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Thread: v2.35A R3.5 has been released - please do NOT report any bugs if you are playing with previous versions

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  1. #1

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Number of FMs and starting fleet positions for KH are intentional. One is securing the grain trade with the Bosporos, the other the ferrying a diplomat to make overtures towards the Ptolemaioi.

    Your peace with Epeiros in turn 0 interfered with the normal order of things, they're scripted to attack Sparte on T1.

  2. #2
    Tiro
    Join Date
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    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Quote Originally Posted by QuintusSertorius View Post
    Number of FMs and starting fleet positions for KH are intentional. One is securing the grain trade with the Bosporos, the other the ferrying a diplomat to make overtures towards the Ptolemaioi.

    Umh i guessed the Ptolomaioi part then , i didnt know about the grain trade although. if thats the case, why dont KH have a trade agreement with KB since turn 0? it would have sense, right?

    Quote Originally Posted by QuintusSertorius View Post
    Your peace with Epeiros in turn 0 interfered with the normal order of things, they're scripted to attack Sparte on T1.
    Puff... and how is KH supposed to fight in Sparte in turn 1? i mean.. i could have used the forces that took Korinthos.. but then ... i would have had all the casualties of that battle, and Phyrros or the other Epeiros army ( i am supposing here i would have won that first battle in Sparte) close to Sparte + makedon faction in "full force". Dunno when AI plays the 3 factions but when KH is human.. the start is "inhuman" ( on the other hand i started a makedon campaign ( and some others just to check stuff and read here and there) and what i saw of makedon turn 0 scared me ) . Quintus i must say i dont like at all Team view of "the normal order of things" playing as KH, poor guys .....
    Otherwise theyll prevail under my wise rule!! ( darn i cant add some trumpet sounds here). It is turn 15 and only 2 turn left till Demetrias surrender ( or sally out more likely) due to food shortage. But Phyrrus has just assaulted Thermon and Epeiros has there now 2 full stacks... bah, and makedons have another full stack in Pella in addition of the one sieged in Demetrias. These KH first turn are very chalenging id say.
    Ill need to play makedon someday to find out how that mess i saw in turn 0 can have a "happy ending" i bet it wont be easy neither.


    Other thing i have realiced is that not sure if Agoge is working. I have had my first FM comming of an age and i sent him from Atenai , where is father was, to Sparte. One turn later he had not started the agoge, i have checked the trigger in export_descr_character_traits.txt and i see:

    ;------------------------------------------
    ; Spartan Agoge Triggers
    ;------------------------------------------
    Trigger Spartan_Agoge_Begins
    WhenToTest CharacterTurnEndInSettlement

    Condition CharacterIsLocal
    and SettlementName sett_090 ; Sparte
    and Trait SpartanAgoge < 1
    and CharacterAge > 24
    and CharacterAge < 19


    Affects SpartanAgoge 1 Chance 100
    Affects SpartanTraining 1 Chance 100
    Affects AgogeProgressCounter 1 Chance 100


    If my maths arent wrong only a FM older than 24 AND younger than 19 would start it , right? Shoulnt that be something like:

    ;------------------------------------------
    ; Spartan Agoge Triggers
    ;------------------------------------------
    Trigger Spartan_Agoge_Begins
    WhenToTest CharacterTurnEndInSettlement

    Condition CharacterIsLocal
    and SettlementName sett_090 ; Sparte
    and Trait SpartanAgoge < 1
    and CharacterAge < 24
    and CharacterAge > 19

    Affects SpartanAgoge 1 Chance 100
    Affects SpartanTraining 1 Chance 100
    Affects AgogeProgressCounter 1 Chance 100

    So a FM younger than 24 and older than 19 would start it, right?

    Regards:

    melvidh

  3. #3

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    You can't script trade rights, the only conditions you can are allied, neutral or at war.

    You're supposed to fight it with great difficulty. All three in Greece have a tough start.

    That's a bug, I've flagged it.

  4. #4
    Tiro
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    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Quote Originally Posted by QuintusSertorius View Post
    You can't script trade rights, the only conditions you can are allied, neutral or at war.
    aham! thats the reason, i see, thanks for tip.

    Quote Originally Posted by QuintusSertorius View Post
    You're supposed to fight it with great difficulty. All three in Greece have a tough start.
    You bet man, you bet, LOL

    Quote Originally Posted by QuintusSertorius View Post
    That's a bug, I've flagged it.
    Darng.. savegame compatible if i edit the file and correct it? or as ever any modification in those files mean a restart? ( i read somewhere in these forums that some .txt? files could' be changed without needing a restar maybe?)
    Know what? ill just try and check by myself

    Thanks for quick answers Quintus, appreciate it.

    Regards:

    melvidh

  5. #5

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    So Quintus as I said in my thread (but you apparently didn't notice), I can confirm the crash is NOT caused by the Seleukid army attacking the collection of tiny Ptolemaios armies. However, the game still crashes on the Seleukid turn. How can I find a solution? Or do I just restart the campaign? Also, has the starting mission given by Seleukids (where they ask you to invade Bithynia) been removed?
    Last edited by Daniel the Finlander; October 22, 2017 at 03:55 PM.

  6. #6

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    If you switch off the validation settings in the config, it might work. I've never found any change to be savegame compatible, maybe I'm just unlucky.

    Note that should actually just be < 19, not sure what the 24 is about.

  7. #7
    Tiro
    Join Date
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    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    I was going to ask you precisely about that since i see:
    Spoiler Alert, click show to read: 

    Trigger Finished_Spartan_Agoge_Starts_Krypteia
    WhenToTest CharacterTurnEnd

    Condition CharacterIsLocal
    and CharacterAge < 21
    and Trait SpartanAgoge > 4
    and Trait Spartiates > 0
    and Trait AgogeKrypteia < 1
    and Trait AgogePaidiskos < 1
    and IsRegionOneOf 164
    and Trait NaturalEnergy > 2
    and Trait NaturalIntelligence > 2
    and Trait LoyaltyLevel > 3
    and RandomPercent > 75

    Affects AgogeKrypteia 1 Chance 100
    Affects SpartanTraining 1 Chance 100
    Affects AgogeProgressCounter 1 Chance 100

    And
    Spoiler Alert, click show to read: 

    ;------------------------------------------
    Trigger Finished_Spartan_Agoge_Starts_Paidiskos
    WhenToTest CharacterTurnEnd

    Condition CharacterIsLocal
    and CharacterAge < 21
    and Trait SpartanAgoge > 4
    and Trait AgogeKrypteia < 1
    and Trait AgogePaidiskos < 1
    and IsRegionOneOf 164

    Affects AgogePaidiskos 1 Chance 100
    Affects SpartanTraining 1 Chance 100
    Affects AgogeProgressCounter 1 Chance 100

    So as the CharacterAge < 21 condition is used twice and i get a bit lost in the counters count and i am not sure what the person in charge has in mind as requeriments for either agoge training, Krypteia and Paidiskos i am unsure too which ones should be ages range to check. Iirc Agoge was 2 years training since they start ( 8 turns) it so I think i am going to try with

    ;------------------------------------------
    ; Spartan Agoge Triggers
    ;------------------------------------------
    Trigger Spartan_Agoge_Begins
    WhenToTest CharacterTurnEndInSettlement

    Condition CharacterIsLocal
    and SettlementName sett_090 ; Sparte
    and Trait SpartanAgoge < 1
    and CharacterAge < 19
    and CharacterAge > 16


    Affects SpartanAgoge 1 Chance 100
    Affects SpartanTraining 1 Chance 100
    Affects AgogeProgressCounter 1 Chance 100

    This way any FM that arrives Sparte before they turn 19 years old will be able to get Agoge training and then a Paidiskos and Krypteia training check. This is the "old way" i remember Agoge worked.

    Dunno if it should be younger than 20 for Agoge check and younger than 22 for Paidiskos and Krypteia checks... the way i am trying i think if FM is 19 years old wont be able to get Agoge training and in "old times" you had time till they turned 20 years old to start it.
    But first lets see if i can "elude" the validation check.

    Regards:

    melvidh

    Edit: Or , as you say, i can remove the CharacterAge > XXX and leave only the CharacterAge <19. I am still in doubt if it should be CharacterAge < 20 in Agoge trigger and CharacterAge < 22 in the 2 other triggers.

    Edit: Ok, i remembered right, i just fount this
    https://imgur.com/a/zMl7i
    I have it in my hard disk since ages ago, the file is from 2008, i would credit the author if i knew who was.
    Last edited by melvidh; October 22, 2017 at 06:20 PM. Reason: I fount the Agoge.jpg i have since 2008 in my hard drive

  8. #8

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    >16 is pretty much redundant, it only needs < 19.

    Nothing wrong with the other triggers, they are as intended.

  9. #9

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Hello I downloaded EB 2.3 but I am having problems starting the game. The launcher gives me error saying that "system can't find the file specified " Keep in mind that I downloaded everything out of the program files.

  10. #10
    Tiro
    Join Date
    Jun 2014
    Location
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    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Hello,

    I am playing KH campaign 2.3 H/M.
    It is turn 31 and i have attacked lonely unit next to Pella, Antigonos army parked in Pella joined figth.
    https://imgur.com/a/71731
    Once i won the battle ( and pursued retreating foes, they couldnt afford the 11k minae sp? rescue for prisioners) there were only one unit left in Pella. I sent 2 spies so i had 100% to get Pella doors opened and i assaulted city expecting garrison script to add half or 3/4 stack to defenders. But none joined the fight. Is Pella supposed to have help from garrison script if besieged? If answer is "yes" something went wrong. If answer is "no" it is all ok, i am not complaining.
    https://imgur.com/a/wBGgu

    Btw Makedons had polis_3 already built in Pella, that was a nice surprise, but they had 2 goverment buildings built at the same time.
    https://imgur.com/a/tZq41

    Regards:
    melvidh

    PD: Turn 32 and i was expecting to see some merc hoplitai and phalangitai avaliable in my cities from previous battle in Pella ( event fired turns ago) but i have none. I checked Makedon army and in fact there were no hoplitai among them so it is logic there are no merc hoplitai avaliable, but there were plenty of phalangitai in the battle and i have none. I checked export_descr_buildings.txt and i see none KH government building has merc phalagitai in "special recruitment" . is this working as intended?
    Last edited by melvidh; October 24, 2017 at 01:41 PM.

  11. #11

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Quote Originally Posted by KingTutEgy View Post
    Hello I downloaded EB 2.3 but I am having problems starting the game. The launcher gives me error saying that "system can't find the file specified " Keep in mind that I downloaded everything out of the program files.
    Did you follow all the installation instructions for your platform?

    Quote Originally Posted by melvidh View Post
    Hello,

    I am playing KH campaign 2.3 H/M.
    It is turn 31 and i have attacked lonely unit next to Pella, Antigonos army parked in Pella joined figth.
    https://imgur.com/a/71731
    Once i won the battle ( and pursued retreating foes, they couldnt afford the 11k minae sp? rescue for prisioners) there were only one unit left in Pella. I sent 2 spies so i had 100% to get Pella doors opened and i assaulted city expecting garrison script to add half or 3/4 stack to defenders. But none joined the fight. Is Pella supposed to have help from garrison script if besieged? If answer is "yes" something went wrong. If answer is "no" it is all ok, i am not complaining.
    https://imgur.com/a/wBGgu

    Btw Makedons had polis_3 already built in Pella, that was a nice surprise, but they had 2 goverment buildings built at the same time.
    https://imgur.com/a/tZq41

    Regards:
    melvidh
    First one is a unit that doesn't fit in the city. That's what happens when you recruit more than can be garrisoned there.

    Garrison script may not trigger if there's a reinforcement battle, so that's effectively an exploit. It requires a siege to take place in order to trigger - there's no way to check for "battle near settlement".

    The script builds the Basilike Patris when they take it; not sure why the other government is there.

  12. #12

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Quote Originally Posted by melvidh View Post
    Once i won the battle ( and pursued retreating foes, they couldnt afford the 11k minae sp? rescue for prisioners) there were only one unit left in Pella. I sent 2 spies so i had 100% to get Pella doors opened and i assaulted city expecting garrison script to add half or 3/4 stack to defenders. But none joined the fight. Is Pella supposed to have help from garrison script if besieged? If answer is "yes" something went wrong. If answer is "no" it is all ok, i am not complaining.
    I've noticed the garrison script adds units to the province in question after you've ended one turn of siege. So if you know a province is probably big enough to use the script, do one turn of siege and then use your rams or your spies to charge in. Same-turn attacks using open gates bypasses the script. I'm not sure it's possible to trigger extra units between sending an army to the settlement and choosing to immediately assault. Many provinces don't have the script and you can use treachery such as the spy with the gate to try to take them faster, but if you want to let the garrison script work properly, give the major settlements a turn of siege first.

  13. #13

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Hello, I have a problem, my game crashed when i have wanted to save my campaign
    Attached Files Attached Files

  14. #14

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Did it repeat? I'm afraid random crashes like this happen, and unless you happen to have had trace enabled, we aren't going to know what the cause was.

  15. #15

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    The garrison script is a single monitor that triggers on the end of the Rebel turn, so it requires a turn end to trigger. The only way to do it on assault would be to have 37 monitors, one for each settlement covered, with the consequential impact on performance. Even then, attacking a unit outside and making the garrison come as reinforcements would still bypass it.

  16. #16

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    This is a fairly old bug(I kept forgetting to report it in 2.2 but it is still in 2.3. Highways on the campaign maps have invisible bridges unlike paved and dirt roads which have bridges.
    The only thing you cannot do with a bayonet is sit on it. Charles Maurice de Talleyrand-Périgord,1st Prime Minister of France, Prince of Benevento.

  17. #17

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    As always great work. I'm having lots of fun with my first Getai campaign. I think I've found a minor issue however. When the Skythians invade and are successfully defeated in Histrie, the tribute message comes up twice. I believe you get paid both the 3000 for a successful battle plus the default 500. Looking at the script it looks like SkythaiSlain counter gets reset to 0 after the first payment and therefore triggers the token 500 payment. Maybe this is as intended but I suspect its an oversight.


    ; Tribute - only if Histrie Rebel
    if I_EventCounter ecAutumn > 0 ; it's autumn
    and I_SettlementOwner sett_078 = slave ; Histrie is Independent
    if I_EventCounter SkythaiSlain > 0 ; a raid has been defeated
    add_money f_getai 3000 ; large tribute paid
    historic_event HE_HISTRIE_TRIBUTE factions { f_getai, } ; telling the player they're getting paid
    set_event_counter SkythaiSlain 0 ; reset
    end_if
    if I_EventCounter SkythaiSlain < 1 ; no raid has been defeated
    add_money f_getai 500 ; token tribute paid
    historic_event HE_HISTRIE_TRIBUTE factions { f_getai, } ; telling the player they're getting paid
    end_if
    end_if

  18. #18

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Quote Originally Posted by Seimour View Post
    This is a fairly old bug(I kept forgetting to report it in 2.2 but it is still in 2.3. Highways on the campaign maps have invisible bridges unlike paved and dirt roads which have bridges.
    Thanks for the report. Another team member fixed that in dev. It'll be in 2.3a.

    Quote Originally Posted by Caymus View Post
    As always great work. I'm having lots of fun with my first Getai campaign. I think I've found a minor issue however. When the Skythians invade and are successfully defeated in Histrie, the tribute message comes up twice. I believe you get paid both the 3000 for a successful battle plus the default 500. Looking at the script it looks like SkythaiSlain counter gets reset to 0 after the first payment and therefore triggers the token 500 payment. Maybe this is as intended but I suspect its an oversight.


    ; Tribute - only if Histrie Rebel
    if I_EventCounter ecAutumn > 0 ; it's autumn
    and I_SettlementOwner sett_078 = slave ; Histrie is Independent
    if I_EventCounter SkythaiSlain > 0 ; a raid has been defeated
    add_money f_getai 3000 ; large tribute paid
    historic_event HE_HISTRIE_TRIBUTE factions { f_getai, } ; telling the player they're getting paid
    set_event_counter SkythaiSlain 0 ; reset
    end_if
    if I_EventCounter SkythaiSlain < 1 ; no raid has been defeated
    add_money f_getai 500 ; token tribute paid
    historic_event HE_HISTRIE_TRIBUTE factions { f_getai, } ; telling the player they're getting paid
    end_if
    end_if

    Thanks. Fixed in Dev. Will be in 2.3a. I just put the 500 block first if you want to fix it yourself (will break your saves) in the meantime.

  19. #19

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Crap, good catch. I should switch the order of them.

  20. #20

    Default Re: v2.3 has been released - please do NOT report any bugs if you are playing with previous versions

    Quote Originally Posted by QuintusSertorius View Post
    Crap, good catch. I should switch the order of them.
    Too slow

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