That could be it, we will know for sure if you paste the data folder into your EBII mod folder location
For example mine is
G:\Games\Medieval 2 Total War Gold\mods\EBII
That could be it, we will know for sure if you paste the data folder into your EBII mod folder location
For example mine is
G:\Games\Medieval 2 Total War Gold\mods\EBII
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
Rome: Total Realism Animation Developer
RTW Workshop Assistance MTW2 AI Tutorial & Assistance
Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)
Few notes from the beginning (10 turns) of my 2.04b Pritanoi H/M-campaign:
-Enemy units route more easily (at least in field battles), making the battles easier than in the previous version. The hard battle difficulty might have better balance at the moment.
-Enemy cavalry managed to cause significant damage with their new flanking moves. Very welcome addition.
-I too bumped into a battle starting crash when attacking a specific rebel army (leader is named Casticos in descr_strat, but Kastikos in the game). I suspect this crash has something to do with the number of units in the battle, because when I attacked with only one unit, the battle started OK. I also tried attacking in different turns and different locations, but the result was the same. The error i found in the log was like this:
So Charlie, I'm here now. Tell me what to do.Code:[data.invalid] [error] BATTLE_MAP_AREAS failed to calculate area shapes : See Charlie![]()
...I'll test some more and try to narrow down the possible reasons for the crash. Could it be something in the updated formations file?
-All versions included, I haven't seen the slave faction recruiting many units(or at all), but they do build pretty well. Wouldn't some else AI setting than balanced smith work better for them, so they would recruit more and build less?
Last edited by Samson224; August 19, 2015 at 06:17 AM.
You called?
It's an invalid battle field configuration - one (or more) of the nine sections of the battle field contains invalid ground. I will have to dig through my notes what exactly that is.
Could you give me the co-ordinates of the battle? If you attacked it will the defender's position, if attacked, yours.
Well, Charlie. Oompa loompa doompety doo. I've got a perfect puzzle for you:
The location is not the reason for the crash, because I found out that the game crashes at any location if I use over 10 units in field battle (there's no crash in siege battle). I also tested with Seleucids and Romans, and got the same results when using enough units (11-12; depends of the units?). I've not had any battle related crashes before this current version.
...and when I use the descr_formations_ai file of the 2.04a, there's no more battle CTDs.
Oompa loompa doompety dee. If you are wise you'll listen to me.![]()
That worked for me! I was able to load up my constant crashing battle quickly and without error! However there are still a few graphical bugs I'm getting, one of the cuirass's for the Nabanean general's guard has see through bits and the general's helmet is still glitching to the back and into his head, but shiiiiiiiiiiiiiiit, it loads and thats what counts! I'm gunna clear my folder out and get a fresh install with your data zip on top of it all before I start playing in full, but thanks so much anyway for fixin up the crashing problem
I'd like to report a crash every time I tried to conduct a battle, playing as Koinon Helenon. I tried deleting the map.rwm but the result is still the same.
I keep getting ctd on battle load screen, playing as carthage fighting massaylia. It seems to happen when im fighting more than one stack. This wasn't a problem before 2.04b. Also do Massalyians horde no matter if you kill all the Fms in battle? As no matter what I do I , I end up with a horde. I have not managed to try assassination yet,to see if that will get rid of them without hording because my assassins are pretty bad at assassinating.
There is a problem with my cavalry attacking AI slingers from the rear when the slingers are on skirmish mode and are retreating. Someone else suggested what it was and I have now seen it clearly for myself. The cavalry charge normally and lower their lances. When the first lance touches the hindmost slinger the charge stops dead. The horses aren't even walking....stock still. The slingers immediately turn and start fighting back. This is still present on 2.04b.
I've played 50 turns of the latest update Seleukids on H/M...so engrossing I have rather failed to make too many notes....which I suppose is a good sign.
Macedonia 2.04b Antigonos got assassinated on turn 2 (by the greeks). On a bright side my new 18 year old FL is earning his spurs as iv took Sparta and Athens by turn 4.
I was able to take Sparta and Athens while leaving pella garrisoned with only 2 units. 1epirite FM and 1 elite infantry unit took pella from me while I was busy in the south. I moved my depleted army north to retake pella along with all but one FM (I know, risky). I re-took pella , to find Epirus had repaired my mines and tombs (nice).
Next turn pyrhus besieged me with a full stack at pella ( with elephants) while I had less than half a stack and 4 FM`s. Then he wondered off for a turn (allowing for epirite and ptolomy assassination attempts on my fm,s) before returning next turn to besiege me again. The turn after that he wondered off again then offered me a ceasefire.
Its around turn 18 and at the moment pyrhus is in the fort between pella and ambrakia doing nothing. As is a epirite 2/3 stack next to him. Also the epirites only have their 2 cities on the pellepones left.
due to my war with the greeks , I havn`t had the strength to attack the pyrhus full stack, and apart from the strange siege behaviour, they have left me alone.
This in particular I can blame on CA, they do not want the player to lose.
What will help me a lot is if you tell me whether the epeirote assassins attacked at all the turn when pyrrhos first besieged or only after. As I do recall completely negating this behaviour in the past. (Before they would not even besiege on the next turn when you made a mistake until I adjusted three algorithms)
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
Rome: Total Realism Animation Developer
RTW Workshop Assistance MTW2 AI Tutorial & Assistance
Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)
Has anyone been playing the Arevaci or Getai? I forgot to change their religion in the descr_sm_factions, which could cause interesting things to happen. Their government buildings will be converting to the "wrong" culture.
The descr_formations_ai might have a setting that triggers this message - 'See Charlie' is triggered by an invalid battlefield. An invalid, or out of bounds, setting in the formations file might cause the same problem apparently. Especially when using larger armies - kind of like lining up outside the battle field border (which won't happen with a low number of units) I would think.
Someone will have to have a look what that setting in the formation file might be - thanks a lot for the detailed info.