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Thread: Bugs Reports & Technical Help

  1. #1901
    tmodelsk's Avatar Tiro
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by Lifthrasir View Post
    @ tmodelsk, The replenish rate is given by the EDB, not the EDU as far as I remember
    You are correct, typo. I mean edb, typo, corrected above.
    SSHIP mini-mods :

  2. #1902
    Gigantus's Avatar The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by Eidgeniesser View Post
    So here is the system log from the main m2tw folder. The bug that I experience is that I always crash in Kingdom of Georgias turn. Playing as HRE
    There is a three minute gap between last entry and the crash. Please set your log to trace by changing this line in the mod's CFG file (opens with Notepad). Also check the path and name for the mod's log to make sure you got the right log:

    [log]
    to = path and file name here
    level = * trace



  3. #1903
    Eidgeniesser's Avatar Libertus
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    Default Re: SSHIP - Bugs Reports & Technical Help

    this is what my default.cfg file looks like. I changed the line about log and as I understand the log should still be the same as normal in the common/Medieval II Total War file

    Spoiler Alert, click show to read: 

    [launcher]
    kingdomsDir=%%
    swapMenuBackground=true
    swapMenuMusic=true
    swapBAI=true
    autoLocateLogFile=true
    autoBorderlessMode=true
    steamCheck=true
    firstRun=true
    steam=true
    [features]
    mod=mods/SS6.3
    [log]
    to = system.log.txt
    level = * trace
    #level = * error
    [io]
    file_first=true
    [video]
    no_background_fmv=true
    grass_distance=9000
    unit_detail=high
    windowed=true
    borderless_window=true
    movies=false
    [game]
    unlimited_men_on_battlefield=1
    label_settlements=1
    event_cutscenes=0
    allusers=1
    micromanage_all_settlements=1
    advisor_verbosity=0
    [misc]
    show_hud_date=true
    #remove the # in the next line if you want launcher to bypass straight to the last save when you start mtw2
    #bypass_to_strategy_save=true

  4. #1904
    Gigantus's Avatar The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it
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    Default Re: SSHIP - Bugs Reports & Technical Help

    That's weird then, the log is referring to mods\americas and not mods\SS6.3 - either the CFG file is not the right one or the log isn't, did you play another mod (Steam?) before compressing the log?

    Or have you installed the mod for steam using the 'use a campaign folder' method? That method completely ignores the CFG file...

    If so, rather reverse the folder name back to SS6.3, make a short cut from the BAT file (or launch file) after following these instructions.
    Last edited by Gigantus; August 27, 2017 at 01:02 PM.



  5. #1905
    Eidgeniesser's Avatar Libertus
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Seems that was the problem: I installed the game into the americas folder. Your solution fixed it.

    So here is (I hope) the right error log
    Attached Files Attached Files

  6. #1906
    Gigantus's Avatar The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Getting somewhere, but still weird:

    22:30:23.383 [system.io] [info] exists: found mods/SS6.3/data/ui/unit_info/kievan_rus/Dismounted_Druzhina_info.tga (from: C:\Users\Raphael\Steam\steamapps\common\Medieval II Total War)
    22:30:23.383 [game.script.trigger] [trace] Trigger <Masons_Governor_Building_Completed> fired
    22:30:23.383 [game.script.trigger] [trace] Trigger <Building_MilitaryInclination_Castle_Archery> fired
    22:30:23.383 [game.script.trigger] [trace] Trigger <governor_building> fired
    22:30:23.383 [game.script.trigger] [trace] Trigger <architect_vnv_trigger> fired
    22:30:23.383 [game.script.anc] [trace] Ancillary <architect> not added - chance 3, random 99
    22:30:23.384 [game.script.trigger] [trace] Trigger <Global_Settlement_Building_Completed> fired
    22:30:23.384 [game.script.trigger] [trace] Trigger <Woodsmens_Building_Completed_Archery03> fired
    22:30:23.385 [game.script.exec] [trace] exec <if> at line 688 in mods/americas/data/world/maps/campaign/imperial_campaign/campaign_script.txt

    Are you continuing an old game after you have renamed the folder?


    Here are the last two lines, three seconds gap again. Can you trace if that trigger is in the export_descr_character_traits, descr_faction_standing or descr_missions file and remove it? Make a back up of the file.
    22:30:23.897 [game.script.trigger] [trace] Trigger <Swordsmiths_No_Guild_Bonus> fired
    22:30:26.339 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.



  7. #1907

    Default Re: SSHIP - Bugs Reports & Technical Help

    Found that Feudal foot knights don't have the "raises allied unit moral" characteristic, unlike their mounted couterpart and other foot knights. This looks like a glitch.
    "They make a desert, and call it peace" - Caledonian chieftain Calgacos' personal opinion about Pax Romana

  8. #1908
    Eidgeniesser's Avatar Libertus
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Yes its a save from when i used the americas folder. Could that be a problem for the error.log.

    I searched those three file with ctrl+f typing swordsmith which only appears once but its not the trigger named in the error.log.

    I think I'll just start a new campaign. Is there any method to avoid these AI turn crashes in the first place? Is there no general solution I can try if it happens again?

  9. #1909
    Gigantus's Avatar The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it
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    Default Re: SSHIP - Bugs Reports & Technical Help

    My bad - it will be in the export_descr_guild file. If the file is not present then it is a default trigger and it shouldn't be responsible for the crash (too much time anyhow between last line and crash).

    Extensive mods like this can cause 'random' errors - the best thing is to regularly save so that you are not dependent on the auto save. A quick save (Ctlr+S) every now and then helps here.
    Last edited by Gigantus; August 29, 2017 at 01:54 PM.



  10. #1910
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by Gigantus View Post
    Extensive mods like this can cause 'random' errors - the best thing is to regularly save so that you are not dependent on the auto save. A quick save (Ctlr+S) every now and then helps here.
    That's absolutely true. And even that will not always save your saves. I've a few months ago played Europa Barbarorum II and at some point the game crashed and it turned out that 10 laste saves were corrupted (I couldn't load them) and I had to give up. My experience with SSHIP is positive in this respect - hundreds of turns without CTD.
    For those who want to play a historical mod in a medieval setting:
    try either the Titanium, the Stainless Steel Historical Improvement Project + minimods,
    or the Broken Crescent + Buff and Shine submod.
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Thrones of Britannia: review, opinion on the battles, ideas for modding.
    Minimods for the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

  11. #1911
    Gigantus's Avatar The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Here is an anecdote: in 1648 all saves became unusable after about 200 turns as they ballooned to more then 100MB. That was due to our constant killing and respawning of the 'fort labels' - had to find another solution for that (characters getting knocked off their position or killed by assassins), a lengthy conditional test before respawning solved it.



  12. #1912
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by Archesel View Post
    Found that Feudal foot knights don't have the "raises allied unit moral" characteristic, unlike their mounted couterpart and other foot knights. This looks like a glitch.
    Noted. I'll check that
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  13. #1913

    Default Re: SSHIP - Bugs Reports & Technical Help

    Dunno whether it's a glitch or not ,but in Great Seldjuk roster, the armoured horse archer (from vanilla's Khwarezm roster) is given a total armor value of 14. It appears too low for such and unit: fari and iqta'dar have 15 armor while being more mobile. The AHA appears as armored like mamluk heavy HA (20 armor).
    "They make a desert, and call it peace" - Caledonian chieftain Calgacos' personal opinion about Pax Romana

  14. #1914

    Default Re: SSHIP - Bugs Reports & Technical Help

    That's the thread that got me to be able to install SS for the Steam version of Medieval II on my Mac, but apparently the version I downloaded has the turn 51 Bulgarian Uprising bug that was apparently fixed so long ago that any links from twcenter to fixes for it are dead links, and the instructions for fixing it manually would only work on a PC anyhow. So I tried fixing it manually (apparently it was an incorrectly entered name in the event script), but no luck so far.

  15. #1915
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: SSHIP - Bugs Reports & Technical Help

    That bug shouldn't be in SSHIP. Our script is quite modified compare to the original SS one
    Can you post your log as per the OP?
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  16. #1916

    Default Re: SSHIP - Bugs Reports & Technical Help

    Hi,

    Getting CTD during AI's turn. Get the following error message: Medieval 2: Total War encountered an unspecified error and will now exit.

    ZIP file of log attached.

    Thanks.
    Attached Files Attached Files

  17. #1917
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: SSHIP - Bugs Reports & Technical Help

    First of all, welcome along these forums.

    What era are you playing? Early or High? Does it happen each time during the same faction's turn and if yes, which one?
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


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  18. #1918

    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by Lifthrasir View Post
    First of all, welcome along these forums.

    What era are you playing? Early or High? Does it happen each time during the same faction's turn and if yes, which one?

    Hi,

    Thanks for the reply.

    I'm playing as England during the early period, turn 134. Happens during the Fatimids turn. I have attached a screen shot of where the crash happens. A diplomat walks up to Antioch and this is when the crash occurs.

    Thanks.
    Attached Thumbnails Attached Thumbnails SSHIP Crash Screen Shot.pdf  

  19. #1919
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Have you tried to load a previous save and see if it happens again? I can't find anything in your log.
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  20. #1920

    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by Lifthrasir View Post
    Have you tried to load a previous save and see if it happens again? I can't find anything in your log.
    Yeah it still crashes at the same point. Do you need a more detailed log?

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