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  1. #1

    Default Settlement Population and Upgrade wrong

    I have noticed that the population requirements for upgrading city/castle walls has been effectively removed. After 20 turns the entire map is full of Fortresses and Large Cities along with a few Huge cities. The result being the AI spamming units such as Feudal Knights Mailed Knights etc.. After a few turns (early campaign). Although I could do the same (I have a castle with just over 2000 population, yet I can construct a Fortress!?! This completely destroys the fun and challenge of upgrading cities/castles, and devastation does not work i.e. appear (Yes I do have it enabled). I appreciate the time and effort people like you spend improving an great mod like SS, but this addition is plain ridiculous, at least add an option to set the population requirements as they were in SS 6.3/6.4. I hope that something has gone wrong with the installation and that this is not intended to be this way, otherwise I like to hear the explanation/reason/logic in doing this.

  2. #2

    Default Re: Settlement Population and Upgrade wrong

    Spoiler Alert, click show to read: 
    Quoting from the bug-fixes thread, as it seems that these two posts are relevant to this. (Good job mods if you 've moved the topic here )
    Quote Originally Posted by gsthoed View Post
    Devastation is disabled by default. If you enable it, it should clear up as it should.
    Quote Originally Posted by Melooo182 View Post
    Those are probably unintentional changes ie bugs caused by the bugfix, will check and fix for next version.

    I could swear that the devastated tile effect does appear when armies roam enemy land.
    can you specify a bit more about what isn't working.
    maybe the negative effects might not be correctly calibrated or something.


    @Vacomagi: Can you post about which version of SS you're running and which sub-mods?
    I see in my descr_settlement_mechanics.xml I have these population requirements for settlement upgrades:
    Spoiler Alert, click show to read: 
    Code:
    <population_levels>
            <!-- city -->
            <level name="village" base="500" upgrade="1000" min="500" max="1500"/>
            <level name="town" base="1000" upgrade="3500" min="500" max="5000"/>
            <level name="large_town" base="3500" upgrade="9500" min="500" max="12000"/>
            <level name="city" base="9500" upgrade="19500" min="500" max="25000"/>
            <level name="large_city" base="19500" upgrade="30500" min="500" max="60000"/>
            <level name="huge_city" base="30500" min="500" max="500000"/>
            <!-- castle -->
            <level name="moot_and_bailey" base="1000" upgrade="2000" min="500" max="1500"/>
            <level name="wooden_castle" base="2000" upgrade="4000" min="500" max="5000"/>
            <level name="castle" base="4000" upgrade="9500" min="500" max="10000"/>
            <level name="fortress" base="9500" upgrade="22500" min="500" max="21000"/>
            <level name="citadel" base="22500" min="500" max="30000"/>
        </population_levels>


    Have you got any different entries?
    Also, when you say you have enabled devastation, how did you do it? Did you remove or substitute the ageing script?

  3. #3

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    If an enemy lays siege to a settlement, my settlement, crosses my territory and has a picnic "no devastation" at all, does not appear. Pretty self explanatory (sorry im in a very bad mood) Sicily Silver Surfer still exists. And seriously, nobody realized that population requirements has been removed!?! Again I appreciate the work you do but this has created more bugs then it apparently is supposed to fix and/or simply fails to fix what it has stated to do. Again totally venting here, I spent the majority of my free time the last two days wasting my time with this "fix". Going to completely reinstall the game/SS 6.3/6.4 from scratch and re-apply this "bug fix" + addendums. Check that, going to install twice in different directories, one with the acceptable "working" SS 6.4, the other with the bug creating bug fix and attempt to repair it myself as best I can. Regarding the descr_settlement_mechanics XML Document (which controls population requirements) opening with XML opens a blank page, opening with notepad reveals the data, furthermore system log reports this concerning aforementioned file 23:47:36.579 [data.xml.tag] [error] File:[mods/SS6.3/data/descr_settlement_mechanics.xml]Error reading end tag.(142:9) /RageRantOver Peace.

  4. #4

    Default Re: Bug Fixes for SS6.4- DO NOT POST ANY BUGS IN HERE

    Man, if you haven't noticed, your topic had been moved to an independent thread

  5. #5

    Default Re: Settlement Population and Upgrade wrong

    Quote Originally Posted by Vacomagi View Post
    If an enemy lays siege to a settlement, my settlement, crosses my territory and has a picnic "no devastation" at all, does not appear. Pretty self explanatory (sorry im in a very bad mood) Sicily Silver Surfer still exists. And seriously, nobody realized that population requirements has been removed!?! Again I appreciate the work you do but this has created more bugs then it apparently is supposed to fix and/or simply fails to fix what it has stated to do. Again totally venting here, I spent the majority of my free time the last two days wasting my time with this "fix". Going to completely reinstall the game/SS 6.3/6.4 from scratch and re-apply this "bug fix" + addendums. Check that, going to install twice in different directories, one with the acceptable "working" SS 6.4, the other with the bug creating bug fix and attempt to repair it myself as best I can. Regarding the descr_settlement_mechanics XML Document (which controls population requirements) opening with XML opens a blank page, opening with notepad reveals the data, furthermore system log reports this concerning aforementioned file 23:47:36.579 [data.xml.tag] [error] File:[mods/SS6.3/data/descr_settlement_mechanics.xml]Error reading end tag.(142:9) /RageRantOver Peace.


    descr_settlement_mechanics.xml population values aren't modified by the "Bugfix Compilation", so any differing stats are probably product of another submod or your own doing.

    BugfixComp's 2TPY optional submod is the one that enables devastation, it can only do so by disabling the Ageing Script and making the campaign run at 2 turn per years, since the Ageing Scripts breaks devastation and without that script, characters cannot age properly for 1TPY.
    This submod DOES modify descr_settlement_mechanics.xml but only the SIF values, reducing settlement incomes in an attempt to scale it to 2TPY.

    All this said, if you just edit the descr_campaign_db.xml to have devastation without disabling/removing the Ageing Script from the campaign_script.txt will cause that devastated tiles won't recover ever.

    Oh and to open .xml files, just use any simple text editing program such as notepad i'll be better than trying to edit them with XML or IE.

    BTW which Sicily units still have silver surfers?

    pointing at the exact bugs is more helpful than just ranting

    Extra: there seems to be a recurring error with the SS_setup.exe that mess up the files, a solution for that is disabling all the submods and re-apply the bugfix compilation and run SS_setup.exe again and reactivate your submod options.

  6. #6

    Default Re: Settlement Population and Upgrade wrong

    Quote Originally Posted by Melooo182 View Post
    Extra: there seems to be a recurring error with the SS_setup.exe that mess up the files, a solution for that is disabling all the submods and re-apply the bugfix compilation and run SS_setup.exe again and reactivate your submod options.
    Or you can simply delete the backup folder before rerunning SS_setup.exe

  7. #7

    Default Re: Settlement Population and Upgrade wrong

    Ok I have ceased the rage (my apologies). Mailed Knights unit from Sicily have the silver surfer. Running SS 6.4 no additional mods, save your bug fix 1.26 + addendums 1&2. 2typ is selected (which enables devastation correct?) also applying weak heretics and Lusted AI (all done through the setup app for early campaign). My settlement mechanics file mirrors yours exactly. Also why would system log report the error I mentioned before, the [data.xml.tag] [error] File:[mods/SS6.3/data/descr_settlement_mechanics.xml]Error reading end tag.(142:9) ?. Im sure it is something I have done incorrectly, you people (modders) make good games immensely better and are far more capable then I, and again, I appreciate your responses and tolerance for my poor behavior. I deserved to be ignored after that rant to be honest. Also, the bug fix cleanup bat file should be run from what location? And when you say re-apply the bux fix comp regarding the SS_setup error, you mean overwrite all the files again with the 1.26 bug fix + both addendums and run the bat file again?, will this affect a saved game?

  8. #8

    Default Re: Settlement Population and Upgrade wrong

    Quote Originally Posted by Vacomagi View Post
    Mailed Knights unit from Sicily have the silver surfer.
    Confirmed! The officer is a silver surfer. The model is the "feudal_knights"; it has no entries for sicily in battle_models.modeldb. I added the ones from england (probably, these are not the right ones) and it was fixed.
    EDIT: It is "vanilla" SS6.4 bug, not directly caused by Melooo182's bugfix-compilation.
    Last edited by gsthoed; December 05, 2014 at 08:45 PM.

  9. #9

    Default Re: Settlement Population and Upgrade wrong

    Ah yes Sicily shouldn't have mailed knights in their starting forces, it should be norman cavalry instead.
    Always forget about that bug, will fix it right now before I forget again.

    About that error in the log, if you disable the 2TPY submod and try a new campaign does the error appears?

    .bat files should be run from the /SS6.3/ folder, where they should land if the addendum is extracted properly.

    And when you say re-apply the bux fix comp regarding the SS_setup error, you mean overwrite all the files again with the 1.26 bug fix + both addendums and run the bat file again?, will this affect a saved game?
    yes and should be savegame compatible in most cases so you can resume your campaign normally.

    I deserved to be ignored after that rant to be honest
    Indeed and I would had if i wasn't interested in fixing the bugs.
    at least you recognize you did wrong

  10. #10

    Default Re: Settlement Population and Upgrade wrong

    Ill have to get back to you later regarding disabling 2TPY and the error message. After uninstalling I discovered that I'm now forced to play through Steam (sigh...) And I have no idea how to get SS working through steam, and since I have the Gold edition, apparently I have to re-purchase the expansion (double sigh..). Anyway once I get this all sorted out I'll let you know.

  11. #11

    Default Re: Settlement Population and Upgrade wrong

    Check Melooo182's signature for the corresponding fix

  12. #12

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