So,i should tick the first line(acept line)
Is that all or should i do something more?
Thanks in advance
So,i should tick the first line(acept line)
Is that all or should i do something more?
Thanks in advance
Yea, you should click accept, but there's another issue with Vista - it keeps copies of your MTW files in a "compatibility folder", so if you update your RR or RR/RC, those changes most likely won't be reflected ingame, coz old files will be in use (it's in the FAQ too, read it throughly).
Regards
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Either the battle_config.xml or the config_ai_battle.xml seems to cause problems(21:26:57.593 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.) when the ai has cannons in a field battle. The problem occured in the Hundred Years War(bgr IV, VH/VH, no battle time limit) when attacking the french army close to Bordeaux. That army has two NE Bombard.
My own army were composed like this: Edward Plantagenet (move_character from London), the general allready in Bordeaux, 2 Heavy Billmen, 2 Yeoman Archers, 1 Levy Spear, 1 Spear Militia, the three mercs available in Bordeaux region (1 Free Company Longbowmen, 1 Mercenary Pavise Crossbowmen, 1 Mercenary Knights) Stakes were deployed by my archers.
My previous problem during the loading of battles in the Italian_City_States were a bit random. Sometimes battles loaded in both field and settlement scenario, sometimes not. But using the descr_formations_ai.txt from 0.886/1.36 was a definite no go.
Thanks for all the work you do. It is really nice to see the constant progression.Thanks for having a look at my problem.@blabar
I tried to crash the game using the combination of armies given by you (BGRIV, same campaign, same characters etc), I didn't succeed. Either it was formations error (which I already corrected) or some random issue not connected to my AI.
Regards
Here are two excerps from the logs of the crashed battle:Spoiler Alert, click show to read:I dont know if I should have included more or less information from the logs?Spoiler Alert, click show to read:
Maybe I´m a bit hasty in my assumptions about the cause of the problem, but I have been playing SS 6.2 rc/rr and TATW 1.1 rc/rr without any hiccups in battles. What have changed since earlier is bgr IV. Could it be that my computer has reached som kind of memory bottleneck?
I will test a new campaign with your updated code.
Regards
Last edited by blabar; August 12, 2009 at 07:52 AM. Reason: more information
@blabar
Thx for the detailed info, the formations in 1.361 should be fine (I corrected an error in one of formations used at battle startup), I'll check them again when I'm back (should happen on Wednesday).
I'll definitely check the cannons issue and see if I can repeat the crash.
Regards
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Hi, Germanicus! I just downloaded your new BAI and can't wait to start a new campaign with that.
However I have one suggestion: Could you make AI "see" the stakes somehow? Last evening a Lithuanian general sieged my city, I sallied out, his archers deployed stakes, and... the general died on his own stakes.
@Anatorax
That's a downside of using stakes, AI will incidentally impale on them (even if it only happens when passing through in one direction), not much can be done, formations are alredy adjusted, general's engage range is low, stakes deployment is maximally delayed, the rest is up to hardcoded AI features.
If you have the savegame, please post it, maybe I can figure something out.
Regards
P.S. Any feedback on reinforcements run ppl?
Last edited by Germanicu5; August 06, 2009 at 06:40 AM.
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Sorry, don't have that save - I reloaded to give that general another chance. But don't worry - there was no problem with "direction of movement against stakes" - everything worked out properly, he was coming back to line just through them.
P.S. Just started a new campaign, and I must say AI defends cities much better: AI quickly retreated to plaza where blocked my infantry with his militia while shooting at me with his 2 units of crossbows AND kept another unit of spear militia in one of the rear "corridors" to block my general from charging into crossbows!!! It was totally great - that's exactly what I would do (if I had to retreat from walls).
New AI is up, RR/RC formations adjusted, brand new formations available for SS.
@Anatorax
Thx, I think siege behaviour is somewhere close to what I wanted it to be from the beginning.
Regards
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@blabar
I tried to crash the game using the combination of armies given by you (BGRIV, same campaign, same characters etc), I didn't succeed. Either it was formations error (which I already corrected) or some random issue not connected to my AI.
Regards
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Hi Germanicu5, great work you've been doing. Installed v1.37 for RR/RC+stakes+reinforcements run today and I've got a little problem. Early Kwazie vh/vh campaign 1st field battle on turn 4 crashes the game. First time caught me off guard so I reloaded and tried again. Here's the log from the second crash.Spoiler Alert, click show to read:
I noticed this time the crash occuried at the one minute mark so I tried a third time-this time with no action on my part except clicking "start Battle"1The rebel Ai army was 1 GB (Mamluk Archers) 1 desert archer, 1 Nubian spearman, 1 peasent nfantry vs. one Kwazie GB, 3 turkoman calvery, 1 Kwazie Nobleman.Spoiler Alert, click show to read:
Installation was just unzip to SS6's data file and overwrite any files or did I do something wrong? It seems like the stakes timer caused the crash. I had played 8 turns earlier today as Hungray with no problems (only one battle-a seige)
@Loose Cannon
Thx for the report, good methodology . I was convinced it was definitely fixed. The cause of the crash is connected to battle timer running out - which launches reinforcements script when necessary. Theoretically there's no reason for a crash, but game core seems to have problems with the "script mass" launching when the timer runs out (there's a slight lag at the point).
I managed to crash the game once in ~20 repeats for now.
Please provide a savegame if possible.
General request: Plz upload savegames and/or logs when reporting a bug, it'll make my work a lot easier.
Regards
Last edited by Germanicu5; August 08, 2009 at 04:13 AM.
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Is the new version (1.37) save game compartible or do i need a campaing restart?
I don't know why but i cant upload the savegame file.(SAV file)
Last edited by Andrew1994; August 08, 2009 at 07:46 AM.
Here's the autosave if I did the upload right.
@Andrew1994
It's not savegame compatible, but you can install it anyway. You'll only miss AI Reinforcements run script (cool feature, but not 100% stable yet), but you'll benefit from the new AI.
You need to zip the savegame file first before you can upload it to twcenter.
@Loose Cannon
Thx, I'll have a look (actually I'm having a look at it right now).
Everything is ok code-wise, it's just script parser's lack of stability I need to tackle atm. Maybe even some "wait" commands will help.
Update: This is great success - it crashes ... Update 2: ...sometimes :/
Regards
Last edited by Germanicu5; August 08, 2009 at 02:04 PM.
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Here you are.
What can you do with my savegame?
Last edited by Germanicu5; August 09, 2009 at 08:03 AM.
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Scripts version on hold, sry for any inconvenience.
Updated standalone Stakes Deployment Scripts are available in 1st post.
Regards
Last edited by Germanicu5; August 09, 2009 at 01:57 PM.
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@Andrew1994
Oops... yea, you can play it, actually I'm still testing reinforcements script I put up for about an hour today (and managed to crash it once in the meantime), your ongoing campaign will work well ofc, you can always download the latest AI - changes to scripts won't work until you start a new campaign though (but new battle AI itself and formations will).
Make sure you download new AI (whenever it happens) before you start another campaign, I'm still improving stability of reinforcements script.
Regards
EDIT: People that downloaded ReallyBadAI incl. reinforcements script, please redownload for more stability.
Last edited by Germanicu5; August 09, 2009 at 03:59 PM.
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New AI files are available, reinforcements script is very stable now, all possible crash issues've been eliminated. Previously undiscovered code added as well - I hope definitive confirmation can be obtained via further testing.
Some reinforcements script info:
- makes AI reinforcements (1 army atm) rush towards the other AI army, maintaining combat ability in case player decides to attack them
- more challenging battles, river crossing in particular
Regards
Last edited by Germanicu5; August 13, 2009 at 11:44 AM.
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