Might've found an error in the descr_strat at line 5786, I think "character Robert, general, named character, age 50"
is supposed to read "character Robert,general,named character, male, age 50". With that little correction, he shows up as a proper English family member instead of a NE General's Bodyguard with no character attached.
Last edited by Jurand of Cracow; July 02, 2022 at 02:26 AM.
No worries, I just thought I'd give updates when I come across something new. This is the first time since vanilla that I've come across this problem.
Is it a princess trait issue or a general trait issue? I understand that the traits of the princess get reflected onto the general, so maybe the "disinherited" is a hidden trait of the princess, but from the language it sounds like the general is the problem (the nobles don't like the general the princess has married)?
actually, you may be right to point out at this trait. It seems Kilo11 might have misunderstood this trait while working on the descriptions two years ago. What I see in the code is:
Code:{WifeWasFactionHeir_desc}This man's wife could have produced possible heirs, but thanks to the character of this man the nobles won't accept his sons anymore. {WifeWasFactionHeir_effects_desc}No effects {WifeWasFactionHeir}Wife DisinheritedCode:;------------------------------------------ Trait WifeIsFactionHeir Characters family Level WifeWasFactionHeir Description WifeWasFactionHeir_desc EffectsDescription WifeWasFactionHeir_effects_desc Threshold 1 Level WifeIsFactionHeir Description WifeIsFactionHeir_desc EffectsDescription WifeIsFactionHeir_effects_desc Threshold 2Code:;------------------------------------------ Trigger valid_heir_43 ; Characters who marry such daughters are given a trait telling the game they did that WhenToTest CharacterMarriesPrincess Condition SpouseTrait PrincessFactionHeir = 1 and Trait Factionleader = 0 and not CharFactionType venice and not CharFactionType pisa Affects WifeIsFactionHeir 1 Chance 100 ;------------------------------------------ Trigger valid_heir_5 ; Biological sons of men married to daughters of valid claimants receive automatic weak claims if not in republic WhenToTest CharacterComesOfAge Condition FatherTrait WifeIsFactionHeir = 1 and Trait Factionleader = 0 and Trait Usurper = 0 and Trait BastardSon = 0 and Trait WeakClaimant = 0 and not CharFactionType venice and not CharFactionType pisa Affects WeakClaimant 1 Chance 100 ;------------------------------------------ Trigger valid_heir_41b ; Daughters of claimants give their claims to their children WhenToTest CharacterTurnStart Condition FatherTrait WifeIsFactionHeir > 0 and AgentType = princess and Trait PrincessWeakFactionHeir = 0 and not CharFactionType venice and not CharFactionType pisa Affects PrincessWeakFactionHeir 1 Chance 100
Last edited by Jurand of Cracow; July 04, 2022 at 12:30 PM.
Hi Everyone
Been playing this for some time, and then I started getting a CTD that won't go away no matter how many times I restart the game, which usually worked in previous cases.
I'm playing as the Abbasids, and here's my save and crash log:
system.log.txt
Abbasids.7z
Thanks in advance.
hmmmmm, no indication in the log other than it's during Rum turn... I've run it on my comp, and it crashes as well... doesn't look I can help, at least not quickly.
Code:14:07:21.002 [game.script] [always] ------ testing rum leader for policies14:07:21.002 [game.script.exec] [trace] exec <if> at line 50632 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.002 [game.script.exec] [trace] exec <if> at line 50635 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.002 [game.script.exec] [trace] exec <if> at line 50639 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.002 [game.script.exec] [trace] exec <if> at line 50642 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.002 [game.script.exec] [trace] exec <if> at line 50645 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.002 [game.script.exec] [trace] exec <if> at line 50648 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.002 [game.script.exec] [trace] exec <if> at line 50651 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.002 [game.script.exec] [trace] exec <if> at line 50656 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.002 [game.script.exec] [trace] exec <if> at line 50660 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.002 [game.script.exec] [trace] exec <if> at line 50668 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.002 [game.script.exec] [trace] exec <if> at line 50678 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.003 [game.script.exec] [trace] exec <if> at line 50684 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.003 [game.script.exec] [trace] exec <if> at line 50687 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.003 [game.script.exec] [trace] exec <set_event_counter> at line 50687 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.003 [game.script.exec] [trace] exec <if> at line 50690 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.003 [game.script.exec] [trace] exec <if> at line 50697 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.003 [game.script.exec] [trace] exec <log> at line 50763 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt 14:07:21.003 [game.script] [always] ------ Script end 14:07:21.003 [game.script.trigger] [trace] Trigger <Update_AI> fired 14:07:21.003 [game.script.trigger] [trace] Trigger <Update_AI_islam> fired 14:07:21.003 [game.script.trigger] [trace] Trigger <rum> fired 14:07:21.003 [game.script.trigger] [trace] Trigger <0083b_Update_Allies> fired 14:07:21.003 [game.script.trigger] [trace] Trigger <0084b_Update_Enemies> fired 14:07:21.003 [game.script.trigger] [trace] Trigger <0085_Update_Religion> fired 14:07:21.003 [game.script.trigger] [trace] Trigger <0108_Update_Untrustworthy_Factions_Minor> fired 14:07:21.003 [game.script.trigger] [trace] Trigger <0049_P_Normalise_Non_catholic> fired 14:07:21.003 [game.script.trigger] [trace] Trigger <Global_DecreaseOverTime> fired 14:07:21.003 [game.script.trigger] [trace] Trigger <Theologians_No_Guild_Bonus> fired 14:07:21.004 [game.script.trigger] [trace] Trigger <Merchants_No_Guild_Bonus> fired 14:07:21.004 [game.script.trigger] [trace] Trigger <Thiefs_No_Guild_Bonus> fired 14:07:21.004 [game.script.trigger] [trace] Trigger <Assassins_No_Guild_Bonus> fired 14:07:21.004 [game.script.trigger] [trace] Trigger <Woodsmens_No_Guild_Bonus> fired 14:07:21.004 [game.script.trigger] [trace] Trigger <HorseBreeders_No_Guild_Bonus> fired 14:07:21.227 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Qattos, you may try to open the console and type 'surrender_regions rum' - it allowed me to pass to the next turn. Rum faction will disappear though, but they may reemerge later.
Thanks Jurand for at least testing it, and thanks Macaras for the solution, not the best of solutions but a solution nonetheless, besides it gets rid of those pesky Rums
0981 fixes coming up soon, or are you working on sth specific for the next update?
asking for a friend :-p
Actually we're working on a new "one-folder" version of 0.98, and it should come soon: Jurand merged all the team's works and I'm putting the build through various checkers and fixing small stuff here and there.
No major breakthrough from the previous April version, but a steady progress and improvements!
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
Something weird just happened, Im playing Byzantium and masons guild builded a small catholic church for me in Caesarea
https://ibb.co/ZBh1Lgf
https://ibb.co/g4pg9sQ
@Tomek2000s: Thanks for the report!
@Jurand: I had a quick look at descr_missions, didn't find anything suspicious but I don't know the file well.
It seems to me there's only the rewards coded here, not the gifts.
I'm reading this to see if I finde somehing: https://www.twcenter.net/forums/show...ide-for-Guilds
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
Can some one explain the evolution script for the byzantine pronoia?