Are you deleting the 'unlockable' and 'end' lines? If so, try copying the faction entries into the 'playable' section.
A return to menu has a clear error message in the log, check there as well.
-Yes.
-System.log seems like this [...].
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I verified game chance for second time, and now it works. I don't know why, but at least it created 5 map.rwm (instead of 6).
Thanks, I was afraid of that, I tried your post and the darn thing kept doing it, I have been running several searches but couldn't find anyone else discussing it, if its a known issue, at least there is that slight hope for the future. I'll keep taking a whack at figuring out what it is myself, but I'm certainly glad my game decided to play nicer than most with a simple batch file edit.
Yeah, I'm a bit puzzled at why start messing with ME2, I know getting the multiplayer working was important to them, but surely the merge of kingdoms was a terrible way to do it. But its almost as if the recent games have caused a bit of a disconnect within CA in terms of modding.
If my CD didn't suffer a horrific fate I would still be using it, I turned to STEAM hoping to avoid this, after the last online digital download place screwed me over. So I've already payed for ME2 3 times. Worth it, if not for the update..
Yes I did, I was curious to see if this was an issue affecting other mods as well, and if anyone figured out a fix to it in those mods. Thanks.![]()
Sure! Yeah, I feel you. Kind of sucks cause I reinstalled Medieval 2 plenty in my times amateurishly modding. Just when I thought I was done, the update came lol. Definitely a kick in the gut.
Jeez, you payed for it 3 times? You're awfully generous lol, especially with this bigin the face they've thrown at us. At least it's for a good cause...hopefully.
Also, I've stumbled across the old thread on official forums regarding your issue, and the screenshot which a poster had replied with shows an image which seems to be relative to Third Age(?), so perhaps it is the MOD itself that is in state of disarray? I'm only making a guess because of the recruitment list, which looks Third Age-ish, sorry for my horrible assumption, but regardless the chances are I'm wrong anyways.
Also I wanted to ask, did you try launching vanilla and kingdoms? see if perhaps they have the same issue as your mod? You've probably done that already but I didn't catch you saying it. I'll try to see if your issue persists in my post (with missing UI text and all that stuff) and if it may have the same thing going on.
Yeah, that seems to be the problem I'm having, though thats not much of an old thread, its just from a few days ago.
Honestly? I don't even know how to launch kingdoms now, the STEAM update seems to have merged kingdoms.exe into medieval2.exe as "DLC", what that means exactly I have no clue, I originally assumed they merged all of the features from kingdoms into medieval2, but I'm starting to doubt that. In my last post though, if I start medieval 2, and do a campaign, the strat.txt.string.bin won't even generate for the vanilla game, strat.txt just sits all by its lonesome in the official game files.
See if this helps with part of it. http://www.twcenter.net/forums/showt...te-Compatible)
I doubt it will help with the string.txt problem.
Thats a good launcher, it works, does not force string generation though sadly yes. I tried renaming strat.txt to another .txt file which does generate strings, and was able to get a string file, I know this is probably problematic in the long run, but oddly it was partially effective when renamed to strat.strings.bin, though a few entries were ignored.. If only there was a way to generate that strings file, it might work entirely.
Did it also ignore the strat.txt.string.bin?
Does it go away if you move the strat.xt to your desktop and just read the string.bin?
Oddly it seems that strat.txt.string.bin wont even generate. And neither do a few others, but I haven't seen odd effects in the text for those,
battle.txt.strings.bin
battle_descriptions.txt.strings.bin
campaign_descriptions.txt.strings.bin
imperial_campaign_regions_and_settlement_names.txt.strings.bin
tooltips.txt.strings.bin
So removing strat.txt without the strings.. It does nothing, it's really strange they aren't generating, I have tried uninstalling and reinstalling the mod twice, so I suspect it didn't generate them those times, either.
I may have it backwards. Move the string.bin to desktop and see if it regenerates. You have start a campaign, too.
This is really strange, I can't even get strat.txt.string.bin to generate, starting a campaign, removing strat.txt, removing all strings, starting a new campaign after.
To add another level of weirdness, the vanilla un modded Medieval 2 game will not generate a strat.txt strings file either.
About the only reason I know for it not converting is the strat.txt is somehow corrupted, even a formatting error.
I know, its confusing, isn't it? Those same files will also not convert in the vanilla unmodded game since this patch, it also wont convert the files in any of the official expansion campaigns or anything. I've tried deleting them, forcing STEAM to redownload them, going through them looking for lack of capitalization, or a missing bracket.. I can't find anything. It's as if the game now ignores those files on purpose.
Hmm. Unrelated to the problem DrkDragon has, I've came across a rather interesting statement put out by a Steam user on the infamous Steam Community Discussion thread on the issues put out by these updates. The post, as I quote the person, is:
"Sea trade is still broken in new games. This makes the game unplayable unless you have an old save."
Can anyone confirm this? What do they mean by sea trade being broken? Are the supply lines 'cut' and income is generated inefficiently or incorrectly? I'd just like some confirmation and more detail. Thanks to any and all in advance!![]()
Last edited by capablecenturion; August 24, 2014 at 12:13 AM. Reason: err, really wonky font on the quote
txt to string --> check the binconverter, link in my signature
fies to be converted need to have acertain format plus that special character in the first line.
doesn't work with strat though as that file has a different formatting (as has tooltips, shared and battle)
Best to grab strat.txt from another mod and then to modifiy it yourself, the game will generate the string.bin for you
sea trade - has never been broken as far as I am concerned. land trade will always be preferential over sea trade resulting in 'lakes' without sea trade if there is a land connection. There isalso a variable min distance entry which stops sea trade with the port next door.
Unless there is someting I have missed all the years...
Apparently, a new update emerged recently.
http://steamcommunity.com/app/4700/d...7306664989896/ -- CA official's post.
Another post (http://steamcommunity.com/app/4700/d...7306664362472/) states they've added fort wagons? Can anyone confirm?
Doesn't seem very likely to me, personally, but I can't really check at the moment. Would be great if someone could, though!![]()
:/ no words on the txt to strings issue again
Say what??? Fort Wagons?? Are they adding new content to a old game? Or I'm missing something on translation??
And while you are at it CA, can you please, pretty pretty please, add the ability to build more than one thing at the same time, just like recruitment works? You know, big cities being capable of recruiting several units at the same time... well, do that for buildings too please.
Last edited by Lord Baal; September 27, 2014 at 08:55 PM.
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