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Thread: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

  1. #21
    crazyroman's Avatar Artifex
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Can i see your log?

  2. #22
    crazyroman's Avatar Artifex
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Fixed the problem, gonna post a patch in moddb today.

  3. #23

    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Here is my log:

    Can u take a look and see whats wrong? Please!!
    Attached Files Attached Files

  4. #24
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    I already fixed the problem and posted a patch at moddb. But it's not savegame compatible.

  5. #25

    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Gotcha! I will take a look at it later... thanks for your help. This mod of your is wonderful

  6. #26

    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    I got a problem here... here is my log:
    Can you take a look and see what is wrong with my edb?
    Attached Files Attached Files

  7. #27
    crazyroman's Avatar Artifex
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Sorry my fault. Here is a download for proper EDB to fix this error. Attachment 361403

  8. #28

    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    For some reason I got an error when I clicked on Attachment 361403. Can you upload the attachment to moddb.com or mediafire?

  9. #29
    crazyroman's Avatar Artifex
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB


  10. #30

    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Thanks! Keep up the good work! I hope to see more future works from you!

  11. #31
    crazyroman's Avatar Artifex
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Future versions will only include traits, unfortunately. Maybe a different EDB for training units too. But that's pretty much it. I don't know if there anything else worth adding. And of course there is no more space for units.

  12. #32

    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    true!

  13. #33

    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    For some reason patching the submod with the downloads actually causes the mod to be unable to be booted up. Pretty sure I'm following my instructions. I'll try again a few more times. The original mod has no issue

    Okay found the error:

    Could not find soldier battle model for unit type 'Heavy_Archers'.

    20:52:35.976 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file mods/KGCM/data/export_descr_unit.txt.
    Last edited by IGdood; April 27, 2020 at 10:55 PM.

  14. #34
    crazyroman's Avatar Artifex
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Which version are you using? This error shouldn't exist.

  15. #35

    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    I got an error with the export_characters_trait instead. idk why! Here's what I got!

    15:11:33.537 [game.script] [error] Condition parsing error in mods/KGCM/data/export_descr_character_traits.txt, at line 14297, column 48
    trigger not found
    15:54:44.993 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  16. #36
    crazyroman's Avatar Artifex
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    I will see to it.

  17. #37
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    In what turn you get the error? Have you installed the latest patch that i have uploaded in moddb?

  18. #38

    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Quote Originally Posted by crazyroman View Post
    Which version are you using? This error shouldn't exist.

    It works fine until I patch with "patch3" on moddb

  19. #39

    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Yes! It was after turn 25 I think! I will see if I can reload it from the last save and see if it happens again. Playing as the aztecs! I wish you had time to make new units for the aztecs but I love what you have done for all the other factions. So... Nice job!! I will post the system log again if I get another ctd.

  20. #40
    crazyroman's Avatar Artifex
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Give me your log please.

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