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Thread: Announcement: Europa Barbarorum II 2.2r released!

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  1. #1
    Foederatus
    Join Date
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    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Quote Originally Posted by QuintusSertorius View Post
    Code:
    [log] 
    to = mods/ebii/logs/eb.system.log.txt 
    level = * trace
    #level = * error
    This is slightly different from what you've told us to change it to:
    Code:
    [log] 
    to = mods/ebii/logs/eb.system.log.txt 
    #level = * trace
    level = * error

    Quote Originally Posted by QuintusSertorius View Post
    Here's the contents of it, but it's going to be wrong for your setup if you've changed things in your medieval2.preferences.cfg:
    There are still minor differences with mine, but it's OK I think. Mine always uses 1's and 0's while I sometimes see true/false elsewhere.
    Can I tweak the configuration file in any way I want or would it cause problems? If I add a new line, should I use 0/1 or true/false?
    If I want to learn what something does, should I post my question in the how-to thread (http://www.twcenter.net/forums/showt...-File-How-To-s), on another thread (Where?), or should I just test it myself?

  2. #2

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    every 100 turns i like to put toggle_fow to see the map, and i notice in Hadramawt island some weird guy there, is okay to kill him? and "The big guy Gigantus" is some legend in the past or just the guy in the forum?

  3. #3

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Quote Originally Posted by daniboy630 View Post
    every 100 turns i like to put toggle_fow to see the map, and i notice in Hadramawt island some weird guy there, is okay to kill him? and "The big guy Gigantus" is some legend in the past or just the guy in the forum?
    You can't kill him. One of my top generals went there for a duel to prove himself, but Gigantus is standing on a hill and he couldn't reach him.
    Last edited by YourMadDoc; May 01, 2017 at 03:20 PM.

  4. #4

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Quote Originally Posted by magnificent walrus View Post
    This is slightly different from what you've told us to change it to:
    Code:
    [log] 
    to = mods/ebii/logs/eb.system.log.txt 
    #level = * trace
    level = * error

    There are still minor differences with mine, but it's OK I think. Mine always uses 1's and 0's while I sometimes see true/false elsewhere.
    Can I tweak the configuration file in any way I want or would it cause problems? If I add a new line, should I use 0/1 or true/false?
    If I want to learn what something does, should I post my question in the how-to thread (http://www.twcenter.net/forums/showt...-File-How-To-s), on another thread (Where?), or should I just test it myself?
    Don't copy that part, it's from the dev build where I rarely run more than 10 turns in a row. Trace should be disabled in favour of error.

    Whether it's 1/0 or true/false you can only learn by trial and error; some people's machines only work with one, not the other.

    Quote Originally Posted by YourMadDoc View Post
    You can't kill him. One of my top generals went there for a duel to prove himself, but Gigantus is standing on a hill and he couldn't reach him.
    He's deliberately placed on an invalid tile, which cannot be reached (it comes up in the error log).

  5. #5

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Quote Originally Posted by QuintusSertorius View Post
    Don't copy that part, it's from the dev build where I rarely run more than 10 turns in a row. Trace should be disabled in favour of error.

    Whether it's 1/0 or true/false you can only learn by trial and error; some people's machines only work with one, not the other.



    He's deliberately placed on an invalid tile, which cannot be reached (it comes up in the error log).
    Out of interest, why does he exist? I recall in my Baktria game he got defeated around the time of the first Thorakitai/Thureophoroi reform - is it related to that at all?

  6. #6

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    hi..
    reloaded an earlier save of sabean. 3rd time lucky...
    vh/m 2.2m
    so, took advice, built the ABD line of goverenment...
    kept MARYABs population under strict control this time, no food imports and vhigh taxes.. they got agitated the more closer i got to getting eastern tribal culture lower
    its now turn 227... i got the reforms at turn 219, and am now eastern imperial.. yay me....
    had 6 earthquakes to date, 3 in the same province which has kept it at a town for whole game..
    AKUM again loyalist revolted to me, 2x hippeis thessalikoi and 4x hippies..

    epeiros destroyed by turn 101 by kh.. but re-emerged by 115 ans r still alive.
    makadonia destroyed by kh at turn 130, re-emerged at 147, got destroyeds by kh again..
    all other factions active and alive..

    will keep plodding on with em, but have no idea what i should be doing now...

  7. #7

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Thanks QS for posting your config.sys.

    When I compare yours with mine I notice that the line autosave = 0 is under [Game] whereas mine is under [Hotseat].

    In my games there are no auto saved files so probably OK Just wondering why they`re are in different places. Any ideas?

  8. #8

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    What does your medieval2.preferences.cfg say under [game]? It may be disabled there.

  9. #9

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    It is disabled in med2 pref file

  10. #10

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Quote Originally Posted by jim600 View Post
    It is disabled in med2 pref file
    Right, so if it's absent in the EBII.cfg and disabled in medieval2.preferences.cfg, then it's disabled in all mods unless their specific config allows it.

  11. #11

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Remember that .cfg file doesn't list all the options, only overrides. So your .cfg overrides autósave option for hotseat, while QS's has autosave override both in hotseat and game sections.

  12. #12

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    I get no log files when the game crashes, even when the crash comes with a "compress your log and post on the forum" message. I have the error enabled and trace disabled in my cfg. I've noticed my medieval2 cfg doesn't have any entry concerning logs, could that be the problem?

  13. #13

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    In reference to #1045 and preceeding posts,

    So what I`ve got to recap is -

    med2 Pref. No [log] entry at all.
    ebii config. I have # at the start of each of the lines including [log]

    Is this OK ? Thanks

  14. #14

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Quote Originally Posted by BHL 20 View Post
    I get no log files when the game crashes, even when the crash comes with a "compress your log and post on the forum" message. I have the error enabled and trace disabled in my cfg. I've noticed my medieval2 cfg doesn't have any entry concerning logs, could that be the problem?
    Only if your medieval2.preferences.cfg has display_error_on_exit = 0 under [misc]

    Some people are never able to get mod-specific logs to work, and have to resort to using the M2TW log instead.

    Quote Originally Posted by jim600 View Post
    In reference to #1045 and preceeding posts,

    So what I`ve got to recap is -

    med2 Pref. No [log] entry at all.
    ebii config. I have # at the start of each of the lines including [log]

    Is this OK ? Thanks
    If your game runs, then that's an immediate "yes, it's OK", an error in the config will crash without starting.

  15. #15

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Quote Originally Posted by QuintusSertorius View Post
    Only if your medieval2.preferences.cfg has display_error_on_exit = 0 under [misc]Some people are never able to get mod-specific logs to work, and have to resort to using the M2TW log instead.
    In order to do that, do I just have to put the [log] section and the display_error _on_exit=1 line into the medieval 2 cfg?

  16. #16

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Thankyou QS.
    Yes it runs so I`m happy. Can`t wait for 2.3

  17. #17

    Default Re: Announcement: Europa Barbarorum II 2.2m released!


  18. #18

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Quote Originally Posted by Tureuki View Post
    Nothing of moment in there, there's a big gap between the last trace and crash even. Looks like you ran of out memory from playing a long session.

    Did the crash repeat?

  19. #19

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    One of our newest team members may have found the issue with faction re-emergence wandering all over the place.

  20. #20

    Default Re: Announcement: Europa Barbarorum II 2.2m released!

    Quote Originally Posted by QuintusSertorius View Post
    One of our newest team members may have found the issue with faction re-emergence wandering all over the place.
    awww.. so no more Gauls in Siberia, Boii in Hispania?

    Meanwhile Lugiones are processing their turn:

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