Imperial Splendour 2.0x Bug Reports

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I'm not quite sure whether this is funny or not...

Regardless, I would prefer explosive shot to be used in preference to round (cannister) shot. It gets irritating when the artillery crews get scared off, come back and fire cannister into the back of your line without you realizing what's happened.
I thought it was kind of funny.

Maybe.

But then I have a strange sense of humor.

And the only way to "preference" explosive shot is to entirely remove round shot and canister altogether.
 
actually i don't know if this has been reported already b/c reading through 14 pages seemed a bit annoying to me, nonetheless I would suspect someone noticed it before. but in case nobody did, i 'm playing as morocco right now and the yuldashes janissary unit's range is 0.
(and btw listing the known bugs in the first post would be a great idea guys ;) )
if this has been reported already, mea culpa; besides, can i fix this on my own? :)
 
I'm experiencing a CTD. It's turn 3 in my French campaign, I'm playing with the following mods:

Fx4.pack
Imperial Splendour DLC Enabled.pack
Imperial Splendour.pack
aum_mod_is.pack
patch_aum_en_loc_is.pack
IS_skins_sotd.pack

My OS is Vista.

When I try to click on one of my navies, just south of Spain, the game crashes.. I was able to select it in the previous turn - and this navy is the only one which causes a crash. It consists of 4 ships, 2 Indiamen Tradesship, a Brig and a Sloop.

Anyone know what the issue might be?
 
@ Rosbjerg: No idea about your bug. It is not caused by us. Since it is turn 3, starting a new campaign should not be such a problem. Or does the crash still occur?

@MeatChopper: I can tell you that in my version (which is 2.05beta) they have range. I dunno if it is fixed in 2.04 (you should upgrade to it if you haven't yet) but the bug will surely be fixed in the next patch
 
@ Lazy Knight: I did restart and the problem has not occured again (so far), it was merely to inform you so you knew.. but now my new game crashes around turn 20 whenever Ottoman's turn is up :sigh: ..
You say that it's not caused by you, which means maybe my bugs are somehow related to other programs? In that case, do you know of any specific software/program that the team recommends turning off, while playing IS?
 
All right, well - I'll figure something out.. it's a shame if I can't get it to work without CTDs.. It's the most interesting mod, especially with the AUM, that I've played!

Everything seems in order, the only possible thing what could cause this is the AUM mod ..

Try running a campaign without AUM enabled, and see if it still CTD's
 
Yep. I know it's a pain, but the only mod that I can confirm works 100% fine all the time is GeorgiaPeanuts Family Tree Mod, which never gives me troubles.

Unload everything else but Imperial Splendour (and watch out for any .pack files in your data folder which might be set to "patch" or "movie" type, as those will run even without being activated in your script. I personally recommend creating a folder, called "old crap" or something, and tossing all the .pack files from other mods in there so you're sure they aren't running), try the game, and let us know how it runs for you.
 
@Lazy Knight - Where can I find the 2.05Beta?

A bug, but I'm not quite sure if it's IS related: I was defending the northern most Russian province against a unit of swedish happakiea (sp?) with a unit of Grenadier horsemen plus the usual 2 units of peasants you get. My Horse grenadiers fled, and I defeated the swedes by putting the peasants in buildings. Now, here's the bug - when I returned to the map screen after the battle, there was a hundred man unit of horse grenadiers in the province capital. For me the grenadier horsemen originally had 50.
 
A bug, but I'm not quite sure if it's IS related: I was defending the northern most Russian province against a unit of swedish happakiea (sp?) with a unit of Grenadier horsemen plus the usual 2 units of peasants you get. My Horse grenadiers fled, and I defeated the swedes by putting the peasants in buildings. Now, here's the bug - when I returned to the map screen after the battle, there was a hundred man unit of horse grenadiers in the province capital. For me the grenadier horsemen originally had 50.
We've seen this before, and have been entirely unable to figure it out. We think it's a CA bug, as somebody said they'd seen it prior to IS.

Luckily it seems to not happen very often.

Question: Did you dismount your Horse Grenadiers prior to the battle?
 
I tried turning off everything else except IS and that seemed to do the tricks .. I've then reactivated AUM and the other submods and I've had no bugs since, maybe there was some kind of conflict that just needed to be "reset" or something, anyway it's working now and that's great!
 
Hey, great mod but I find something that might be a bug. Some line infantry like for example Great Britain has 70 range and other like for example French line infantry has range 100.

Is that bug?
 
the units that are preset in a campaign battle are not ours. those are disabled in the campaign and in the custom battle selection. Sure it is not one of them?
 
the units that are preset in a campaign battle are not ours. those are disabled in the campaign and in the custom battle selection. Sure it is not one of them?
Yeah im sure, these are line infantry from your mod. A lot of line infantries has range 70, for example Spain or Poland line infantry...

For example, check Saxon Infantry and Finnish Infantry.
 
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well, my saxon and finnish infantry have 100 range like all others. This is pretty strange as you have apparently installed the mod properly, else you would not even see this units.
Are you using any other mods?
 
For some reason, Louisiana's turns take forever...
 
For some reason, Louisiana's turns take forever...

its a known gremlin being sussed out, it should go away after about 4 turns.

Alternatively if you start a new campaign you could try this Scripting Lua (just backup and replace the one you installed with is2) Download Clicky Here


For me it got rid of Louisianas lag when starting a new campaign, might not make any difference for u.
 
I am playing Denmark. In capital I can recruited a unit called Livdragonen, but it doesn't have background information. Can anyone tell me why? I am using DLV and FX4.
 
not sure why, im sure one of the roster boyz will post soon a reason, i can at least eliminate 1 variable Fx4 wdn't have any effect.
 
We've seen this before, and have been entirely unable to figure it out. We think it's a CA bug, as somebody said they'd seen it prior to IS.

Luckily it seems to not happen very often.

Question: Did you dismount your Horse Grenadiers prior to the battle?

This happens in vanilla too. In most cases I have seen, it happened when artillery was part of the reinforcements that are supposed to enter the field. Something goes haywire in the unit accounting in that case and men get shuffled around in unintended ways. After the battle, I'd frequently end up with 120 men artillery units or 120 men general's cavalry units (in Vanilla ETW) while the regular infantry units that were part of the reinforcements would end up almost depleted despite not having taken part in any hostilities.
 
Great mod, really enjoying it!

I am having a problem with Russia taking about 5 min to complete their turn. They do have a fairly large empire comprising of most of Europe from Prussia eastward, but 5 minutes is just to long.... =(

I'm playing as Morocco if it helps.

Thanks in advance.
 
I fear we cannot do anything about it. This kind of stuff happens when a faction has many small armies, propably near a buggy landbridge (e.g. at St. Petersburg).

You can either live through it, or go and kill them. It may end soon, but no guarantee. Louisiana takes very long the first few turns, but then it stops.
 
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Lazy Knight,
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