Playing as Novgorod, I'm getting spammed with 'Moscow founded' event notifications. Almost every turn it pops up, I'm concerned it is overwriting other historical events as its turn 80 and Hanseatic league event still has not triggered. Is there anyway to terminate the moscow script without restarting the campaign?
Hello!
I just encountered a frustrating issue. I'm playing as Sicily, I conquered the settlement of Al-Mahdiya exactly a century ago. Therefore the event telling me that it is integrated and that unrest is gone should fire. But at the end of the turn the game crashes. In the log it says that the game was about to fire the event but couldn't find its location in the files. Here is the log:
10:11:13.728 [system.io] [info] exists: missing mods/SSHIP_098/data/ui/southern_european/eventpics/SETTLEMENT_UNREST_INTEGRATED_AL-MAHDIYA.tga
10:11:13.728 [system.io] [info] exists: missing data/ui/southern_european/eventpics/SETTLEMENT_UNREST_INTEGRATED_AL-MAHDIYA.tga.dds
10:11:13.728 [system.io] [info] exists: missing data/ui/southern_european/eventpics/SETTLEMENT_UNREST_INTEGRATED_AL-MAHDIYA.tga
10:11:13.728 [system.io] [info] exists: missing mods/SSHIP_098/data/ui/southern_european/eventpics/SETTLEMENT_UNREST_INTEGRATED_AL-MAHDIYA.tga.dds
10:11:13.729 [system.io] [info] exists: missing mods/SSHIP_098/data/ui/southern_european/eventpics/SETTLEMENT_UNREST_INTEGRATED_AL-MAHDIYA.tga
10:11:13.729 [system.io] [info] exists: missing mods/SSHIP_098/data/ui/southern_european/eventpics/SETTLEMENT_UNREST_INTEGRATED_AL-MAHDIYA.tga
10:11:13.729 [system.io] [info] exists: missing data/ui/southern_european/eventpics/SETTLEMENT_UNREST_INTEGRATED_AL-MAHDIYA.tga.dds
10:11:13.729 [system.io] [info] exists: missing data/ui/southern_european/eventpics/SETTLEMENT_UNREST_INTEGRATED_AL-MAHDIYA.tga
10:11:13.729 [system.io] [info] exists: missing mods/SSHIP_098/data/ui/southern_european/eventpics/SETTLEMENT_UNREST_INTEGRATED_AL-MAHDIYA.tga.dds
10:11:13.729 [system.io] [info] exists: missing mods/SSHIP_098/data/ui/southern_european/eventpics/SETTLEMENT_UNREST_INTEGRATED_AL-MAHDIYA.tga
10:11:13.729 [system.io] [info] exists: found mods/SSHIP_098/data/ui/southern_european/eventpics/historic_event.tga (from: G:\Steam\steamapps\common\Medieval II Total War)
10:11:13.729 [system.io] [info] exists: missing mods/SSHIP_098/data/ui/southern_european/eventpics/historic_event.tga.dds
10:11:13.729 [system.io] [info] exists: found mods/SSHIP_098/data/ui/southern_european/eventpics/historic_event.tga (from: G:\Steam\steamapps\common\Medieval II Total War)
10:11:13.730 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Browsing the folder it indeed lacks the settlement_unrest_integrated file.
Thanks for reporting, indeed there's an error. Put this file into the folder data/text, ovewrite, then delete historic_events.txt.strings.bin in the same folder.
And then - upload your save here so that I can see how the economy evolved to used it in further modding![]()
Last edited by Jurand of Cracow; July 04, 2022 at 07:57 AM.
Thanks for your answer. I followed your instructions but I'm afraid my game still crashes at the end of the turn
Still dropping my save there
You're right, I've uploaded a wrong file. This is the right one, and it works:
![]()
It is now functional, thanks a lot!![]()
Thanks for confirming! still strange how hanseatic league still hasn't triggered even though I believe the requirements are met. Anyway, something else I noticed about Novgorod, some of their units are using rebel faction textures instead of the textures that were created for them. For instance, slav levies are using the following textures:
6 russia
55 unit_models/rus/textures/rus_militia_junior_reb.texture
53 unit_models/rus/textures/rus_militia_junior_n.texture
41 unit_sprites/slave_EE_Peasants_sprite.spr
They should be using rus_militia_junior_nov. Just a minor cosmetic thing, if you weren't aware. Same is also true for eastern spearmen, militia calvary, and slavic javelin.
Hansa - strange, it should not be so at turn 80. Some strange things might happen though, I'll add a safety clause in the next patch.
EDIT: after review of the code, here is the version for the next patch:Code:;---------- (I) Hanseatic League : can build Baltic Trade building ; it fires after both Szczecin and Lubeck are conquered by a Christian faction - in practice between turns 15 and 45 ; this part of script might be added to another existing monitor, but it will be terminated rather quickly so there's no need for it monitor_event GeneralCaptureSettlement SettlementName Lubeck and FactionReligion catholic if I_CompareCounter current_name_Szczecin < 1 ; no non-pagan faction has conquered Szczecin yet terminate_monitor end_if historic_event HANSEATIC_LEAGUE terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Szczecin and FactionReligion catholic if I_CompareCounter current_name_Lubeck < 1 ; no non-pagan faction has conquered Lubeck yet terminate_monitor end_if historic_event HANSEATIC_LEAGUE terminate_monitor end_monitor
Textures - it's @kostic's business.Code:;@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ beginning of the monitor monitor_event PreFactionTurnStart FactionType slave ;---------- (I) Hanseatic League : can build Baltic Trade building (see EDB) ; in practice, it will happen between turns 15 and 45 ; mind that there're are info windows for the player upon conquest of the settlements in the relevant part of the script if I_CompareCounter Lubeck_conquered_number_of_times > 0 ; Lubeck conquered and I_CompareCounter Szczecin_conquered_number_of_times > 0 ; Szczecin conquered and I_EventCounter HANSEATIC_LEAGUE < 1 historic_event HANSEATIC_LEAGUE end_if if I_TurnNumber > 99 and RandomPercent > 50 and I_EventCounter HANSEATIC_LEAGUE < 1 historic_event HANSEATIC_LEAGUE end_if ;---------- (II) Hanseatic League Expands : can build Faktorei building (see EDB) if I_TurnNumber > 120 and RandomPercent > 50 ; useful in case of a bug and I_CompareCounter number_hansa3_of_merchants_built > 3 ; 4 out of 12 cities with Hanse of Merchants and I_EventCounter HANSEATIC_LEAGUE_EXPANDS < 1 historic_event HANSEATIC_LEAGUE_EXPANDS { poland, hre, france, england, norway, denmark, hungary, lithuania, kievan_rus, russia, } end_if if I_TurnNumber > 200 and RandomPercent > 50 and I_EventCounter HANSEATIC_LEAGUE_EXPANDS < 1 historic_event HANSEATIC_LEAGUE_EXPANDS { poland, hre, france, england, norway, denmark, hungary, lithuania, kievan_rus, russia, } end_if ;---------- (III) Power of Lubeck : can build Holstein Tor if I_TurnNumber > 200 and RandomPercent > 50 and I_CompareCounter number_hansa2_faktorei_built > 5 ; 6 out of 17 cities with Faktorei and I_CompareCounter number_hansa3_of_merchants_built > 5 ; 6 out of 12 cities with Hanse of Merchants and I_EventCounter HANSEATIC_LUBECK < 1 historic_event HANSEATIC_LUBECK end_if if I_TurnNumber > 260 and RandomPercent > 50 and I_EventCounter HANSEATIC_LUBECK < 1 historic_event HANSEATIC_LUBECK end_if ;---------- (IV) Hanseatic Wars ; can build Hanseatic Kontors building (in 4 cities), and also recruitment of holk units (more advanced ships) for the factions in the northern seas) if I_TurnNumber > 250 and RandomPercent > 50 and I_CompareCounter number_hansa2_faktorei_built > 7 ; 8 out of 17 cities with Faktorei and I_CompareCounter number_hansa5_holsteintor_built > 0 ; 1 in Lubeck and I_EventCounter HANSEATIC_WARS < 1 historic_event HANSEATIC_WARS end_if if I_TurnNumber > 320 and RandomPercent > 50 and I_EventCounter HANSEATIC_WARS < 1 historic_event HANSEATIC_WARS end_if ;---------- (V) Die Kogge : can build Hansa of Cities building, also effects on the ships' recruitment and events in the Baltics if I_TurnNumber > 300 and RandomPercent > 50 and I_CompareCounter number_hansa2_faktorei_built > 9 ; 10 out of 17 cities with Faktorei and I_CompareCounter number_hansa3_of_merchants_built > 7 ; 8 out of 12 cities with Hansa of Merchants and I_EventCounter HANSEATIC_COG < 1 historic_event HANSEATIC_COG end_if if I_TurnNumber > 360 and RandomPercent > 50 and I_EventCounter HANSEATIC_COG < 1 historic_event HANSEATIC_COG end_if ;---------- (VI) Confederation of Cologne : more units and benefits if I_TurnNumber > 350 and RandomPercent > 50 if I_CompareCounter number_hansa2_faktorei_built > 9 ; 12 out of 17 cities with Faktorei and I_CompareCounter number_hansa3_of_merchants_built > 9 ; 10 out of 12 cities with Hansa of Merchants and I_EventCounter HANSEATIC_CONFEDERATION_OF_COLOGNE < 1 historic_event HANSEATIC_CONFEDERATION_OF_COLOGNE terminate_monitor end_if if I_TurnNumber > 450 and RandomPercent > 50 and I_EventCounter HANSEATIC_CONFEDERATION_OF_COLOGNE < 1 historic_event HANSEATIC_CONFEDERATION_OF_COLOGNE terminate_monitor end_if end_monitor
Last edited by Jurand of Cracow; July 06, 2022 at 04:55 AM.
I'm getting a ctd during the kingdom of Jerusalem turn in my current Byzantine campaign, so far every campaign I've started has reached a point where it stops working like this. I'll attach the save if you can do anything with it.
Here is turn 31. You're playing v. 097H, it's better to play 098 from April, it's much more stable.
Oh I hadn't noticed there was a newer version of it. I'm downloading it now. Hopefully it will work better.
@Gaius Iulius Tabernarius mind that the two versions (0.97H and 0.98) are absolutely not save compatible.
And there is quite a few changes, but everything is explained in pop-up scrolla, so please take the time to read them!
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
Its at the very beginning of my new Byzantine campaign. I actually restarted it to try and be less aggressive, occupying settlements instead of sacking them, not assassinating anyone, and getting trade rights early, didn't matter by turn 10 everyone on earth despises me and I have to shell out insane amounts of money to even get trade rights. I'm playing on normal difficulty.
I'm not dealing with the diplomacy and AI (it's @Macaras, he's on holidays) but I'm happy to hear that: the Romaioi are arguably the strongest faction (many rich provinces, strong initial units etc.) in the game and their life should be made difficult exactly through being hated by everybody.