Divide and Conquer - The Original Thread

Divide and Conquer - The Original Thread

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Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Well turns out I was running the game through my Intel, but running the game through my Nvidia graphics card still didn't solve the issue. I tried all three save games again, but could only end one turn successfully before it conked out on me. But at least all the rest of my games will now run better through, thank you for that! :smile:

As for your questions, I'm using the steam version of Med 2, and I am pretty sure I have experienced this crash before. My Dorwinion campaign from DaC 1.01 crashed consistently on the same turn around 200 turns in if i remember rightly...

Hmm, well I can strike out any issues with the disc version from the list of possibilities then. Unless your settings didn't change back themselves (recheck them, my friend had a similar issue and the new settings didn't apply properly at first), then I would say that is it - I'm out of ideas at this point (well I suppose you can try to enable compatibility mode to Windows 7 for Medieval 2, but I really doubt it will help).

But you basically already won the campaign anyway - if you just really want to toss the Ring into fire and win the campaign than I can quickly get to that point and leave you a save where you just have to press a button to toss the Ring into Mount Doom and win officially.

And at least your other campaigns will run better, so, yeah, I guess it's something! :smile:


After discovering and watching a few of AG's videos I wanted to load up DAC again and give it a whirl... only to find out my last save game was over 2 years old! Shameful I know, I'm currently running version 0.3 so I assume I'll have to download everything in the OP to a fresh copy of TATW before playing the latest version?

Yes, your assumption is most correct!:)
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Hmm, well I can strike out any issues with the disc version from the list of possibilities then. Unless your settings didn't change back themselves (recheck them, my friend had a similar issue and the new settings didn't apply properly at first), then I would say that is it - I'm out of ideas at this point (well I suppose you can try to enable compatibility mode to Windows 7 for Medieval 2, but I really doubt it will help).

But you basically already won the campaign anyway - if you just really want to toss the Ring into fire and win the campaign than I can quickly get to that point and leave you a save where you just have to press a button to toss the Ring into Mount Doom and win officially.

And at least your other campaigns will run better, so, yeah, I guess it's something! :smile:

Ah ok...I know that technically I've already won but I was really enjoying the campaign anyway and was going to go for world domination. If you wouldn't mind, could you send me that save game of when you managed to end turn 6 times? That'll be my last ditch attempt to make it work otherwise I will give it up...
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Hi guys,

Any idea why some of the graphics are showing up like this?

https://drive.google.com/open?id=0Bw...XgwMlVvbzFGT3M

No clue, but I would suggest to completely uninstall the mods and Medieval 2 and then proceed with a fresh install of Med 2, TATW and DaC. Check for installation guides on Arachir's youtube channel. Also check if the glitch appears again in vanilla Med2 and TATW by starting a new campaign in each of those, to see whether the glitch is really being caused by DaC.

The above is sort of a nuclear option, but it is the most likely to solve your issue. Before you do all that, try fiddling with your graphics settings, restarting your game, starting a new campaign, although I very much doubt that will help.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Two questions:
- Can someone tell me which changes I have to make to turn off the in-game cinematics when a general dies or when a ram breaks the gate?
- Earlier in the thread, I read that someone found a fix for the current issue where Isengard's generals lose command when they get the Ring. Can someone tell me if that fix is save-game compatible?
Thanks in advance!
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Hello everyone, first post on this forum (please tell me if I have to post somewhere because of that)
So first of all, congratulations to all the DAC team for this amazing sub-mod (you might have read it hundreds of times but I wanted to say it anyway). I've been playing at it for months now and I'm still found of it.

Then the reason why I am here, I have a suggestion for the Imladris campaign for 2.0.
I saw that some people complained about the new bodyguard unit of the twins not because it was too OP (or not enough) but because it was less fun to use than the Imladris rangers. Moreover I saw that some players let the twins and Elrond die so that they would have more soldiers in an Eldarinwe Nobles unit.
So I had an idea about how you could let the twins have the Imldaris Riders as BG units, and make the game a little harder for Imladris, respecting the lore.

The issue with the Imladris Riders as BG units was that they were to OP, because cavalry BG with 50+ soldiers are OP. So there's a need to weaken Imladris to counter balance that. To do that, I think that you could give Imladris a little army at the beginning of the game and make them unable to recruit units until the barracks event.
Why? Because with these forces Imladris would just be able to take the rebel settlements of Eregion (maybe Celoniach) and hold them until the barracks event. They could do it with the twins, because Imladris Rangers are really powerfull as BG units, with the 2 of them it would be doable to defeat almost a stack of goblins. And then repeat it. Moreover with the Glorfindel script Imladris would have reinforcements to hold.
Then at the barracks events Imladris could begin to recruit troops. And the quendi units would still be interesting because the elites are really expensive and you can't have tons of them.
What would it add for Imladris:
-Imladris Rangers as BG units for the twins. And it would respect the idea that they spend a lot of time hunting orcs.
-A more challenging campaign (at least for the beginning, and the Misty Mountains would get stronger, so more challenge)
-It would respect (a little) the lore. By the end of the Third Age a few elves remain in Imladris, and some are leaving. So it would be logical that they can't recruit units at the beginning. Then you could add a message with the barracks event saying that as the elves have retaken Eregion, Elves are returning to Middle Earth (though I think there's one that says that when you're doing great with the elves) and thus you can recruit troops.

However it's just a suggistion :). I know Nothing about modding so I don't know if it's doable, and it might break the balance of the game. Moreover it might not go along with the vision you have of the game. But I thought I could suggest you this idea, we never know :).

Best regards from France.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Two questions:
- Can someone tell me which changes I have to make to turn off the in-game cinematics when a general dies or when a ram breaks the gate?
- Earlier in the thread, I read that someone found a fix for the current issue where Isengard's generals lose command when they get the Ring. Can someone tell me if that fix is save-game compatible?
Thanks in advance!

1) Check this Arachir's video at 21:00, he explains and shows how to do it there: https://www.youtube.com/watch?v=td_8YCY3cFU
2) No, I'm afraid the fix isn't save-game compatible, you'll need to start a new Isengard campaign for the changes to apply.
 
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Medieval 2: Total War encountered an unspecified error and will now exit

Hello. Im getting constant CTDs at "bandits and rebels" end turn phase on my Dac v1.2 saves, this has happened on all my 4 different campaigns, the crashes become unpassable after a few turns and I have had to end my campaigns becasue I cant get past this crash (Gondor at 75, Umbar at 84, orcsMM at 124, dorwinion at 184). The crash log gives me this message (same on all saves):
20:14:12.315 [system.io] [warning] open: mods/Third_Age_3/data/models_strat/residences/faction_variants/teutonic_order/textures/moria_stone.tga.dds is missing20:14:12.320 [system.io] [warning] open: mods/Third_Age_3/data/models_strat/residences/faction_variants/teutonic_order/textures/preto.tga.dds is missing
20:14:12.363 [system.io] [warning] open: mods/Third_Age_3/data/models_strat/residences/faction_variants/ents/textures/erebor.tga.dds is missing
20:14:12.473 [system.io] [warning] open: data/terrain/aerial_map/tile_models/alpha_pages/mountain_mask.tga.dds is missing
20:14:12.496 [system.io] [warning] open: mods/Third_Age_3/data/world/maps/base/water_surface.tga.dds is missing
20:14:40.178 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

Heres one of my saves before end turn crash
View attachment Gondor Main Save 75.rar

PS: this is my fisrt time posting so forgive me if i posted this in the wrong thread :)
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Sure, one save game is 5 turns in and the other is 6 turns in. Fingers crossed

Afraid it didn't work Racer, the game cruelly teased me for 6 glorious end turns before the same crash happened again. Just wanted to thank you for all your help because it was really appreciated! :) Fingers crossed that the next patch might fix this bug.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Afraid it didn't work Racer, the game cruelly teased me for 6 glorious end turns before the same crash happened again. Just wanted to thank you for all your help because it was really appreciated! :smile: Fingers crossed that the next patch might fix this bug.

That's a shame, however I was talking with a friend of mine who also plays DaC about the crash you were having and he mentioned something I foolishly forgot - bloody autosaves, so there might very well still be hope for you yet.

You see, each time you press end turn an autosave is created with the state of the game before you pressed end turn. It then goes through all the factions and creates a new autosave. If your game then crashes, you should be able to load the autosave and find yourself in the new turn, thus bypassing the crash. In fact, I've been forced to doing this myself a couple of times while playing DaC, but I presumed it's common knowledge and didn't even think much about it.

Try to bypass your crash with the autosaves 2 or 3 times(it doesn't always work the 1st time, and if it didn't, just end the turn one more time to allow the second autosave to be created properly).

Now if what I wrote above still doesn't help, you can disable the autosave feature completely by going to C:\...\steamapps\common\Medieval II Total War folder and editing the
medieval2.preference.cfg file with Notepad++ (actually Notepad should work fine as well here). In the file find the auto_save = 1 entry and change it to auto_save = 0

This will then disable the auto save feature, thus easing the strain on your machine and game during end turns. Try ending the turn with autosave disabled a few times, and if even then the crash still persists, then I would call quits. Anyway let me know if it works, and if not, well at least we didn't go down without a fight.;)

PS. I saw a couple of other people posting with the exact same game crashes at "Bandits and Rebels" end turn phase as Arkcus recently - what I wrote above both in this post and others might very well help you as well, I don't wish to repeat the same advice over and over - please understand.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Many of the Vale of Anduin units have Dunland banners/experience flags floating over their heads. Also the general unit has a weird Babylonian styled lion banner. Just want to let yall know and/or remind the team of these issues before one of the final patches. Thank you for this great mod!



20170222013634_1.jpg
20170222235432_1.jpg
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Currently, there is a line of buildings under the name "Warrior's Guild". Shouldn't it be "Warriors' Guild" to bring it in line with the likes of Merchants' Guild?

Also, wouldn't it better to change the "Fort-town Posts" line and the "Fort-town Guardhouses" building to "Fort-Town Posts" and "Fort-Town Guardhouses" respectively? (I've suggested it under a YouTube video, but it's probably too controversial.)

Edit. There is a loading picture with Eagles that appears to be smaller than usual.

And why is Gondor at war with Khand, whereas Dol Amroth isn't? At the same time, Dol Amroth is at war with Rhûn, but Gondor isn't. Is there any point to this?
 
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Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Does anyone have a torrent link for DaC?Downloading on browsers is so slow while downloading on torrent and steam goes normal like it's supposed to be.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Afraid it didn't work Racer, the game cruelly teased me for 6 glorious end turns before the same crash happened again. Just wanted to thank you for all your help because it was really appreciated! :) Fingers crossed that the next patch might fix this bug.

I managed to fix my crash issue (unpassable crashes on Bandits and Rebels end turn phase) and turns out all i had to do was turn down my desktop resolution to 1980x1080p to match the ingame res (rookie mistake). This completly stopped the end turn CTDs on my part and all my saves are now playable (15 turns played today and not a single CTD), since you and some other ppl had the same crash message and pattern i had i figured you might wanna try the same. I have no clue how having a higher desktop res would casue the game to crash randomly on some end turns but that seems to be the case for me atleast, hope this helps!
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Currently, there is a line of buildings under the name "Warrior's Guild". Shouldn't it be "Warriors' Guild" to bring it in line with the likes of Merchants' Guild?

Also, wouldn't it better to change the "Fort-town Posts" line and the "Fort-town Guardhouses" building to "Fort-Town Posts" and "Fort-Town Guardhouses" respectively? (I've suggested it under a YouTube video, but it's probably too controversial.)

Edit. There is a loading picture with Eagles that appears to be smaller than usual.

And why is Gondor at war with Khand, whereas Dol Amroth isn't? At the same time, Dol Amroth is at war with Rhûn, but Gondor isn't. Is there any point to this?

I didn't hide you because you were suggesting controversial changes. However YouTube is not a matter for the forum here.

Well after downloading v1.2 nd playing it for a bit I have to say I'm thoroughly enjoying it, great job guys. :thumbsup2

I am very pleased that it lives up to your expectations sir. Doubly pleased that you have had no issues! Hahaha
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I managed to fix my crash issue (unpassable crashes on Bandits and Rebels end turn phase) and turns out all i had to do was turn down my desktop resolution to 1980x1080p to match the ingame res (rookie mistake). This completly stopped the end turn CTDs on my part and all my saves are now playable (15 turns played today and not a single CTD), since you and some other ppl had the same crash message and pattern i had i figured you might wanna try the same. I have no clue how having a higher desktop res would casue the game to crash randomly on some end turns but that seems to be the case for me atleast, hope this helps!

Well, that won't do for me since I've got both on the same resolution.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Hey Galu it's me Jedi and i would like to thank you for adding sentries of the Orthanc to DAC and that the designs are exactly the way i imagined them, however can you change Athala rangers for Dorwinion to be strictly AOR and not restrict them by the Elf Human choice as they are restricted enough by the fact they are only recruitable in Rhovanian as a person who has played Dale several times and Dorwinion three times in 0.20, also I think that the Gadhrauts and Horse guard should be available to Dorwinion too because of their shared culture with Dale and that they are Rhovanion AOR units. yours sincelery and a major fan Jedi7000nathan
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

That's a shame, however I was talking with a friend of mine who also plays DaC about the crash you were having and he mentioned something I foolishly forgot - bloody autosaves, so there might very well still be hope for you yet.

You see, each time you press end turn an autosave is created with the state of the game before you pressed end turn. It then goes through all the factions and creates a new autosave. If your game then crashes, you should be able to load the autosave and find yourself in the new turn, thus bypassing the crash. In fact, I've been forced to doing this myself a couple of times while playing DaC, but I presumed it's common knowledge and didn't even think much about it.

Try to bypass your crash with the autosaves 2 or 3 times(it doesn't always work the 1st time, and if it didn't, just end the turn one more time to allow the second autosave to be created properly).

Now if what I wrote above still doesn't help, you can disable the autosave feature completely by going to C:\...\steamapps\common\Medieval II Total War folder and editing the
medieval2.preference.cfg file with Notepad++ (actually Notepad should work fine as well here). In the file find the auto_save = 1 entry and change it to auto_save = 0

This will then disable the auto save feature, thus easing the strain on your machine and game during end turns. Try ending the turn with autosave disabled a few times, and if even then the crash still persists, then I would call quits. Anyway let me know if it works, and if not, well at least we didn't go down without a fight.;)

Yeah I knew about the autosave and had already tried that, but tried it 3 times again anyway to no avail. Also tried editing the preference folder as well as turning down the graphics but no luck there either so guess I'll call it quits for now...It's weird though how so many people seem to have had this same crash and that nothing comes up in the log.

Well, that won't do for me since I've got both on the same resolution.

Same for me, mine was on the same resolution.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Thanks. I managed to fix it by deleting battle.sd and I think shared.sd and strategy.sd but it ended crashing when the battle was in a settlement because I'm using Mac. I could have fixed the settlements crash with IWTE but there are just too many so I rolled back to vanilla TATW. I might try again in the future. If I do and I manage to play the campaign even in the settlements, I'll post it here.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I really enjoying this nice submod. But i got a little bug. I play as the Northern Dunedain and take over Enedwaith. The problem is with Lond Angren. All other large town after enedwaith i can upgrade. Only Lond Angren cant. Is this a known bug?
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I really enjoying this nice submod. But i got a little bug. I play as the Northern Dunedain and take over Enedwaith. The problem is with Lond Angren. All other large town after enedwaith i can upgrade. Only Lond Angren cant. Is this a known bug?

EDIT: Correction: I thought you said you were playing as Enedwaith and weren't able to upgrade your settlement. Umm, did you check the culture levels of the Lond Angren settlement to see if you are able to unlock the building that allows you to upgrade?
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

No I play as Northern Dunedain. I conquer Lond Angren but i am unable to build stone wall. City has over 12 000 inhabitants. In other conquered cities i can build that immediately.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

No I play as Northern Dunedain. I conquer Lond Angren but i am unable to build stone wall. City has over 12 000 inhabitants. In other conquered cities i can build that immediately.

Go to the town/region description, which is the green book in the buildings that have been built in the city, and read it. Most likely Lond Angren isn't supposed to upgrade past Large Town because of some restrictions from the start of the game.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Nope, the region description mentions that restrictions apply only to Carras and Bregnas. Also Gynd can grow all the way to large city, despite that the description says it should never grow beyond a large town. So either the region descriptions are horribly out of date, or a mistake was made when applying restrictions to the settlements. Either way it's a bug.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Since the subject is upgrades, maybe the upgrade restrictions should be removed so that non-Capital settlements can dynamically change aesthetic throughout the game?

With the current restrictions Dor Lhingvar remains an ugly(thematically ugly, not visually) Orc settlement throughout the entirety of the Woodland Realm's game. I think Shadow of Mirkwood players are stuck with Orcs living in Elven settlements in middle-Mirkwood throughout the whole game.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Since the subject is upgrades, maybe the upgrade restrictions should be removed so that non-Capital settlements can dynamically change aesthetic throughout the game?

With the current restrictions Dor Lhingvar remains an ugly(thematically ugly, not visually) Orc settlement throughout the entirety of the Woodland Realm's game. I think Shadow of Mirkwood players are stuck with Orcs living in Elven settlements in middle-Mirkwood throughout the whole game.

Once the town or castle is upgraded, you cannot go back and revert it. It's just how the game engine is and how it works. Even though the game can be modded it wasn't built by the original developers with that in mind so they created the engine and hardcoded limits based off the original design framework that they had set for the base game so we as modders have to work within that environment thus resulting in certain structures of the game remaining the way they were originally created.

EDIT: Regarding Dor Lhingvar specifically, that's a castle and it's un-upgradable by the Elven factions and the only way to change the 3D model is by building the specific building associated with settlement upgrade so that castle and others in a similar situation are unchangable. The reason why the castle looks that way is probably because the Elves hadn't been in southern Mirkwood for such a long time so it became an Orc castle and so whoever set up that castle probably was thinking that when they created it. But besides that, just to recap specifically about that, it's a hardcoded issue regarding how the 3D models change their appearance but a design choice by DaC to disable the ability for Elves (and Orcs) from upgrading their castles at all.
 
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