I played some very big custom battles with 40 units of creatures pitted against each other. They all did not crash. The Balrog is the most likely candidate to still crash. but not very often I suspect.
Hey Veteraan (or anyone),
Does the sub-mod I linked below still work with the new installer & possibly with the "creature fix"?
https://www.moddb.com/mods/massive-o...hanced-mos-170
I couldn't find any information on it.
Thanks!
I already answered this (most likely, perhaps) because I also got this question via PM and noticed it there first.
Please ask questions at one place only. It's not cool having folks that want to help you spend time and energy on answering a question that already has been dealt with.
Follow up questions are okay of course.
Dear MOS and TATW authors.
First of all absolutely amazing work. Thank you for the days of experience with your absolutely brilliant mod.
My questions are
1) About rebuilding Elven kingdoms. After rebuilding it names are updated (e. g. for Silvan Elves "Woodland Realm"). But the problem is that when you restart the campaign it still stays as Woodland Realm. Any advice on how to rename it back for the new campaign ?
2) Settlement growth limit. Does it really linked only with "big_city" hidden resource in descr_regions.txt? I also noticed that in descr_strat.txt there is "amber" resource dedicated to villages. Does it as well had to be modified?
Any advice on that will be usefull
Edited:
On the first issue. It seems that I mixed up TATW and MOS namings. It was Woodland realm from the beginning ))). So this is closed...
On the second issue. Tried to add big_city, and expand_settlement to descr_regions.txt . Does not solve the problem. (map.rwm deleted of cause). Here help definitely needed.
Last edited by Kivals; September 21, 2020 at 01:01 PM.
Every trait you take
Every move you make
Every town upgrade
Every treaty break
I'll be playing you
Can I install the enhanced submod for mod after installing the creatures fix please? Or will it break the game?
- “A reflective, contented mind is the best possession.” ...
- “With an open mind, seek and listen to all the highest ideals. ...
- “Turn yourself not away from three best things: Good Thought, Good Word, and Good Deed.” ...
- “Do not hold grain waiting for higher prices when people are hungry.”
All by Zoroaster.
Hello everybody! I haven't played Third Age in a few years, just installed a clean version of the Medieval 2 base game, Third Age mod and MOS submod. Started a new campaign as Gondor. Everything's been running smoothly until around turn 10 when Ithilien got besieged by a small army led by Witch King. However, any time I try to defend the settlement in battle, the game crashes. What could be causing it, and is there any way to fix that? I'd really rather not lose Ithilien and all of Faramir's army just because I can't fight the battle manually and autoresolve keeps losing it.
Well, since it seems to be an issue with the mod that you are not able to solve without doing the battle, I would advise you to just use the console command auto_win defender to win that battle, then do something to compensate the fact that you just cheated your way to win the battle x)
Hello, I have a theoretical question. Maybe someone was doing a similar thing. I want to change the rules of the barracks for all factions, so that, for example, on the fourth level of the barracks, you can only recruit units from this level (lower levels will not be available). Can anyone suggest, theoretically, whether it will not significantly destroy the balance of the game. Cheers and thanks for the amazing mod
Hey all, wondering if you guys know what may be causing the "medieval 2 has encountered an unspecified error and will now exit" crash or how to get around it. I'm running MOS 1.7 and the Enhanced MOS submod located with the mod on MODDB. I had no issues with anything until turn 55 when I would load up saves from that file and they'd almost immediately crash. I somehow managed to get around this by saving every turn, exiting out of the game, and reloading the save I just made. This stopped working as of turn 70 however. Is this a known issue with MOS itself or is it possibly coming from this submod? I'd like to keep running the submod if possible but I'm willing to dump it if need be. Already did to see if I can recreate the error in MOS standard, but haven't gotten around to it yet.
If you guys know anything about this, need more info, or have any tips about dealing with this, please let me know. Thanks
I have no idea and the message "medieval 2 has encountered an unspecified error and will now exit" doesn't give any info at all. Usually the log does not help at all with that message.
The enhanced mod is not made by the MOS team, as you probably know. AFAIK though, it shouldn't be crashing continuously though. Also, that mod has not been worked on for quite a few years, so I doubt something happened at that end.
Checking if there is a problem in MOS without the enhanced mod is a good idea. Alternatively you could try to start the game at an earlier save than turn 55 and try to play through it from there.
The only recent change to MOS itself is the release of the 'Creatures fix'. Perhaps that interferes somehow with something in the enhanced mod. I would think it is unlikely though, but then again, I really don't know much about the mechanics of said mod.
I'm going to try and run it as is again, with the enhanced submod, and see what happens. If it crashes again I'll run it without enhanced submod and see if the issue persists. I don't know what could be causing this issue at all but it only occurs when loading certain save games (and once in attempting to load a battle with the witch king I think?). I'll post again if the issue persists with both enhanced submod and regular. Thanks!
Update: Game crashed again when fighting Kamul the Easterling at Cair Andros turn 77 or so. Cair Andros seems to be a really glitchy map with people getting stuck in the walls. Similar issues at Henneth Annun. Game wouldn't load up from save due to the same issue from before. Going to try regular MOS now, wish me luck!
Autonomy question
I have play Eriador / Arnor and Lothlorien multiple times already and so far I"'ve had never been offered to grant autonomy to Shire (Eriador / Arnor) or Fangorn (Lothlorien) I've already emptied every settlement in question (nobody there0 and put diplomat in Buckleberry (Shire) or any of the Fanorn settlement for over 3 turns. And yet no offer for autonomy has been triggered. What does its need to be offered with autonomy? Thanks Beforehand
I'm running clean install MOS 1.7 + all the patches on top of Medieval II Total War Gold
Hi
I just installed TA3.2 + MOS 1.7 and additional bug fixes yet I am not having any cleaner.bat. I have deleted "map.rwm".
I get the splash screen and it crashes to desktop.
I have Win8 and DVD Gold Edition.
Stainless Steel + BftB works fine.