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Thread: Patch 1.6 beta test

  1. #101
    Bernardius's Avatar Decanus
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    Default Re: Patch 1.6 beta test

    WOAHH !!! This comes unexpected! Great to hear somethings going on!
    EB II is finally out! ...NOW!!!...

  2. #102
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: Patch 1.6 beta test

    Finally some news, its has been long time i waiting for this great news
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  3. #103

    Default Re: Patch 1.6 beta test

    hello sir!
    when it will probably linked?
    regards

  4. #104

    Default Re: Patch 1.6 beta test

    Hey guys playing as skaven and haven't had any problems (on turn 84), there have been crashes but they are probably a function of my computer and don't recur when the game is restarted. One thing I would say is Tomb kings are too weak, on both campaigns they have been wiped out by chaos dwarves very soon into the game, also have you completely removed diplomacy because as Skaven the chaos dwarves were my main enemy but when chaos becomes undivided they are my ally?! and there's nothing I can do to change that. However, all in all 1.6 is looking good guys, great work! Need to integrate some of the new units into armies though (e.g. centigors for beastman)
    Thanks guys.

  5. #105

    Default Re: Patch 1.6 beta test

    I was thinking ALL the skaven should sound like twitch from league of legends. lol

  6. #106

    Default Re: Patch 1.6 beta test

    Quote Originally Posted by Insane3ob View Post
    I was thinking ALL the skaven should sound like twitch from league of legends. lol
    Oh god, LoL player here ! Heh, absolutely agree with ya, and i think they probably will

    PS Op adc actually, and a potent jungler

  7. #107

    Default Re: Patch 1.6 beta test

    Hello, i volunteer as BETA TESTER, i was playing Call of Warhammer for years and Love it !
    Let me help you make it happen !

  8. #108

    Default Re: Patch 1.6 beta test

    Can I get a link to the test version? Or is it too late?

  9. #109

    Default Re: Patch 1.6 beta test

    Yes! I love the mod so much, I would really love to help you guys out anyway I can, what is needed for testing? New factions the events? Or? If I have the time (and I think I have for the next 4 days) then I will write on a paper every bug/error I come across and try to explain the situation and what I did before I met the problem.

    Cheers team for your great work. I have no skills to use on helping you with the mod beside being a beta tester.

  10. #110

    Default Re: Patch 1.6 beta test

    Can I get a link to the test version? Or is it too late?

  11. #111

    Default Re: Patch 1.6 beta test

    Hi all,

    I received the 1.6 link for testing ... cannot make the game work ( i tried Everything ), most of cases its a crash from loading screen without any info. If anyone got this problem/solved it PLS Help. I really would like to help test this great game.

  12. #112

    Default Re: Patch 1.6 beta test

    Quote Originally Posted by Tomaso1982 View Post
    Hi all,

    I received the 1.6 link for testing ... cannot make the game work ( i tried Everything ), most of cases its a crash from loading screen without any info. If anyone got this problem/solved it PLS Help. I really would like to help test this great game.
    Dunno if this will help ya or not it worked for me when I was having trouble. delete the map.rwm file in data/world/maps/base

  13. #113

    Default Re: Patch 1.6 beta test

    Okay i have had a few 60+ turn campaigns as the orcs started up and thus far it works great.
    There has only been some minor crashes after ending a turn and these were fixed by loading the auto-save created in the process of clicking end turn.

    And in terms of the new Night goblin unit "Goblin Fanatics" did they not get a special animation or am i wrong. If they did and its implemented its not showing at least in my copy.

    - Over and out!

  14. #114

    Default Re: Patch 1.6 beta test

    A question for anyone about Battle Pilgrim's english language update: Should my main menu be in English? Right now it comes up blank, and I want to make sure I installed everything properly.

  15. #115
    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: Patch 1.6 beta test

    Check if your data\text\menu_english.TXT file has English text entries, eg {UI_MAIN_MENU_LOAD_GAME_INFO}Load a previously saved game
    If yes, then delete the data\text\menu_english.STRING.BIN file and start the game again


    Any timeline when this patch will be released?



  16. #116

    Default Re: Patch 1.6 beta test

    That did fix the menus, but I have some odd problems. When I try to start a campaign I click Single Player -> Storm of Chaos -> Start, and it takes me back to the Single Player menu. I haven't been able to start a game.

  17. #117
    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: Patch 1.6 beta test

    Did you delete the map.rwm file n the data\world\maps\base folder? Otherwise there will be a message in the log about the cause of the error, it is usually descr_strat related.

    Please let Battle Pilgrim know that he should provide his English language update WITH the string.bin files.



  18. #118

    Default Re: Patch 1.6 beta test

    Thanks! I'm missing all sorts of files, according to the log. Lots of portraits, and more critically some imperialcampaign/maps files. I'm going to reinstall from scratch and see if it helps.

  19. #119
    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: Patch 1.6 beta test

    If the log says 'missing' I wouldn't be too concerned - most of the time it's looking for file formats that are not used, are faction variants or are in the packs (were they are eventually found). It does get a bit tricky if that 'missing' comes just before the crash.


    08:33:41.467 [system.io] [info] exists: missing data/ui/southern_european/portraits/portraits/young/merchants/000.tga.dds
    08:33:41.467 [system.io] [info] exists: found data/ui/southern_european/portraits/portraits/young/merchants/000.tga (from: packs/data_3.pack)
    08:33:58.835 [system.io] [info] exists: missing mods/Bare_Geomod/data/models_strat/residences/faction_variants/timurids/northern_european_stone_keep.CAS



  20. #120

    Default Re: Patch 1.6 beta test

    09:41:15.076 [script.err] [error] Script Error in mods/british_isles/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 850, column 12
    could not create settlement at script line 850.

    That's the last and presumably critical line. Note that I have MW2 on Steam; I believe installing to an existing mod folder is correct? Any suggestions? Thanks for all your help!

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