Vselovod Izborskii, Polotsk, maintain end_if if I_TurnNumber = 6 log ------ attack settlement console_command auto_win attacker siege_settlement Vselovod Izborskii, Polotsk, attack log ------ terminate monitor terminate_monitor end_if log ------ Script end end_monitor
Well, not sure if the above is a corrected code, I inserted it to the campaign_script file but still got the error
Polotsk is not under siege at the end of the turn.
You do have the siege check, so that's not the issue.
I think the issue here is the setup of the whole monitor. The 'maintain' order comes at FactionTurnStart which still gives the character movement points, so most likely he went for a walk about at the end of the turn or even got himself killed. One of those two will have resulted in the error.
The first can be avoided by using FactionTurnEnd (with the attack in a second monitor with FactionTurnStart) and the second by testing if the character is alive (I_CharacterExists) before issuing the attack order. And you certainly should use a label for the attacker instead of a name.
Which was line 3855 - the first or the second 'siege_settlement'?
Hey guys! First, excellent submod, been playing it for years. I have a problem with CTD on end turn, just before my turn starts. Playing as France, year is 1227. No previous problems, I tried following AI with toggle_fow but can't find the problem. Maybe you could help.[CONTENTBOX][/CONTENTBOX]system.log.txtsystem.log.txt
By the way, I've managed to get over my ctd by reloading a save from a few turns earlier. And yes I will write a short aar too. Thanks for everything!
I noticed I've been having CTDs when I mouse over certain cities. It happens persistently in Egypt, specifically around Ascalon. Another happened in a different campaign as the Sultanate of Rum when I hovered over Ankyra and again when I took Sebastia and would mouse over it as well. Has anyone else had this issue?
Hey there, reporting back in my game, i've somehow managed to move some more turns(around 10) but my game always CTD whenever i move my army towards Angora, either moving or scrolling that region causes the crash.
Cheers.
Hey, I wanted to mention a few things I've experienced playing the 98H version.
I had to set the kingdoms.exe file to run in administrator mode (and compatibility for windows 7). Otherwise, there are random crashes after battles and turn ends. Once I had those two settings in place, it has been running very smoothly.
However, I have just encountered a strange bug where the Notre Dame building cancels itself at the start of the turn.Hey, I wanted to mention a few things I've experienced playing the 98H version.
I had to set the kingdoms.exe file to run in administrator mode (and compatibility for windows 7). Otherwise, there are random crashes after battles and turn ends. Once I had those two settings in place, it has been running very smoothly.
However, I have just encountered a strange bug where the Notre Dame building cancels itself at the start of the turn.
Sorry about that meeded up reply, I can't find a way to edit it.
The Notre Dame is 4 turns from completion on turn 58, and then has its construction cancelled at the start of turn 59. The money is not refunded and to restart its construction I have to pay the full price of it again and wait another 12 turns.
I think it may have to do with some historical script tied to the Notre Dame, since turn 58 is the end of the year 1160 and the start of the year 1161.
I saw in my rus campaign I realized that in addition to these mercenary units (hunters, lumberjacks, and kazaks) there are also the mercenary spearmen that are found in almost all of Europe, I think that this mercenary unit could be replaced by another more "regional" unit such as the "unit" eastern spearmen "or Slavic spearmen as mercenaries since the generic unit of mercenary spearmen have a very" European-Norman "model that differs greatly from the Russian style. Another option would be to create a single Russian mercenary unit for these regions.
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
@ j.a.luna: indeed, I noticed that too.
@all those with CTDs while browsing the campaign map: make sure ALL your apps are closed when playing SSHIP. In my case, remembering to close my browser (chrome), I no longer have any problems with cities that created a CTD by passing my cursor over it.![]()
Yes kostic, the same for Turkopoles units, they should be only recruitable in Levant lands and for byzantines in their mercenary building... Currently they can be recruit in Persian/Iran lands and in these lands should can recruit "turkish/oghuz horse archers"
Also Kievan faction should can recruit in their roster "steppe horse archers" called "chernye kobluki as support for russian troops .
Finally it would be good to also add some mercenary infantry unit (in trash plan) in russian / steppe lands such as "steppe infantry or steppe spearmen" with axes or lances similar to the "kasogi" units of the Cumans, where you could hire cheap Russian infantry / steppe poorly armed to use as trash in raids. (In these lands currently in the mod you can only hire kazaks or alan cavalry, no infantry)
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
Sign the petition to remove hardcoded limits for M2TW
Were you be able to eventually build the cathedral, or the issue repeated? Did you play France?
coding of the buidling is
wonder_notre_dame city requires factions { northern_european, poland, hungary, southern_european, } and event_counter faction_turn_catholic 1 and event_counter notre_dame 1 and hidden_resource france and hidden_resource capital and region_religion catholic 50
Could it be that the faction_turn_catholic event counter gets set at PreFactionTurnStart? I vaguely remember that buildings are progressing AFTER you press turnend, that migth then disable the building progress if it moves from 1 to zero.
Changing it to a 'normal' FactionTurnStart should fix that.