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Thread: OPEN ALPHA release | DOWNLOAD v0.85 |

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  1. #1

    Default Re: OPEN ALPHA release

    Not for a while yet I believe, the high Era is still being worked on and late Era will be sometime after that

  2. #2

    Default Re: OPEN ALPHA release

    Im assuming this isnt compatible with BGRV?

  3. #3

    Default Re: OPEN ALPHA release

    Quote Originally Posted by Coldfire88 View Post
    Im assuming this isnt compatible with BGRV?
    Yes, they are not compatible.

  4. #4
    Treaper's Avatar Miles
    Join Date
    Oct 2013
    Location
    Slovakia
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    319

    Default Re: OPEN ALPHA release

    Is Titanium compatible with 6.3 also?

  5. #5
    Navajo Joe's Avatar SS Forum Moderator
    Join Date
    May 2008
    Location
    England
    Posts
    4,182

    Default Re: OPEN ALPHA release

    No, you must upgrade to 6.4





    'Proud to be patronised by cedric37(My Father and My Guardian)

  6. #6

    Default Re: OPEN ALPHA release

    Just started playing it, had loads of fun already but the game keeps crashing the turn i'm about to finish recruiting a court envoy, happened on my aragonese and genoan campaings, i haven't played anything else so far. Did i miss something?? I installed SS6.4 and then TITANIUM with no poblems

  7. #7

    Default Re: OPEN ALPHA release

    Quote Originally Posted by KOKEstrada View Post
    Just started playing it, had loads of fun already but the game keeps crashing the turn i'm about to finish recruiting a court envoy, happened on my aragonese and genoan campaings, i haven't played anything else so far. Did i miss something?? I installed SS6.4 and then TITANIUM with no poblems
    There is a critical bug in that sub-mod ( here is the fix, not yet released). Of course, the reason of your CTD might be something else; please check these instructions of how to get a full log report and post it here.

  8. #8

    Default Re: OPEN ALPHA release

    I was going to do that but now when I try lo play any campaign the game crashes after finishing loading, this happens loading a save file and starting a new campaign
    pd: when you say this:

    ;level=* error
    level=* trace

    you mean that the default.cfg must only have those words?? (sorry if too ignorant I'm not used to do this)

  9. #9

    Default Re: OPEN ALPHA release

    1. Did you run SS_setup.exe before starting the new campaign ?
    2. In order to apply the "fix" I posted about, you 'd have to edit the corresponding file in the sub file, save (in ANSI format), (if you are to change from early to high campaign etc, you better run reset_map_and_sound.bat), then run SS_Setup and then start a new campaign. It is little complicated, so you may try just to avoid selecting the RLC sub-mod (for new campaigns) and do not recruit court envoys for your current campaign.
    3. About default.cfg: No, of course it has to have other entries too. Those two lines exist, but the semi-colon ( ; ) is in the "error" line. When the semi-colon is in the "trace" line, the system.log.txt provides only basic information about a CTD; when it is in the error line, it provides detailed information about what was running in your campaign.

    Anyway, sinceyou try to start a new campaign, run reset_map_and_sound.bat (just to be sure) and then run SS_Setup.exe. If the CTD remains, check system.log.txt : if it writes about any error other than "Medieval encountered an unspecified error", post that log here. If not, do the default.cfg edit, repeat the CrashToDesktop, zip the log file (which will be quite long) and attach it to a new post here (in which, BTW, we will need you to tell us which other submods you're running) and we will see what we can do.

  10. #10

    Default Re: OPEN ALPHA release

    Giving this a test run playing as England.

    The installation process is fiddly but I think I eventually got it right.

    However, on battle maps I'm only getting the wooden forts not the stone ones.
    (Show as stone on the strategy map however)

    Long time since I played so have forgotten much of what I used to do

    Other observations - the English roster is over-complicated in the early years, need to remove fyrd spearmen and peasants.
    Saxon huscarls need to go from the mercenaries too.
    And please remove the land bridge between England and France - I've been there and you can't walk across.

    But having played over 100 turns the game is very stable, no CTDs so far.
    The economy seems OK for the human player, and the AI seems to be building things.
    The new Obortiric Federation (or whatever it's called) seems very powerful - they're wiping out HRE and Denmark in my game.

    Look forward to next version.
    ---------------------------------------------------------

    UPDATE - English civil war CTDs ?

    OK got a CTD on T111 - reloaded and got past that but another CTD on T117.

    Looking at the log file it looks like it's something to do with an English Civil War event.

    Spoiler Alert, click show to read: 

    17:26:22.462 [game.script.exec] [trace] exec <if> at line 5062 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.462 [game.script.exec] [trace] exec <if> at line 5118 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.462 [game.script.exec] [trace] exec <if> at line 5160 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.462 [game.script.exec] [trace] exec <if> at line 5216 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.462 [game.script.exec] [trace] exec <if> at line 5258 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.462 [game.script.exec] [trace] exec <if> at line 5314 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.463 [game.script.exec] [trace] exec <if> at line 5356 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.463 [game.script.exec] [trace] exec <if> at line 5412 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.463 [game.script.exec] [trace] exec <if> at line 5454 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.463 [game.script.exec] [trace] exec <if> at line 5510 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.463 [game.script.exec] [trace] exec <if> at line 5552 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.463 [game.script.exec] [trace] exec <if> at line 5608 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.463 [game.script.exec] [trace] exec <if> at line 5650 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.463 [game.script.exec] [trace] exec <if> at line 5706 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.463 [game.script.exec] [trace] exec <if> at line 5748 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.463 [game.script.exec] [trace] exec <if> at line 5785 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.463 [game.script.exec] [trace] exec <if> at line 5807 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.464 [game.script.exec] [trace] exec <if> at line 5844 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.464 [game.script.exec] [trace] exec <if> at line 5866 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.464 [game.script.exec] [trace] exec <if> at line 5922 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.464 [game.script.exec] [trace] exec <if> at line 5964 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.464 [game.script.exec] [trace] exec <if> at line 6001 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.464 [game.script.exec] [trace] exec <if> at line 6029 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.464 [game.script.exec] [trace] exec <if> at line 6085 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.464 [game.script.exec] [trace] exec <if> at line 6112 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.464 [game.script.exec] [trace] exec <if> at line 6168 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.464 [game.script.exec] [trace] exec <if> at line 6210 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.465 [game.script.exec] [trace] exec <if> at line 6213 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.465 [game.script.exec] [trace] exec <set_counter> at line 6226 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.465 [game.script.counter] [trace] counter <england_anarchy> = 0
    17:26:22.465 [game.script.exec] [trace] exec <if> at line 6228 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.465 [game.script.exec] [trace] exec <if> at line 6230 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.465 [game.script.exec] [trace] exec <if> at line 6234 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.465 [game.script.exec] [trace] exec <if> at line 6246 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.465 [game.script.exec] [trace] exec <if> at line 6259 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.465 [game.script.exec] [trace] exec <historic_event> at line 6259 in mods/Titanium_Alpha/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:26:22.466 [system.io] [info] exists: missing mods/Titanium_Alpha/data/ui/northern_european/eventpics/england_civil_war_start.tga
    17:26:22.466 [system.io] [info] exists: missing data/ui/northern_european/eventpics/england_civil_war_start.tga.dds
    17:26:22.466 [system.io] [info] exists: missing data/ui/northern_european/eventpics/england_civil_war_start.tga
    17:26:22.466 [system.io] [info] exists: missing mods/Titanium_Alpha/data/ui/northern_european/eventpics/england_civil_war_start.tga.dds
    17:26:22.466 [system.io] [info] exists: missing mods/Titanium_Alpha/data/ui/northern_european/eventpics/england_civil_war_start.tga
    17:26:22.466 [system.io] [info] exists: found mods/Titanium_Alpha/data/ui/southern_european/eventpics/england_civil_war_start.tga (from: D:\Games)
    17:26:22.466 [system.io] [info] exists: missing mods/Titanium_Alpha/data/ui/southern_european/eventpics/england_civil_war_start.tga.dds
    17:26:22.466 [system.io] [info] exists: found mods/Titanium_Alpha/data/ui/southern_european/eventpics/england_civil_war_start.tga (from: D:\Games)
    17:26:22.467 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now


    Have checked directories and there is no mods/Titanium_Alpha/data/ui/northern_european folder (but I think M2TW/K then defaults to southern_european as that's where evrything else is.update info
    Last edited by Used2BRoz; April 04, 2015 at 01:40 PM.

  11. #11

    Default Re: OPEN ALPHA release

    @Used2BRoz: The CTD is caused because the script reached to a point that there is a historic_event command to an event that is not referenced in historic_events.txt .

    Probably this fix is savegame compatible, but I'm not absolutely sure. Anyway, add these two lines in historic_events.txt:
    Code:
    {ENGLAND_CIVIL_WAR_START_BODY}Civil war has broke out and the Englishmen are now divided with each side vying for the control of the Realm.
    {ENGLAND_CIVIL_WAR_START_TITLE}English Civil War!

  12. #12

    Default Re: OPEN ALPHA release

    @gsthoed - Thanks for that.
    I've no idea what triggers a civil war, I wasn't getting any warnings about it being about to happen.
    A quick look at the campaign script suggests the king having certain traits that get too bad.
    Anyway have added those lines to the historic_events.txt (and corrected a spelling mistake nearby changing "restablished" to "re-established")
    and deleted the relevant strings.bin file so it rebuilds it.

    Will reload the game and see what happens.

  13. #13

    Default Re: OPEN ALPHA release

    I don't know in details how civil wars work, as this script is "Melooo182' stuff", so it was out of my "field". From a quick look, I see that this bug was only for an england player, so no particular worries about other factions in this part.

  14. #14

    Default Re: OPEN ALPHA release

    Having fixed the text file, the civil war script fired OK - no CTD.
    Total non-event - only 1 general went rebel and I sent him off on his own to Scotland.
    Meanwhile the William Wallace uprising took place and has done nothing as I have an alliance with Scotland.
    (As the Scots only have Inverness I'll probably attack them to capture it just to free up a lot of units currently in defensive duties.)

    Elsewhere I notice the bug with wooden wall towers continuing to fire at attackers even when there are no defenders anywhere near them, even after you have cleared the walls of defenders.
    Needs sorting , I expect people will find it annoying.

    I see other people complaining about generals getting to very advanced ages.
    Needs sorting out - I understand (I haven't checked) that the ageing script has been disabled ?)

    still have wooden forts - is that deliberate or did my install fail ?

  15. #15

    Default Re: OPEN ALPHA release

    -The William Wallace's behavior was intentional; we don't want to break the good diplomatic relations the player has built at this point.
    -About towers, Deteriorate describes here what to edit to have the previous behavior.
    -The ageing script is disabled, but this has nothing to do with the max age. Vanilla SS6.4 "old age" settings (in descr_campaign_db.xml) have been kept, but, due to the increased TPY ratio, generals can live for more turns.
    - Sorry, I cannot answer about the wooden forts.

  16. #16

    Default Re: OPEN ALPHA release

    hmmm is possible that i forgot to include stone fort files again in the last release
    will check ASAP

    EDIT: Must be a bad install
    as the core v0.81 has the stone fort files

  17. #17

    Default Re: OPEN ALPHA release

    Quote Originally Posted by Melooo182 View Post
    hmmm is possible that i forgot to include stone fort files again in the last release
    will check ASAP

    EDIT: Must be a bad install
    as the core v0.81 has the stone fort files
    Hmmm I've checked the files and the various stone forts are included in the titanium package.
    They are all there, although , from what I can see in the descr_strat you're only using one of the forts per culture when there are quite a few to choose from.

    I'll delete map.rwm, alter the descr_strat to use some other forts, and restart a campaign.

    Long time since i played with stone forts - but IIRC :
    descr_campaign_ai.xml
    <can_build_forts bool="true"/>

    should be false for permanent stone forts ?

    (I'll test that and get back to you shortly.)

    Thanks for letting me know how to fix the manned / unmanned towers

  18. #18

    Default Re: OPEN ALPHA release

    Quote Originally Posted by Used2BRoz View Post
    Long time since i played with stone forts - but IIRC :
    descr_campaign_ai.xml
    <can_build_forts bool="true"/>

    should be false for permanent stone forts ?
    Not necessary. This is the relevant entry:
    Code:
    <destroy_empty_forts bool="false"/>

  19. #19

    Default Re: OPEN ALPHA release

    Well I've just fought a proper stone fort battle, using my settings.

    Don't want the AI to build forts all over the place.

    (in the mists of time I did manage to mod the various castles (on battle maps) to work as "forts" on the battle maps, as pre-placed forts.)

    ------------

    Another query - The Scots died out whilst still having one settlement.
    IIRC there used to be some code that tried to stop that happening ?

  20. #20

    Default Re: OPEN ALPHA release

    Well, maybe I am missing something about stone_forts .

    About scotland: A faction like scotland can get destroyed even if they have settlements when they have no family members left. Yes, there is a script that gives them such general up to 3 times.
    I have a method in mind with which we can prevent a faction to get destroyed from regicide and we might implement it in the future.

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