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

  1. #41

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

    Actually it was 35 not 25... I played a couple of turns and so far nothing but I will post another one if I get another ctd.

  2. #42

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

    It was turn 39 when I got the ctd.
    Attached Files Attached Files

  3. #43
    crazyroman's Avatar Artifex
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    @sullivanclan1: Did you make sure that you installed the patch in the right way? You must copy/paste the content of the patch in the mods/kgcm/data folder. I'm sorry but i can't find the source of the error. And in my game i'm in turn 60. So there is something wrong on your end.

  4. #44

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

    Your probably right! Right now I am playing as Milan and so far no ctds but I will let you know if it happens again. Thank you for your help!! I believe I copied and paste the patch the right way.

  5. #45

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

    It happened again! ctd on turn 51!
    Here's the last two lines of the system log:

    19:32:16.139 [game.script] [error] Condition parsing error in mods/KGCM/data/export_descr_character_traits.txt, at line 14297, column 48
    trigger not found
    20:40:25.905 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Do you want to me unistall the mod then reinstall it?

  6. #46

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

    Hi !
    Wonderful mod, thanks for your work !
    I'm sorry but I've a CTD at turn 30 I don't know why.
    Here's my log if you can help me :system.log.zip

    Thank you !

  7. #47

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

    The patch3 download https://www.moddb.com/mods/submod-fo...nloads/patch32

    Creates that heavy archer error I posted a last page I think

  8. #48
    crazyroman's Avatar Artifex
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    Moderators, please, close this thread.

  9. #49

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

    Why?

  10. #50
    Frunk's Avatar Form Follows Function
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    Default Re: Submod for KGCM 5.0.2 More Units, Guam elements implemented, more accurate EDB

    I have checked this with crazyroman and am locking this thread as he requested.

    Thread closed.

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