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Thread: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

  1. #681
    Lord Baal's Avatar Praefectus
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    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    You could implement a better election system for Das Heilige Romish Reich.
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  2. #682
    ERE_Friend's Avatar Civis
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    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    Quote Originally Posted by Jadli View Post
    Yea, well the first quests you receive are kinda of "apparentice" contracts with not that great reward, but once you start to receive the better ones, the "middle" one and "champion" one, the rewards are definitely worth it, as the game can for example grant you some units that you for example can recruit yet, so you are guaranted to receive some nice elites, maybe even some units from the events/AoR.

    Sadly, the AI doesnt see a difference in what your army is doing, you re simply in their territory (tho the dungeons itself are in different territory)... in most cases, you have lot of dungeons within your realm, and you can influence the next contract targets by moving your dungeon master/assassins... but of course, in some parts pf map with lot of smaller factions, it can happen easily its in someone elses territory I suppose....
    Thank you for the perspective. I understand you are working within the limitations of the base game. Playing as the Orcs I found most of the quests were near but outside my territory. I was able to walk to the quests without triggering diplomatic consequences but I know it is possible to do so. I will keep trying them in newer versions.
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  3. #683

    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    Hey, thanks for the hard work on the UP.
    Is it possible to play full screen?(not windowed) otherwise is pretty hard to control the camera on battlefield.

  4. #684
    Jadli's Avatar The Fallen God
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    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    Of course, just change it in The_Elder_Scrolls.cfg file (or in EOP GUI launcher choose to use "standard" vanilla config)

    Dont really know about camera... I assume you mean camera in dungeons and so on? Dont think that can be fixed, thats simply how it is...

  5. #685

    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    Quote Originally Posted by Jadli View Post
    Of course, just change it in The_Elder_Scrolls.cfg file (or in EOP GUI launcher choose to use "standard" vanilla config)

    Dont really know about camera... I assume you mean camera in dungeons and so on? Dont think that can be fixed, thats simply how it is...
    Works like a charm, thank you very much. I was playing War of the Three Banners maybe 4-5 years ago it was brutal. But good fun so thank you for the scenarios.

  6. #686

    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    Hi Jadli,

    I started a new Wayrest campaign in the Black Drake campaign for 2.0.4. However, I get an end turn CTD around the 5th turn for unknown reasons (the usual "unspecified error" one). When I try to reload, I get a CTD before I can even exit the loading screen. The log says this:

    22:38:35.321 [system.rpt] [always] CPU: SSE2
    22:38:35.322 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    22:38:35.329 [system.io] [always] mounted pack packs/data_0.pack
    22:38:35.329 [system.io] [always] mounted pack packs/data_1.pack
    22:38:35.330 [system.io] [always] mounted pack packs/data_2.pack
    22:38:35.331 [system.io] [always] mounted pack packs/data_3.pack
    22:38:35.332 [system.io] [always] mounted pack packs/data_4.pack
    22:38:35.332 [system.io] [always] mounted pack packs/localized.pack
    22:38:41.988 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 9353, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction england (bdg large_city vs clt huge_city)
    22:38:41.989 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 9353, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction scotland (bdg large_city vs clt huge_city)
    22:38:41.989 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 9353, column 3

    ...

    22:38:41.991 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 9353, column 3
    Building DB error - faction slave has gap in building prior to golden_tower (unavailable at level zero)
    22:38:41.991 [script.err] [error] Script Error in mods/The_Elder_Scrolls/data/export_descr_buildings.txt, at line 9353, column 3
    Building DB error - faction slave has gap in building prior to blue_palace (unavailable at level zero)

    ...

    22:38:54.896 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    This repeats for many similar lines for most of the factions.

    The advice about compatibility mode and administrator more didn't work for me. Any suggestions (save is attached if you want to take a look)?

    2E Drake Marble City.zip

  7. #687
    Jadli's Avatar The Fallen God
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    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    ah, sorry for late answer... the log is just a generic one, not saying anything useful.

    I will check if it crashes for me as well or not and get back to you

    Though when it crsshes so soon, it might be the usual compability, maybe you didnt apply those settings correctly... it works a bit differently for everyone, so you can try different compability mode....

  8. #688
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    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    Some suggestions:

    -Cyrodiil should start with the imperial road network:the Black Road,Blue Road,Gold Road,Gold Road,Green Road,Orange Road ,Red Ring Road,Silver Road and Yellow Road.At least during the third and fourth era starts.

    -Raven rock was founded as a mining town and should start with a mine building.The mining income for some provinces should be changed as well ,one of the main reason Vvardenfell was opened for colonisation by the Septim empire was the ebony and vulcanic glass .Yet ingame most of the Vvardenfell provinces have low mining income even those that had large ebony mines liek Caldera.

    -Nibenay is the main agricultural center of Cyrodill and should start with more farms while Colovia has always supplied most of the soldiers for the legion and should have more recruitment buildings.

    -There i some diaolgue in Morrowind that mentions the imperial light cavalry using sabres.No clue if there is any plan to add new units but the current Imperial scouts units just looks like mounted townsguards and it would be nice if they were a bit more unique.


    Edit: Is the Oblivion Crisis supposed to start eariler?So far in my two playthroughs it always starts in 427 instead of 433 which would be the year it happened in the lore.

    Edit2:There seem to be two campaign scripts for the ImperialCampaign.One in mods\The_Elder_Scrolls\data\world\maps\campaign\imperial_campaign\campaign_script has the date for the Oblivion Crisis at "and I_TurnNumber = 144" and the other in mods\The_Elder_Scrolls\data\world\maps\campaign\imperial_campaign which seem to be the one used in the septim campaign has it at "and I_TurnNumber = 81" .
    Last edited by Sint; August 06, 2022 at 05:19 AM.
    Elder Scrolls Online :Messing up the Lore since 2007...

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  9. #689

    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    Hi, I am enjoying the mod very much, but is there a way to skip the intro video? Constant end turn crashes force me to restart several times.

  10. #690
    Jadli's Avatar The Fallen God
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    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    well, if you press esc, space or something, it aint closed? Anyway, since you have many crashes, have you tried applying compability settings (desribed in anti crash tips in the install thread)? That largely fixes the issues mostly for most people

    Quote Originally Posted by Sint View Post
    Some suggestions:

    -Cyrodiil should start with the imperial road network:the Black Road,Blue Road,Gold Road,Gold Road,Green Road,Orange Road ,Red Ring Road,Silver Road and Yellow Road.At least during the third and fourth era starts.

    -Raven rock was founded as a mining town and should start with a mine building.The mining income for some provinces should be changed as well ,one of the main reason Vvardenfell was opened for colonisation by the Septim empire was the ebony and vulcanic glass .Yet ingame most of the Vvardenfell provinces have low mining income even those that had large ebony mines liek Caldera.

    -Nibenay is the main agricultural center of Cyrodill and should start with more farms while Colovia has always supplied most of the soldiers for the legion and should have more recruitment buildings.

    -There i some diaolgue in Morrowind that mentions the imperial light cavalry using sabres.No clue if there is any plan to add new units but the current Imperial scouts units just looks like mounted townsguards and it would be nice if they were a bit more unique.


    Edit: Is the Oblivion Crisis supposed to start eariler?So far in my two playthroughs it always starts in 427 instead of 433 which would be the year it happened in the lore.

    Edit2:There seem to be two campaign scripts for the ImperialCampaign.One in mods\The_Elder_Scrolls\data\world\maps\campaign\imperial_campaign\campaign_script has the date for the Oblivion Crisis at "and I_TurnNumber = 144" and the other in mods\The_Elder_Scrolls\data\world\maps\campaign\imperial_campaign which seem to be the one used in the septim campaign has it at "and I_TurnNumber = 81" .
    Thanks for the input

    - Hm, well, adding it as unique building would be probably overstretching it... Simply starting with upgraded roads would be a solution of course. And I think it is already done that way in some scenarios with more developed starting positions... but for example as the main camapign starts undeveloped, all settlements starts undeveloped, mainly in the economical sense, hence the roads. Either way, in this game/mod you are supposed to build most of things by yourself... of course all the settlements lorewise had pubs, blacksmiths, cathedrals and so on ... but if you start with it already in the mod, then it takes away large part of the game mechanics and fun (in the initial versions of the mod, I had the same ideas as you, and had many settlements start super developed... but in time I changed my opinion, as less developed starting settlements in general work better in this game...)

    - Well, kind of the same answer. But I can surely look into redistributing the mine resources and their values

    - I think this is already done by what is called the base farming level... it is the base farming bonus provided to the regions, and Im pretty sure I already gave it to those regions long ago, but will recheck...

    - Im not able to add new units myself, but will see what the guy doing it thinks

    - Crisis... hm, maybe there is some issue, due to changing turn order and start year, will check and change it to correct data then

    - Scripts: The one within the folder is simply an obsolote back up. The Campaign always use just one script for its whole duration. Its name is specificed at the begining of descr_strat by line "script"... and thus it used the one thats in the same folder. Just ignore the other one

  11. #691

    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    Thanks for your reply! Yes I did and am switching between Compatibilities, Run as Admin On/Off for both .exe. Sometimes it goes through sometimes not. First couple of turns run smoothly, but after Turn 30 it started crashing every 3rd turn or so.

  12. #692

    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    Hey guys I'm having a crash problem
    So I just downloaded M2TW from steam again to play this mod I haven't played forever but since there is no kingdoms.exe mod I just copied medieval2, renamed it and patched it with the 4gb patcher.
    So I played normally the 4th era campaign until around turn 12 I had a crash problem whenever I would end my turn. It said unspecified error. I initially bypassed it by just reloading the autosave and hitting end turn again which worked but I would get crashed every 2-3 turns, until I got to turn 30. Now it won't pass the turn without crashing. Any ideas how to approach this? Thank you so much for the amazing job.

    Also a suggestion that the engine probably wouldn't allow but it would be awesome if you can start as the Dragonborn controlling a horde faction and you can initially conquer like an undead castle and begin your playthrough from there to form a new Empire. Right now I managed to get Titus Mede to adopt the Dragonborn so I'm excited nonetheless to continue the campaign!

  13. #693
    Jadli's Avatar The Fallen God
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    Default Re: [UP]TES UP 2.0.4. RELEASED on the 15th April 2022

    Hey, sorry for late response.

    Habve you tried applying compability settings? That should help with crashes greatly... how to do that is described in the install thread on moddb

    Interesting idea... I dont have a space for a new faction, but perhaps could be done with other factions... for example Blackmarsh or Ashlanders could start as a horde faction in some scenarios... will see

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