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Thread: Extended Map 1.12 for Alternative Patch 4.8

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  1. #1

    Default Re: Extended Map Mod

    Quote Originally Posted by fd7s View Post
    Did you make sure you had a fresh tatw installed before installing 4.8

    After installing 4.8 did you do to auto delete.bat

    Then install expanded and delete the map.rwm?
    First things first guys... yeah. Try this =)

    If that doesn't work I'll need to see the log file to know what went wrong. If you're not sure where to get it just PM me and we'll figure it out

  2. #2

    Default Re: Extended Map Mod

    I don't remember how the population growth works, and I found it always too fast. It's not only the population growth, you might also consider the recruitement and construction time to be longer in terms of turns.


  3. #3

    Default Re: Extended Map Mod

    Quote Originally Posted by Adjudant-Major View Post
    I don't remember how the population growth works, and I found it always too fast. It's not only the population growth, you might also consider the recruitement and construction time to be longer in terms of turns.
    Agreed =)

  4. #4
    Tar-Falassion's Avatar Tiro
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    Default Re: Extended Map Mod

    actually followed every single step, created a new TATW folder, installed 4.8, ran autodelete.bat, deleted map.rwm, and despite that the campaign won't launch ...
    But I'm not sure on how to upload my log :/

    But euskingc if you're interested about learning more about Nilûlondë, its river and Bellakar in general, I can only advise you to read the Other Hands supplement 29/30 on the old realm of Bellakar, a great complement to MERP's documentation (http://othermindsmagazine.com/downlo...realm.pdf/view )

  5. #5

    Default Re: Extended Map Mod

    Just copied and pasted a new folder or a completely new and clean version of 3.2 using the installers?


    I remember I had a similar problem with 4.8 the first time. I had installed a clean 3.0 and forgot to update it to 3.2 so it was looking for texture files that didn't exist and so wouldn't run.


    Another issue is depending on your version of the game (steam or CD), and windows, autodelete.bat doesn't always run the way it should. Some people have to run it as administrator for it to work, others have to just run it normally for it to work. You can manually double check that it's done it's job but we won't go there just yet. Just try running it both normally and as administrator at the appropriate stage in the installation process.


    Do you at least get the opening videos of the factions?
    Does it exit the program completely or just go back to the previous menu screen?
    Do you get an error message?
    Are you running the steam game?
    What's your version of windows?



    As for the log file:
    Go in to the Third_Age_3 folder, right click on TATW.cfg
    Tell it to open it with notepad.
    look for a tag called [log]
    replace whatevers between it and the next tag with
    to = logs/system.log.txt
    level = * trace
    level = * error


    make sure there's no ; in front of the lines, that basically tells the machine not to run anything after that symbol



    That will tell the game to generate a log file everytime it runs.


    Run the game.
    Replicate the crash.
    Go into the medieval II total war base folder.
    then the logs folder, and you should see the file there. Open it with notepad and copy and paste it either in a spoiler here or a message to me.

  6. #6
    Tar-Falassion's Avatar Tiro
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    Default Re: Extended Map Mod

    Quote Originally Posted by euskingc View Post
    Just copied and pasted a new folder or a completely new and clean version of 3.2 using the installers?


    I remember I had a similar problem with 4.8 the first time. I had installed a clean 3.0 and forgot to update it to 3.2 so it was looking for texture files that didn't exist and so wouldn't run.


    Another issue is depending on your version of the game (steam or CD), and windows, autodelete.bat doesn't always run the way it should. Some people have to run it as administrator for it to work, others have to just run it normally for it to work. You can manually double check that it's done it's job but we won't go there just yet. Just try running it both normally and as administrator at the appropriate stage in the installation process.


    Do you at least get the opening videos of the factions?
    Does it exit the program completely or just go back to the previous menu screen?
    Do you get an error message?
    Are you running the steam game?
    What's your version of windows?



    As for the log file:
    Go in to the Third_Age_3 folder, right click on TATW.cfg
    Tell it to open it with notepad.
    look for a tag called [log]
    replace whatevers between it and the next tag with
    to = logs/system.log.txt
    level = * trace
    level = * error


    make sure there's no ; in front of the lines, that basically tells the machine not to run anything after that symbol



    That will tell the game to generate a log file everytime it runs.


    Run the game.
    Replicate the crash.
    Go into the medieval II total war base folder.
    then the logs folder, and you should see the file there. Open it with notepad and copy and paste it either in a spoiler here or a message to me.

    Right ! So I don't have notepad yet so I can't access my log file. So while I'll install it on my computer,

    Completely new and clean TATW, made sure that it was 3.2 when installing. Might be because I run it on steam (win8), but I ran autodelete.bat as administrator.
    The game won't even show me the faction opening video : it doesn't bring me back to the previous screen, it crashes the game completely, closes program with the message "met an error and will now shut down".

    I'll try to start the whole installation procedure again from scratch, and I'll keep you posted ^^'



    EDIT : Re-installed 3.2, then 4.8, then 1.1, just worked flawless, my bad I think it is the administrator autodelete.bat that got me the first time, just ran it normally and this time everything went perfectly into place (map.rwm even deleted itself thanks to that), and gosh 1.1 is huge indeed Can't wait to see if your project to integrate Khand and Red Orcs becomes reality !
    Last edited by Tar-Falassion; February 16, 2016 at 03:45 PM.

  7. #7

    Default Re: Extended Map Mod

    Quote Originally Posted by Tar-Falassion View Post
    Right ! So I don't have notepad yet so I can't access my log file. So while I'll install it on my computer,

    EDIT : Re-installed 3.2, then 4.8, then 1.1, just worked flawless, my bad I think it is the administrator autodelete.bat that got me the first time, just ran it normally and this time everything went perfectly into place (map.rwm even deleted itself thanks to that), and gosh 1.1 is huge indeed Can't wait to see if your project to integrate Khand and Red Orcs becomes reality !
    Notepad didn't come with your version of windows?
    It isn't under windows accessories or some such thing?
    Or just search your harddrive for notepad then when the exe pops up right click on it and open file location.
    I'd be really shocked that windows 8 doesnt ship with it.


    If you're going to be modding I recommend notepad++ anyways
    https://notepad-plus-plus.org/


    Just visually a lot easier to work with and it's more functional.



    Glad you got it to work!


    Believe it or not the map is exactly the same size. I know, it feels bigger. Kind of like when you take all the crap out of a room and paint it a different colour or something.
    Just a different use of space. It's great.


    I'll be working on it, but this week I haven't touched it yet. I've had some work work to do but I think I should be free again to be at modding again next week.

  8. #8
    Civis
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    Default Re: Extended Map Mod

    You don't actually have to use autodelete.bat in the alternative patch

    I have steam version and it didn't work for me at all, kept saying it couldn't find where the game was installed to. And I could edit each directory in the .bat, but I was too lazy to do that. I don't want to go through and figure out how to name the proper directory lol. As it is, the directory was a bit weird inside the .bat file.

    Maybe steam version is different, but I didn't see any bugs in 40-50 turns by not using autodelete.

  9. #9

    Default Re: Extended Map Mod

    So looking closely at the inner workings of Alternative Patch 4.8's export_description_buildings and campaign_script files I've noticed that all the AI are essentially given a massive recruitment bonus. Where a human player has x amount of recruitment pool, they have x+y, as well as faster replenishment rates. And the funds to make use of it through an AI money-bonus script.
    So... What I'm thinking I'd like to do is try leaving the AI money script alone but give the recruitment bonuses ONLY to the AI of the opposing side. Id est:
    If you play as any of the good guys, all the baddies get recruitment bonuses.
    If you play as one of the bad guys, all the good guys get recruitment bonuses.

    What this means is that the human and their allies will likely get pummelled in the 1.11 release, regardless of what side they play. Until we can figure out how much to reduce the recruitment bonus so it's challenging but not impossible.

    This will also likely have the added bonus of helping to solve that troublesome dwarvish problem mentioned earlier. Unless you're playing as the bad guys. Then there will still be plenty of dwarvish filth for you to smite.

  10. #10

    Default Re: Extended Map Mod

    I think most of it is just deleting models and textures not being used anymore, e.g. housecleaning. At least I suspect so. I can't see why the presence of models and textures not being referenced in the game files could harm anything from an operating perspective, but I've been wrong before. I could see why it could be a nuisance for a modder but that's another story.

    The only parts I can see creating an issue is if someone has a copy of map.rwm and it doesn't get deleted (asking for a crash), or if the string bins don't get deleted you won't necessarily get the updated/complete in-game texts, tooltips, and so forth. That depends on if the strings.bin files regenerate themselves everytime or only if they get deleted. I've never tested it. Browsing in the 4.8 forums I saw time and time again people being told to delete their strings.bin files to solve some problem or other, but I never looked into it in depth to see what the issue was or who was having it.

    That said I noticed that a handful of text files don't regenerate into bins once autodelete autodeletes them. The result being that some in-game information goes back to medieval ii, e.g. mithril reverts to chocolate and so on. I'm told in these parts that this is a known quality of those particular files and they basically have to be regerated manually. I've done that and included them in the 1.1 installation.
    But I've received word from other authorities that these files can be easily repaired so they do autoregenerate. It's on my to-do list. Mostly out of curiosity, and a bit of sick OCD perfectionism, not because the present work-around doesn't work.

    At any rate, if someone wants to look into these questions about the strings.bin files (e.g. do they regenerate every time or only when absent, and what was creating the crash in 4.8 related to these files) in depth, I'd be most curious to hear the results.

  11. #11
    Withwnar's Avatar Script To The Waist
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    Default Re: Extended Map Mod

    Quote Originally Posted by Karthago
    ... I didn't see any bugs in 40-50 turns by not using autodelete.
    Quote Originally Posted by euskingc View Post
    I think most of it is just deleting models and textures not being used anymore, e.g. housecleaning. At least I suspect so. I can't see why the presence of models and textures not being referenced in the game files could harm anything from an operating perspective, but I've been wrong before.
    In some cases it might mean the wrong settlement model being used. Unlikely to cause a crash and the wrongness of the model might go unnoticed, so not working properly (i.e.as intended) without you realising it.

  12. #12

    Default Re: Extended Map Mod

    Quote Originally Posted by Withwnar View Post
    In some cases it might mean the wrong settlement model being used. Unlikely to cause a crash and the wrongness of the model might go unnoticed, so not working properly (i.e.as intended) without you realising it.
    I appreciate the heads up. It very well might have gone unnoticed...

  13. #13

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    Major new update, including a new ring script. See changelog on the first post for other changes.

  14. #14

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    "-My SD files won't regenerate so factions are essentially, in terms of banners, simply clones of existing factions."

    This happens to me sometimes, I never know why. Try putting the vanilla M2TW sd files in place instead and run the game, that forces them to update for me anyway.


    "-If you navigate from another menu option then hit back and go into the campaign option you get a CTD. If you go into the campaign option then navigate back and try to select another option, you get the same CTD. Not sure why. For now just decide what you want to do and go straight there."

    I know how to fix this as well, had the same issue long ago, I can't remember how I fixed it off the top of my head though. Ask me later if you care about fixing it.
    Last edited by alreadyded; August 13, 2017 at 11:02 PM.

  15. #15

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    "-My SD files won't regenerate so factions are essentially, in terms of banners, simply clones of existing factions."

    This happens to me sometimes, I never know why. Try putting the vanilla M2TW sd files in place instead and run the game, that forces them to update for me anyway.
    I'll give this a try for the 1.13 release. Thanks!

    "-If you navigate from another menu option then hit back and go into the campaign option you get a CTD. If you go into the campaign option then navigate back and try to select another option, you get the same CTD. Not sure why. For now just decide what you want to do and go straight there."

    I know how to fix this as well, had the same issue long ago, I can't remember how I fixed it off the top of my head though. Ask me later if you care about fixing it.
    Did it have something to do with the amount of images used on the menu screens? I seem to remember that too many can cause a problem not entirely dissimilar.
    I would like to correct it if you happen to remember what to do...

  16. #16

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    hello, before trying this mod out, i would like to know if this version run with 4.9 updated patch... because otherwise i dont know where to find the previous version...

  17. #17

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    I am uncertain if it will work with 4.9, but it might. If you're willing to experiment I'd be curious to know the results.


    For ease of installation and to prevent compatibility issues in the future, leo.civil.uefs has been kind enough to grant permission to preassemble his 4.8 Alternative Patch with Extended Map in future releases. I should have 1.12 up in a week or two. The problem is that 4.8 AP uses content from other modders, and as far as interpretation of the forum regulations are concerned, I'm not certain if I require direct and express permission from all contributors to preassemble AP and EM. Clarification would be greatly appreciated.


    In the meantime, to be on the safe side, I've contacted known contributors/verified their content was open source, but as of yet I still don't have direct and express permission to use the warg model from the Warhammer mod, and I'm not certain yet if it is open source either. If permission is required for this manner of preassembled distribution, I'll have to do one of the following instead:
    -Remove and replace the warg models
    -Get express permission from leo.civil.uefs to put up a link for AP 4.8, and forego providing a preassembled installation package.


    Otherwise, 1.12 will only have one major change:
    There will now only be 1 balrog battle model in Moria.

  18. #18
    nadalio's Avatar Civis
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    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    Quote Originally Posted by euskingc View Post
    I am uncertain if it will work with 4.9, but it might. If you're willing to experiment I'd be curious to know the results.


    For ease of installation and to prevent compatibility issues in the future, leo.civil.uefs has been kind enough to grant permission to preassemble his 4.8 Alternative Patch with Extended Map in future releases. I should have 1.12 up in a week or two. The problem is that 4.8 AP uses content from other modders, and as far as interpretation of the forum regulations are concerned, I'm not certain if I require direct and express permission from all contributors to preassemble AP and EM. Clarification would be greatly appreciated.
    Personally i useing it with 4.9 and it works fine.

    This is the changelog taken from 4.9 leo's mod:

    - Fixed some settlements on far east not beeing able to upgrade.
    - Foldburg and Adorn settlements has no more garrison script. (Helsm Deep and Edoras already have, and these settlements are too close to each other, making things too difficult for Isengard.)

  19. #19

    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    Quote Originally Posted by nadalio View Post
    Personally i useing it with 4.9 and it works fine.

    This is the changelog taken from 4.9 leo's mod:

    - Fixed some settlements on far east not beeing able to upgrade.
    - Foldburg and Adorn settlements has no more garrison script. (Helsm Deep and Edoras already have, and these settlements are too close to each other, making things too difficult for Isengard.)
    The files governing those changes would have been overwritten during the installation process, so as long as no other changes were made to 4.9 that have not been recorded, it shouldn't be any different at all than 4.8. In theory =)
    So thanks for letting me know that it does for sure work!

    For EM 1.12 though, as stated, it's no longer necessary to install the Alternative Patch mod first.

  20. #20
    Khevsur's Avatar Senator
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    Default Re: Extended Map 1.11 for Alternative Patch 4.8

    please add Hobbit movie - Mirkwood elves Fraction and Army , Orcs of Gundabad army

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