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Thread: Europa Barbarorum 2.08e is released!

  1. #81

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Frtigern View Post
    Well I just played maybe 16 or 30 turns in as Sweboz and got a CTD. Actually first I've ever had on EB2. Maybe its my system though. I'm posting my log. I'm not sure what any of it means or if this is normal.

    Condition parsing error in mods
    Spoiler Alert, click show to read: 
    21:31:09.843 [system.io] [info] open: found mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt (from: C:\Games\M2TW)21:31:09.852 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 871, column 41
    faction name not recognised
    21:31:09.852 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 881, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 891, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 901, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 911, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 921, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 931, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 941, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 951, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 961, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 971, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 981, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 991, column 41
    faction name not recognised
    21:31:09.853 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1001, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1011, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1021, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1031, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1041, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1051, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1061, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1071, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1081, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1091, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1101, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1111, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1121, column 41
    faction name not recognised
    21:31:09.854 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1131, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1145, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1151, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1157, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1163, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1169, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1175, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1181, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1187, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1193, column 41
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    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1199, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1205, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1211, column 41
    faction name not recognised
    21:31:09.855 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1217, column 41
    faction name not recognised
    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1223, column 41
    faction name not recognised
    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1229, column 41
    faction name not recognised
    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1235, column 41
    faction name not recognised
    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1241, column 41
    faction name not recognised
    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1247, column 41
    faction name not recognised
    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1253, column 41
    faction name not recognised
    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1259, column 41
    faction name not recognised
    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1265, column 41
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    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1271, column 41
    faction name not recognised
    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1277, column 41
    faction name not recognised
    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1283, column 41
    faction name not recognised
    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1289, column 41
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    21:31:09.856 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1295, column 41
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    21:31:09.857 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1301, column 41
    faction name not recognised
    21:31:09.857 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1307, column 41
    faction name not recognised
    21:31:09.857 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1313, column 41
    faction name not recognised
    21:31:09.857 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1348, column 38
    faction type not recognised
    21:31:09.857 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1671, column 34
    faction type not recognised
    21:31:09.857 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1673, column 38
    faction type not recognised
    21:31:09.857 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1675, column 42
    faction type not recognised
    21:31:09.858 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1677, column 46
    faction type not recognised
    21:31:09.858 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1679, column 50
    faction type not recognised
    21:31:09.858 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1681, column 54
    faction type not recognised
    21:31:09.858 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1683, column 58
    faction type not recognised
    21:31:09.858 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1696, column 34
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    21:31:09.858 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1700, column 42
    faction type not recognised
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    faction type not recognised
    21:31:09.858 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1704, column 50
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    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1729, column 50
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    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1731, column 54
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    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1733, column 58
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    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1746, column 34
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    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1754, column 50
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    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1756, column 54
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    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1758, column 58
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    21:31:09.859 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1771, column 34
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    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1773, column 38
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    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1775, column 42
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    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1777, column 46
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    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1779, column 50
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    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1781, column 54
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    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1783, column 58
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    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1796, column 34
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    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1798, column 38
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    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1800, column 42
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    21:31:09.860 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1802, column 46
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    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1806, column 54
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    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1833, column 58
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    21:31:09.861 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1846, column 34
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    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1854, column 50
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    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1856, column 54
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1858, column 58
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1871, column 34
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1873, column 38
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1875, column 42
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1877, column 46
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1879, column 50
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1881, column 54
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1883, column 58
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1896, column 34
    faction type not recognised
    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1898, column 38
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    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1900, column 42
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    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1902, column 46
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    21:31:09.862 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1904, column 50
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    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1906, column 54
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    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1908, column 58
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    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1921, column 34
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1923, column 38
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1925, column 42
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1927, column 46
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1929, column 50
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1931, column 54
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1933, column 58
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1946, column 34
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1948, column 38
    faction type not recognised
    21:31:09.863 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1950, column 42
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1952, column 46
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1954, column 50
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1956, column 54
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1958, column 58
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1971, column 34
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1973, column 38
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1975, column 42
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1977, column 46
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1979, column 50
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1981, column 54
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1983, column 58
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1996, column 34
    faction type not recognised
    21:31:09.864 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 1998, column 38
    faction type not recognised
    21:31:09.865 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2000, column 42
    faction type not recognised
    21:31:09.865 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2002, column 46
    faction type not recognised
    21:31:09.865 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2004, column 50
    faction type not recognised
    21:31:09.865 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2006, column 54
    faction type not recognised
    21:31:09.865 [game.script] [error] Condition parsing error in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2008, column 58
    faction type not recognised
    First half of those are an issue with a single line telling it when the faction is not a human player. I'll look into that.

    Second half are syntax errors - missing spaces after the faction names. Easily fixed.

    Quote Originally Posted by Frtigern View Post
    Script execution error for <define_unit_group>, at line 342
    Spoiler Alert, click show to read: 

    21:37:54.236 [game.script.exec] [trace] exec <define_unit_group> at line 342 in mods/EBII/data/scripts/show_me/background_script.txt21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1g1' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u2' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u3' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u4' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u5' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u6' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u7' is already in a unit group.
    21:37:54.236 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u8' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u9' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u10' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u11' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u12' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u13' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u14' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u15' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u16' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u17' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u18' is already in a unit group.
    21:37:54.237 [game.script] [error] Script execution error for <define_unit_group>, at line 342, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a1u19' is already in a unit group.


    Script execution error for <define_unit_group>, at line 375
    Spoiler Alert, click show to read: 
    21:37:54.238 [game.script.exec] [trace] exec <define_unit_group> at line 375 in mods/EBII/data/scripts/show_me/background_script.txt
    21:37:54.238 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2g1' is already in a unit group.
    21:37:54.238 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u2' is already in a unit group.
    21:37:54.238 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u3' is already in a unit group.
    21:37:54.238 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u4' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u5' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u6' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u7' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u8' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u9' is already in a unit group.
    21:37:54.239 [game.script] [error] Script execution error for <define_unit_group>, at line 375, in mods/EBII/data/scripts/show_me/background_script.txt:
    Error in battle script command 'define_unit_group': unit 'a2u10' is already in a unit group.


    Script execution error for <monitor_event>, at line 2383
    Spoiler Alert, click show to read: 
    21:50:03.574 [game.script] [error] Script execution error for <monitor_event>, at line 2383, in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    <target_faction> is unavailable from event <PostBattle>
    when testing <TargetFactionType> condition
    I'll get someone on those two, thanks for finding them.

    Quote Originally Posted by Frtigern View Post
    I didn't see any of those errors later on but then:


    23:47:51.161 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Windows said this:
    Spoiler Alert, click show to read: 
    Problem signature:
    Problem Event Name: APPCRASH
    Application Name: kingdoms.exe
    Application Version: 1.5.0.0
    Application Timestamp: 47c2c5cc
    Fault Module Name: StackHash_2264
    Fault Module Version: 0.0.0.0
    Fault Module Timestamp: 00000000
    Exception Code: c0000005
    Exception Offset: 29324056
    OS Version: 6.1.7601.2.1.0.256.1
    Locale ID: 1033
    Additional Information 1: 2264
    Additional Information 2: 2264db07e74365624c50317d7b856ae9
    Additional Information 3: 875f
    Additional Information 4: 875fa2ef9d2bdca96466e8af55d1ae6e
    No idea what to make of that, to be honest. Without an error log it's difficult to pinpoint.

  2. #82
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.02 is released!

    Ahh thanks frtigen, I can fix that.
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  3. #83
    Trax's Avatar It's a conspiracy!
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    Default Re: Europa Barbarorum 2.02 is released!

    I have a feeling that there might be something wrong with the finances. There seems to be a lot more money coming in if your treasury drops too low, almost as if some sort of money script is activated for the human player too. I noticed something like that before but now I started to pay more attention.

    Start campaign spend all your money, click end turn and have 3000 in the treasury. Repeat and next turn it's the same.


    I played first battle with my modified EDU and found it to flow rather well, as a matter of fact it was an over average enjoyable TW battle, nothing obviously broken. Units, even levy spearmen, hold line well without being slaughtered. One spear unit repulsed 3 charges by heavy cavalry. There wasn't much left of it by the end but the cavalry was also routed.

  4. #84

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Trax View Post
    I have a feeling that there might be something wrong with the finances. There seems to be a lot more money coming in if your treasury drops too low, almost as if some sort of money script is activated for the human player too. I noticed something like that before but now I started to pay more attention.

    Start campaign spend all your money, click end turn and have 3000 in the treasury. Repeat and next turn it's the same.
    Yes, exactly what Frtigern was reporting is the scripted economic assistance for the AI (wrongly) working for the player. There was an erroneous "not" which meant it wasn't giving it to an AI-controlled faction, but only a human-controlled one. That's also why the AI has been struggling at the start of the game, because they weren't getting their early assistance money.

    That's now fixed, along with the syntax errors preventing the kings purse from working for some factions.

    The combination of those two firing correctly should hopefully mean the AI is a little more aggressive and active, enough to counteract the bigger Rebel garrisons.


    Quote Originally Posted by Trax View Post
    I played first battle with my modified EDU and found it to flow rather well, as a matter of fact it was an over average enjoyable TW battle, nothing obviously broken. Units, even levy spearmen, hold line well without being slaughtered. One spear unit repulsed 3 charges by heavy cavalry. There wasn't much left of it by the end but the cavalry was also routed.
    That's some good news then; I've revised the kill rates down to where they are in the current dev build (around 0.3 to 0.45 for all barring phalanxes), which I'll test before releasing 2.02b.

  5. #85
    Trax's Avatar It's a conspiracy!
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    Default Re: Europa Barbarorum 2.02 is released!

    Yes, exactly what Frtigern was reporting is the scripted economic assistance for the AI (wrongly) working for the player. There was an erroneous "not" which meant it wasn't giving it to an AI-controlled faction, but only a human-controlled one.
    Ha! That's why my Boii campaign was going a bit too smoothly. However AI managed rather well without assistance. Romans had no problem having 2 full stacks march into my territory by turn 100. They didn't attack me though, might have tried to go after Epirote homeland.

    Any quick fix coming for this? This is quite game breaking unlike the combat mechanics which are more of a matter of taste anyway.

  6. #86

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Trax View Post
    Ha! That's why my Boii campaign was going a bit too smoothly. However AI managed rather well without assistance. Romans had no problem having 2 full stacks march into my territory by turn 100. They didn't attack me though, might have tried to go after Epirote homeland.

    Any quick fix coming for this? This is quite game breaking unlike the combat mechanics which are more of a matter of taste anyway.
    I've finished with the campaign script (picked up some tribute/reform bits from the dev build), now moving on to the EDB - Hellenistic recruitment is being amended again to separate out polis, colony and government building in terms of their recruitment. Likely tomorrow.

  7. #87

    Default Re: Europa Barbarorum 2.02 is released!

    I dunno if I messed up the install or something, but I'm seeing Dread in the character stats and florins for prices. Don't think those were there in 2.01 as far as I recall.

  8. #88
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Iaius Statius Laurentius View Post
    I dunno if I messed up the install or something, but I'm seeing Dread in the character stats and florins for prices. Don't think those were there in 2.01 as far as I recall.
    It sounds like your bin files did not regenerate properly. Try deleting all the bin files within your mtw2/mods/ebii/data/text folder. Make sure you delete only bin files. To make it easier- sort the files by doing this

    Please report back if that works
    Last edited by z3n; May 17, 2015 at 05:58 PM.
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  9. #89
    Frtigern's Avatar Tiro
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by QuintusSertorius View Post
    No idea what to make of that, to be honest. Without an error log it's difficult to pinpoint.
    Sorry, but where would I find that?
    Swords don't kill people, people with swords kill people.

  10. #90

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Frtigern View Post
    Sorry, but where would I find that?
    That's my point, you won't find it. A Windows error message isn't helpful, it's the games' error messages that tell us what's gone wrong.

    Just a quick update on kill rates, there was a missing number at the start of the melee section, which overrides everything else in there. Those later numbers are only relevant for the BAI's calculations of how it uses different kinds of troops.

  11. #91

    Default Re: Europa Barbarorum 2.02 is released!

    I don't know if it's just the Steam version, but in my experience the M2TW executable never regenerates all of the strings.bin files correctly. The bin files for battle.txt, shared.txt, strat.txt, and tooltips.txt don't get created. I've found a simple solution is just to go into the data/text folder, create an empty text file and change its name to the missing strings.bin file. That is, create a new text file, which by default will be called 'New Text Document.txt', then rename it to 'battle.txt.strings.bin'. Windows will ask if you're sure you want to change the extension, but just tell it yes. The file size should be 0KB. Do the same for all of the other .txt files which don't have an associated .strings.bin file. Then run the program and it should fill in all the files correctly.

  12. #92

    Default Re: Europa Barbarorum 2.02 is released!

    2.02a M/M Nabatea 100 turns

    Faction progression here
    http://www.twcenter.net/forums/showt...3#post14521593

    Reports

    Spoiler Alert, click show to read: 

    Finance
    By turn 33 everyone has low credit except for KH. Pritanoi and AS hold on to their credit until turn 50. Near the end there KH loses it credit as Pritanoi, AS, Ptolemaioi and Carthage start making money.



    Military
    Once again the giants are at the top with Carthage closely shadowing the Ptolemaioi before taking a dip there at the end along with Makedonia and Epiros. The rising stars are Roma and Suebi on par followed steadily by Saka, Auernoi, Baktria and KH. The rest are below the first line.



    Production
    The majority cease production by turn 33 except for Carthage that spikes by then and KH producing steady. Near the end KH crashes and Carthage and Roma have a large production spike. On turn 100 Makedonia followed by KH and Epiros are rising in production. The Pritanoi and Suebi tribes have mild productivity and everyone else is has nothing.



    Production with the giants


    The seas
    The fleets priority are concerned with blockading enemy ports and fighting enemy fleets as i saw Epiros fleets blockading Alalia then Rhodos and went home to fight the Romani fleet. They are also kept safely inside port if there are no enemies at sea. Once the pirates arrive sailing stops almost completely as the pirates have 3 or 4 units in their fleet as opposed to one unit for the ai. the pirates work together to destroy anybody, they look like the sea people when they hug the shore of Phoenicia. By turn 100 KH had 2 stacks of units stranded on Rhodos.

    Age
    Schooling
    With a level 1 school the young adults spent 2-3 years there and gained the erudite(lightly educated) trait. The oldies picked up librarians and historians for themselves but remained neutral(no education).

    Lifestyle
    The 14 year olds have already decided that they want to settle or live on the move(level 1) by 17 they gained Horde chief and settled(level 3) traits. I believe they should take longer to develop as these are huge bonuses and negatives of 40% before they have reached 20 years old.
    Last edited by Mantaprey; May 17, 2015 at 10:27 PM.

  13. #93
    z3n's Avatar State of Mind
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    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Kickaha View Post
    I don't know if it's just the Steam version, but in my experience the M2TW executable never regenerates all of the strings.bin files correctly. The bin files for battle.txt, shared.txt, strat.txt, and tooltips.txt don't get created. I've found a simple solution is just to go into the data/text folder, create an empty text file and change its name to the missing strings.bin file. That is, create a new text file, which by default will be called 'New Text Document.txt', then rename it to 'battle.txt.strings.bin'. Windows will ask if you're sure you want to change the extension, but just tell it yes. The file size should be 0KB. Do the same for all of the other .txt files which don't have an associated .strings.bin file. Then run the program and it should fill in all the files correctly.
    That's interesting, a few hours before I suggested we try the same thing to the team, thanks for confirming it works
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  14. #94

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Kickaha View Post
    I don't know if it's just the Steam version, but in my experience the M2TW executable never regenerates all of the strings.bin files correctly. The bin files for battle.txt, shared.txt, strat.txt, and tooltips.txt don't get created. I've found a simple solution is just to go into the data/text folder, create an empty text file and change its name to the missing strings.bin file. That is, create a new text file, which by default will be called 'New Text Document.txt', then rename it to 'battle.txt.strings.bin'. Windows will ask if you're sure you want to change the extension, but just tell it yes. The file size should be 0KB. Do the same for all of the other .txt files which don't have an associated .strings.bin file. Then run the program and it should fill in all the files correctly.
    I'm using steam and mine are created automatically, maybe something else with your machine?

  15. #95
    tomySVK's Avatar Campidoctor
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    Default Re: Europa Barbarorum 2.02 is released!

    Congrats on new release

  16. #96

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by Kickaha View Post
    I don't know if it's just the Steam version, but in my experience the M2TW executable never regenerates all of the strings.bin files correctly. The bin files for battle.txt, shared.txt, strat.txt, and tooltips.txt don't get created. I've found a simple solution is just to go into the data/text folder, create an empty text file and change its name to the missing strings.bin file. That is, create a new text file, which by default will be called 'New Text Document.txt', then rename it to 'battle.txt.strings.bin'. Windows will ask if you're sure you want to change the extension, but just tell it yes. The file size should be 0KB. Do the same for all of the other .txt files which don't have an associated .strings.bin file. Then run the program and it should fill in all the files correctly.
    Strange, I have a retail version and mine regenerates all the bin files - including those four.

    But I'll include those for Steam users.

  17. #97

    Default Re: Europa Barbarorum 2.02 is released!

    I cannot fight seiges. Every time I try either as attacker or defender I get a CTD. This has persisted since the first release of version 2. Anyone else get this?

  18. #98

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by madmatg View Post
    I'm using steam and mine are created automatically, maybe something else with your machine?
    That is strange. It can't be a permissions problem as it creates the other files correctly. It's not just EB2 either - it's happened to me so often that I keep a zip file with empty versions of the missing strings.bin files so I can put them back quickly.

  19. #99

    Default Re: Europa Barbarorum 2.02 is released!

    Quote Originally Posted by AMcG View Post
    I cannot fight seiges. Every time I try either as attacker or defender I get a CTD. This has persisted since the first release of version 2. Anyone else get this?
    Sieges where? Is this every settlement everywhere, or a particular one? What does your error log say?

    When you say version 2, do you mean 2.02?

    Quote Originally Posted by Kickaha View Post
    That is strange. It can't be a permissions problem as it creates the other files correctly. It's not just EB2 either - it's happened to me so often that I keep a zip file with empty versions of the missing strings.bin files so I can put them back quickly.
    I've created blank .bin files which I can include in 2.02b, but I'm not sure if it won't create additional problems, for example non-English-language versions.

  20. #100

    Default Re: Europa Barbarorum 2.02 is released!

    I want to try this 202a and I know I have to uninstall EBII first then install 201 as described in it's own thread and then 202a but I have a quick question. In order to uninstall EBII completely and yet have a functional M2TW vanilla in order to install EBII clean again, do I just uninstall it from the uninstaller in M2TW filesystem and then delete mods/EBII and that's all?

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