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Thread: Tsardoms Total War - Campaign Feedback, Bugs and Reports

  1. #161

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Quote Originally Posted by rafa123 View Post
    Aaaalright, i have used again the fow cheat and the game has not crashed finally i can see the moldavian garrison army, in fact were not a general but a capitain inside suceava but i don´t see anything out of place, and i reload the game that i send rencently and without using the fow cheat and the game crash...

    Edit: Now the game crashes in Wallachia turn using the fow cheat and if i don´t use the fow cheat the game crashes in moldova turn

    14:52:47.003 [game.script.trigger] [trace] Trigger <0072_T_Undeclared_Attack_Withdraw> fired
    14:52:47.003 [data.transgression] [info] Applied transgression TC_UNDECLARED_ATTACK_WITHDRAW from transgressor faction 20355314 against faction 203595E4
    14:52:47.005 [game.script.trigger] [trace] Trigger <0055b_T_Invasion_Flee> fired
    14:52:47.005 [data.transgression] [info] Applied transgression TC_FLEE_INVASION from transgressor faction 203595E4 against faction 20355314
    14:52:47.035 [game.script.trigger] [trace] Trigger <0055b_T_Invasion_Flee> fired
    14:52:47.035 [data.transgression] [info] Applied transgression TC_FLEE_INVASION from transgressor faction 203595E4 against faction 20355314
    14:52:47.090 [game.script.trigger] [trace] Trigger <0068_T_Battle_Engagement> fired
    14:52:47.090 [data.transgression] [info] Applied transgression TC_BATTLE_ENGAGEMENT from transgressor faction 20355314 against faction 203595E4
    14:52:47.097 [system.io] [info] exists: found mods/Tsardoms_beta-1.3/data/globallighting/afternoon_cloudy.lighting (from: D:\Steam\steamapps\common\Medieval II Total War)
    14:52:47.097 [system.io] [trace] file open,,mods/Tsardoms_beta-1.3/data/globallighting/afternoon_cloudy.lighting,189
    14:52:47.097 [system.io] [info] open: found mods/Tsardoms_beta-1.3/data/globallighting/afternoon_cloudy.lighting (from: D:\Steam\steamapps\common\Medieval II Total War)
    14:52:47.098 [system.io] [info] exists: missing mods/Tsardoms_beta-1.3/data/globallighting/env_maps/environment_afternoon_cloudy.texture
    14:52:47.098 [system.io] [info] exists: missing mods/Tsardoms_beta-1.3/data/globallighting/env_maps/environment_afternoon_cloudy.texture
    14:52:47.098 [game.script.trigger] [trace] Trigger <0072_T_Undeclared_Attack> fired
    14:52:47.099 [data.transgression] [info] Applied transgression TC_UNDECLARED_ATTACK from transgressor faction 20355314 against faction 203595E4
    14:52:47.101 [system.rpt] [error] Uh oh. This isn't good. No idea why, but exiting now. Sorry pal.

    Edit1: Log file with the *error mode
    Any response about this?

  2. #162
    jurcek1987's Avatar Protector Domesticus
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    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    I dig some digging and someone was able to fix this type of crash though the exact cause was never pinpointed
    https://www.twcenter.net/forums/show...1#post15834691

    Can you try doing the same if it works for you?

  3. #163

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Quote Originally Posted by jurcek1987 View Post
    I dig some digging and someone was able to fix this type of crash though the exact cause was never pinpointed
    https://www.twcenter.net/forums/show...1#post15834691

    Can you try doing the same if it works for you?
    What need to do? i don´t understand what he mean by "remove" my diplomacy section, erase it directly from the descr_strat?
    Last edited by rafa123; January 07, 2021 at 02:42 PM.

  4. #164

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Quote Originally Posted by Aerys IV le Grand View Post
    Indeed, I meant the coded vanilla names for each faction. For example, I discovered Venice is probably vanilla Mongols (thanks to the battle advisor calling me Khan)
    I think the admin console commands require the vanilla faction names to work (might be wrong though), so knowing what Tsardom factions correspond to in vanilla would be helpful
    Thanks!
    This correspondence does not exist simply because coding names were changed to match the actual faction names (some minor exceptions are for exemple the Kingdom of Sicily, which is coded as “naples” to avoid confusion with trincaria). The coding names are the ones you see at the start of descr_strat, or their entries in descr_sm_factions for example. And you are very wrong about Venice. Its coding name is “venice”. As extensively said, music and voices are currently messed up due to addition of a new faction without regenerating the sounds.
    Tsardoms: Total War
    Former Campaign Manager
    Semi-retired (or maybe semi-active? who knows...)




  5. #165

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Also Navarrese infantry unit models have too small heads for their bodies.

    Razuzavachi light Bulgarian cavalry (with Bulgarian skins) has fvcked up UV maps or using wrong texture file.

  6. #166

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Is there a reason that a unit stat the export_descr_unit file stops the mod launching ? I haven't deleted anything and I do this on various mods with no issues ? I've saved the original and when I put that back it works fine.

  7. #167
    Hrobatos's Avatar Praeses
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    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    What do you use to edit? What did you changed?

  8. #168

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Quote Originally Posted by Hrobatos View Post
    What do you use to edit? What did you changed?
    Notepad++ only changed 1 attack value for a unit by 2 ?

  9. #169
    Hrobatos's Avatar Praeses
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    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Likely file gets corrupted when you save it. Try another text editor.

  10. #170

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Thanks, that worked.

  11. #171
    Wallachian's Avatar Citizen
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    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Quote Originally Posted by sarpedon21 View Post
    i checked 3-4 factions and defenitely the hardcore script which adds 500 gold per unit extra expense doesnt work (or works in a way i havent understand).
    I just double checked it works perfectly fine. I started a campaign with Florence, I had 6000 florins. I moved an army in enemy territory and when i hit end turn that 6000 instantly became 5500. And i did a check with and without moving the troop in enemy territory and there was definetly a 500 florin difference.

    The cost is not 500 gold per unit, but rather it is per the whole stack.

    I am thinking of increasing this to 750 or 1000 in the next version as it seems to be too easy for the moment.

  12. #172
    jurcek1987's Avatar Protector Domesticus
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    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Yes it works perfectly. Also the next turn if you check the financial screen you'll see "-500" under diplomacy

  13. #173
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Quote Originally Posted by Wallachian View Post
    I just double checked it works perfectly fine. I started a campaign with Florence, I had 6000 florins. I moved an army in enemy territory and when i hit end turn that 6000 instantly became 5500. And i did a check with and without moving the troop in enemy territory and there was definetly a 500 florin difference.

    The cost is not 500 gold per unit, but rather it is per the whole stack.

    I am thinking of increasing this to 750 or 1000 in the next version as it seems to be too easy for the moment.
    You may have a look at my take of this script. It's included in the SSHIP.
    Spoiler Alert, click show to read: 
    {INFO_SUPPLY_COSTS_INFO_BODY}\nThe supply system makes you pay for your armies (ie generals) staying in the enemy lands, travelling by boat or besieging an enemy settlement. The amount of money depends on the traits and ancillaries of the relevant general. If he's got no specialised ones (like Logistician), the costs may be very significant. Take note that these costs will not be shown in the financial panel, they will be automatically deducted from your treasury (money will just disappear between turns). This deduction will be communicated to you in the traits of the characters and in the messages popping up at the start of your turn.\n_______________________________________________ \n\nThis system significantly increases the difficulty of game. It requires you to check often the traits of your generals and to tailor your decisions to what is financially feasible based on those traits. It is operational only at the Very Hard campaign difficulty. If you find it too difficult or you simply do not wish to bother with such minute decision-making factors, simply start the game again with a different difficulty.{INFO_SUPPLY_COSTS_INFO_TITLE}Army Supply Costs


    {INFO_SUPPLY_COSTS_DETAILS_BODY}This system significantly increases the difficulty of game. It is operational only at the Very Hard campaign difficulty. Read this long text if you want to understand the system fully. \n_______________________________________________ \n\nThe sinews of war is money, and money is something you should gather before conducting any offensive expedition. The amount depends on the length of the operation you plan to conduct and the skills of the general leading the operation. Be careful to look through the traits of that general and assess the costs beforehand! \n\nWhen planning a campaign, there are multiple financial factors to consider. First, you'll have to pay for your army traveling through enemy lands. If the leading general has a basic Logistical Skill or Advanced Military Education or is accompanied by a Military Engineer then you'll pay 500 florins a turn. If the leading general is a Logistical Expert, you will pay only 250 florins a turn. If he does not have any of those skills, it will cost you 1000 florins a turn. \n\nYour army may also travel by sea for the purposes of a military expedition. If your general has Logistical Skills or your Faction Leader has Maritime Interests, you will pay 500 florins for staying on board a boat at the end of the turn. Otherwise you will pay 1000 florins. \n\nIf you lay siege to an enemy settlement, you will have to cover higher expenses still. If the leading general is a Good Engineer or is accompanied by a Siege Engineer (ancillary), you will pay 1500 florins. If he does not have such traits or ancillaries, you will pay 2000 florins (siege costs replace the above mentioned costs of traveling; they are not in addition to such costs). \n\nIf you are on a crusade or jihad, then you do not pay anything, but once the crusade/jihad ends you will start paying regular costs of travel/siege. Also, bear in mind that there is one-time upfront payment for any general joining a crusade or jihad (3000 florins). \n\nThe only exception to the above described costs are the pagan factions: Lithuania and the Cumans. They always pay 250 florins per general on the move and 1500 per general besieging, and the full price by boat. \n\nRemember that you don't pay anything if you're in home territories. This also means that once you successfully conclude a siege, you will not pay any of these costs anymore. If you are just on the border, it is always better to stay on your own side (this is true for diplomatic reasons as well). \n\nThe secondary generals present in an army (i.e. all generals except the commanding one) don't pay these costs. Be careful though of who is leading the army - you may have a general with good Logistical skills, but if another general assumes the leading role, you will end up paying more. \n\nFinally, take note that these costs will not be shown in the financial panel – neither ex-ante, nor ex-post. They will be automatically deducted from your treasury: money will just disappear. However, it will be communicated to you in the traits of the characters and in the messages popping up at the start of your turn.
    {INFO_SUPPLY_COSTS_DETAILS_TITLE}Army Supply Costs: details
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  14. #174

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Quote Originally Posted by Wallachian View Post
    I just double checked it works perfectly fine. I started a campaign with Florence, I had 6000 florins. I moved an army in enemy territory and when i hit end turn that 6000 instantly became 5500. And i did a check with and without moving the troop in enemy territory and there was definetly a 500 florin difference.

    The cost is not 500 gold per unit, but rather it is per the whole stack.

    I am thinking of increasing this to 750 or 1000 in the next version as it seems to be too easy for the moment.
    a ok then, i thought it was 500 per unit.

  15. #175

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    I had three CTDs in row in a battle against Hungarians upon charging unit of crossbowmen with Catalan knights.
    Attached Files Attached Files

  16. #176

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Quote Originally Posted by kanteljic View Post
    This correspondence does not exist simply because coding names were changed to match the actual faction names (some minor exceptions are for exemple the Kingdom of Sicily, which is coded as “naples” to avoid confusion with trincaria). The coding names are the ones you see at the start of descr_strat, or their entries in descr_sm_factions for example. And you are very wrong about Venice. Its coding name is “venice”. As extensively said, music and voices are currently messed up due to addition of a new faction without regenerating the sounds.
    Does that mean the admin console isn't usable at all on this mod? Cause from what I gathered in a hotseat guide:

    "It is important to note that faction names in the console are still vanilla M2TW.

    The corresponding faction can (usually) be found in Medieval II Total War/mods/<mod name>/data/world/maps/campaign/imperial campaign --> descr_strat file

    For example, a list of Westeros factions and their original medieval name used in Youngbloods:

    Lannister - england
    Tyrell - milan
    Stark - scotland
    Arryn - portugal
    Greyjoy- hre
    Renly - spain
    Joffrey - venice
    Tully - france
    Stannis- denmark
    Martell - moors"

    I'm sorry to bother but I'm desperately trying to set up a small hotseat on this wonderful mod

  17. #177

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    when i pick random units/buildings in the campaign map i get a corruption of the images that leads to a ctd. had those before in other mods and it was due to wrongly sized images if i remember correctly.

  18. #178

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Quote Originally Posted by sarpedon21 View Post
    when i pick random units/buildings in the campaign map i get a corruption of the images that leads to a ctd. had those before in other mods and it was due to wrongly sized images if i remember correctly.
    I think this is also a memory leak issue. Does it persist once you reload?

  19. #179

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    about bugs this thread is surly a bug fixing info!
    EDCT: WhenToTest BecomesFactionLeader causes crashes
    getting older

  20. #180

    Default Re: Tsardoms Total War - Campaign Feedback, Bugs and Reports

    Quote Originally Posted by sarpedon21 View Post
    a ok then, i thought it was 500 per unit.
    LOL same as me.
    It would be cool dou.
    In reality all the kingdoms were strong on manpower and the only problem vas to suply armies and arm them.So a small albania could confront the ottomans when they were sendind 30 000 strong armies to attack them. U only need to recruit the local population wherever they attack u and some noble cav.
    Medieval entites were good at defending but at conquering.

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