@Gigantus
Can you please say a correction link or a solution for the mongol halberd militia? on main thread ı tried to fix with descr character file, ı threw it into the data file, but it didn't fix it
@Gigantus
Can you please say a correction link or a solution for the mongol halberd militia? on main thread ı tried to fix with descr character file, ı threw it into the data file, but it didn't fix it
@Gigantus
Kingdoms grand campaign Mongol halberd militia looks silver, is there solution to that? there's a fix for it but it didn't work
The faction texture entries in the model entry for ME_Halberd_Militia are all present for the mongol faction in fact they use the timurid textures (even though there are mongol texture).
These are packed, default files so I think the problem lies somewhere else. Maybe a spawned, similar unit?Code:7 mongols 88 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_timurids.texture 86 unit_models/_Units/ME_Light_Mail_Heavy_Mail/textures/mtw2_ME_light_mail_normal.texture 55 unit_sprites/timurids_ME_Halberd_Militia_ug1_sprite.spr
Edit: I am getting old - you must be playing the original version as this is fixed in my version, see version history in opening post:
Version History
5.0.002 - 07. July 2019- corrected formatting in win_conditions5.0 - 06 July 2019
- provided 'block graphic' fix- Steam compatible, no further action is required
- ready for use with Geomod tool
- all files are small caps to support Mac installation
- assorted graphic elements added to distinguish from earlier versions
- compiled from these downloads:3.0 base installation- minor fixes and adjustments:
4.2 and 4.3 patches
menu crash fix
movement fixremoved surplus original files (lookups, enums, unused model files)
provided missing files (sprites)
re-formatted modelDb
fixed various 'silversurfers'
resolved duplicate triggers in EDA and EDCT (from original game)
corrected invalid win conditions
corrected minor format errors in script
Hi, Gigantus,
Best mod ever, thank you very much!
I tried to add Jerusalem into the vanilla Kingdom grand campaign utilizing your mod. My approach is to first replace your data\world\maps files with the original ones, then try to add Jerusalem into the campaign. After correcting all settlement name issues raised by the log, I ended up where I could successfully enter the program, and choose factions. But once the game started to load, the program didn't CTD, just went back to the main menu. No error message in the log.
I'm wondering if you may know what causes it and how I could fix it. Please see the log. Could't be more thankful for your help!
Best
system.log.zip
The secret is to look for [error]
There are number of entries but none that are fatal (still recommended to fix them), except this one:
After that the log goes into it's famous 'backdrop' loop for while (4500 lines). I am assuming it has do with the family tree of your new faction, do fix the issue and then try again. As a rule of thumb: crash to menu (CTM) is nearly always related to an error in descr_strat.Code:12:16:52.746 [script.err] [error] Script Error in mods/KGCM/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2464, column 43 could not find next child. Children list must be terminated with an end
Thanks a lot! After some efforts, it finally works.
Another issue is when I tried to add low level units back into the export_descr_buildings file, old save just CTD. It seems that vanilla version doesn't have this issue. Wonder if you know the reason.
Again, really grateful for your help![]()
Best
Yes, they do. They are existing units for the same country. I don't think it's typo. It works fine for new campaign, just not for those saved ones.
That's surprising, I included the block graphics fix in the download which should have taken of this issue. Maybe something went wrong with that part during installation: apply the fix manually and see if that helps.
Yup that fixed it.
Gigantus... Can you help me with what the problem is?
I got it to work! Thanks for your help!
Hello! I'm having fun with this mod and I think it's a great job but I have a question with buildings. The construction cost and time is a lot for me, especially improving walls, I am also seeing that some factions do not manage to improve their walls, is that ok?
If that's the bad thing about this mod, recruiting and building should be like vanilla. I tried to change Export_Descr_Buildings but I find it very complicated lol,In addition, certain units do not appear to recruit or disappear when you upgrade the building.
Last edited by zercopiteco; May 07, 2020 at 05:51 PM.
Amazing, i remember this mod back in the day i was a tester for Dave.
Last year i came back in april but all download links had dead by then so I was unable to play it again, never thought that going back here today for memory could lead me to a steam version.
Thank you very much Gigantus
Last edited by vietanh797; May 18, 2020 at 12:40 PM.
Empire II and Medieval III pls
Whats the best submod to use for KGCM 5.0/5.0.2?