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Carl
03-24-2007, 13:50
I'm releasing an update of ProbemFixer Pure V1.13.

ProblemFixer Pure is the the Pure Bug-fixing Version, and this release is identical to the old version in all key respects, it simply includes an auto-extracting file for easier installation. If you already have the old Version from here (https://forums.totalwar.org/vb/showthread.php?t=78645) successfully installed then their is no need to re-download this.

I'm only currently using FileFront as it's the only hosting site that actually keeps the file on system for more than a week. If anyone else knows of anywhere else that keeps the file on system then i will be eternally grateful if they could give me the address.


FileFront Link (http://files.filefront.com//;7752059;;/)


INSTALLATION

The Installation Method is slightly different now.

Uncompress the Zip file and copy the Shortcut to the Desktop. Then simply double left-click on the RaR archive and click install and it will auto extract the files to your M2TW folder.

I'm afraid I forgot to change the README in regards to the Installation. I'll do that next time.


README'S below:


CHANGES

Below is a list of the various things done in each version of this fix.


1.00

All animation bugged 2-Handers eithier use the Halberd-Militia, (Bills and DEK/DPK only), or Voulgier, (all others), animation set now. No units have been re-priced so a few units, (mostly Bills and DEK/DPK), are underpriced ATM.

The Pike fix simply removes all Pike units secondery weapons.

The Sheild fix is the same as Foz's, and move the sheild value into the armour, then zeros the sheild.

2-Handed Swords have been found to be weak with their Vanillia stats once the Bugged 2-Handers where fixed, (in relation to the price diffrances between the two), so the Changes listed in the next line have been applied/

2-Handed Swords have been given +4 Attack, increased to 8 Charge Stat, and have been given the AP attribute.



1.01

Dismounted French Noble Knights, (DFNK), have now had the 2-Hander animation Fix applied to them. I missed them the first time round

All 2-Handed Swords have had their extra attack raised from +4 to +6 as DEK/DPK/DFNK where still beating them too hard considering their reletive prices.

JHI have now had the 2-Handed Sword Fix applied to them as they, like 2-handed Swords, they where proving underpowered vs. Animation Fixed 2-Handers of a similar or lower price.



1.02

Sheild Fix updated to the same as that used in the 1.2 version of "THE_FOZ_4's Sheild Fix".



1.10

Animation Bugged 2-Handers have had their animation changed to that of ME_Halberd_Militia as apposed to the old Halberd_Militia animation. This produces more natural looking animations that the origonal fix.

2-Handed Swords have had their animation changed to the ME_Halberd_Militia animation as it looks as good as their defualt animation, and raises their animation speed to the same as the bugged Animation 2-Handers.

2-Handed Swords have had the re-balancing fix applied to them changed to the following, AP attribute added, +10 attack added, Charge Stat increased to 8, they where found to still be wanting in terms of power for price.

All Eastern Halberds, (those Halberds that lack the Spear Wall ability), have also had the 2-Handed Sword Fix listed above applied to them, (with the exception of the AP attribute as they allready had this), as they where found to be underperforming.

All Western Halberd units, (those with the Spear Wall ability), where found to be underperforming for their price in relation to every unit in the game now as they where also balanced against the Bugged 2-Handers/Pikes, (which they are a Hybrid of),

Western Halberds have had their unit size increased to 60, have gained +5 attack, have had the Spear attribute Aapplied to their primiary "pike" weapon, and the Light_Spear attribute applied to their secondery weapon. Due to the nature of the "Pike" part of their weapon, and the Light_Spear attribute they suffer no penalties when fighting infantry.



1.11

Furthar Formation tweaking has taken place to improve the defualt formation keeping performance of units, and thus the AI.

An Eastern Halberd unit, (Transylvanian Peasants), was omitted from the 1.1 changes to Eastern Halberds. This error has been corrected.

Cav Charge distances have been tweeked to make formed cav charges easier for the player.

Infantry cav charge distances have ben tweaked to increase AI countercharge response sucsess rates.

The spears of Spear Units have had their Skeleton oCmponsation Factor tweaked to raise cav charge resistance to a level matching that implied in the advisor descriptions.

The changes to Skeleton Componsation factor should also aid them vs. peseants.


1.12

Western Halberds and Pikes have had their attack reduced by 2 points when compared to V1.11. This should hopefully reduce their kill rates somewhat and make them somewhat more vulnrable to attack by non-pike units.

Western Halberds Have had their secondery Weapon removed, thus transforming them into AP Pikemen. They have also had their animation changed to the same one used by Pikes. The result of these changes is that they can now compete on an even footing with Pikemen, who, before, where quite soundly beating Western halberds in-spite of the better supiriour stats and highier cost of Western Halberds in general.

A modified "Descr_Pathfinding" file has been included, changes to this should somewhat help with formation keeping for all units.


1.13

Orientis's Vices & Virtues Fix v1.2 for Medieval 2: Total War have been included.

See the "TRAIT README" file for more info, this is a slightly modified verison of Orientis's own README.


1.14

Removed the Sheild fix and the anti-traits fix as the 1.2 patch fixes these itself.

Added a variation Foz's Free Upkeep Fix: Free upkeep castle units are: All archer units avalibile at the bowyer, and all units avalibile at th first 2 levels of castle barracks.

Reduced all ship upkeep prices by 100 florins to make a decent navy less bankrupting.

I have currently left the 2-handers exactly as they where under V1.13 rather than applying the 1.2 patch animations as these leave 2-handers distinctly underperforming. I hope to include the new animations with some sort of addittinal fix, (to bring things into line), at a future date.

Added addittinal Explorers Guild effects as this seemed to be underperforming, i've also added a new merchant related trait as the first guild level was having no effect on the finance level of merchants, (unlike assasins/thives guilds with spies/assasins).

I've also tweaked the Guild points triggers and a few other guild related things, especially Masons Guilds and Knightly Order Chapter Houses.


COMMENTS AND BUG REPORTING

You can Find my online thread relating to this fix at the following web address:

https://forums.totalwar.org/vb/showthread.php?t=81928


CREDITS

CARL BARRASS (me)

THE_FOZ_4 (For the Sheild Fix)

DOPP (For the Pike Fix)

LUSTED (For charge distance changes)

STLAIND (For help with testing)

ORIENTIS (Trait and Ancillary Fixes)

AND EVERYONE ELSE AT THE GUILD (For the 2-Hander Fix and Support)




Also the TRAIT README


Orientis's Vices & Virtues Fix v1.2 for Medieval 2: Total War

--------------------------------------v1.2------------------------------------------------

==NEW FEATURES==

Two new versions of the ancillaries files, for those mods/players which set the game at a different number of years per turn. This ensures many ancillaries will appear at the correct times in modded games.
To check and use:
Go to medieval2/data/world/maps/campaign/imperial_campaign
Open descr_strat.txt
Read the value for "timescale" near the top of file.
If timescale 1.0 RENAME the enclosed file export_descr_ancillaries[TURN=1.0].txt to export_descr_ancillaries.txt and place it in your medieval2/data/ folder (or modswitch /data folder)
If timescale 0.50 RENAME the enclosed file export_descr_ancillaries[TURN=0.50].txt to export_descr_ancillaries.txt and place it in your medieval2/data/ folder (or modswitch /data folder)
NOTE: the standard export_descr_ancillaries.txt file included with the mod is set for a timescale of 2.0

==TRAITS==

Added hereditary triggers for wives as well as generals (ie if general marries a beautiful princess, his children are more likely to be beautiful)
Stopped Faction Leaders being loyal / disloyal to, er, themselves.
Lots of little adjustments to previous fixes (including: BadDisciplinarian again (bloody autoresolve), princesses ageing & becoming desperate less quickly, etc)
Removed antitraits for StrategyChivalry and StrategyDread - this is a hotfix, but will stop the two traits being constantly wiped out. You will get them both at the same time, sorry, there are too many triggers for these two to do by hand. There is a better fix on the way...
Added non-existant triggers for Hates N Fears vs religions
Fixed all hates n fears copy & paste errors, they all have the same effects now (with one deliberate exception)

==MARRIAGES==

Fixed princesses tended to give many more positive traits than negative. To rebalance, I've developed and linked some ancilliaries and traits to make an 'unhappy marriage' function over time. This includes:
Cuckold trait now based more on princess traits
Changed adultress ancilliary triggers: the more charming a general's wife, the less likely he is to wander. Of course, if he's looking for Narnia, finding himself unexcited by such a desirable wife may hasten his journey out of the closet.
Cuckolded generals more likely to look for adultresses
Generals with adultresses more likely to become cuckolded
Self-perpetuating relationship between the above
Shouldn't be game-changing (but the probabilities are very low) just take a little edge off your uber-general as he ages; but the possibility is there for things to get quite nasty, so I would check the traits of eligible princesses carefully, charm alone might not tell the whole story.

==ANCILLARIES==

Re-wrote armour ancillary triggers
Fixed broken condition for adultress triggers
Created trigger for Taticius (byzantine military ancillary)
Fixed trigger for Copernicus to give him to agents instead of generals, as his effects suggest
Checked complete ancillary file for errors & corrected minor fluff errors (text etc)

==BROKEN==

Many relic triggers won't work because the hardcode conditions seem to be broken:

Characters cannot inherit relics when their father dies
Characters cannot take relics from generals who die in a battle where they were present

Sorry, tried many alternative solutions for quite some time, no luck. Ask CA to fix their code ;)


--------------------------------------v1.1a-----------------------------------------------

Fixes / rebalance for some of the previous alterations
1/3 of ancillary file fixed

==TRAIT FIXES==

BadDisciplinarian coming up too much from autoresolve - raised % of soldiers routed to trigger, and disabled trigger if battle was won
Balanced Good/Bad Disciplinarian traits from activity / inactivity
Fixed GoodCommander / BadCommander antitraits like GoodAssassin/BadAssassin and agents etc. Who knows how I missed that, perhaps I win too much.
FactionKiller trait not working. Seems to be problem with hardcode event condition 'LeaderDestroyedFaction' - does anyone know where I can find the event triggers which define this? Or are they hardcoded and unalterable?
Tried making FactionKiller work with other conditions (ie taking faction capital when factionsettlements = 1, linking trait to message Faction Destroyed appearing), but no luck. Annoying.
Restored original Factionleader / Factionheir changeover triggers. They don't actually make sense, but my amended triggers somehow allowed characters to have both Factionheir and Factionleader. Will try again in 1.2
Activated AdoredByPope trait rewards for papal missions (incomplete triggers in original)
Deleted duplicate Berserker trigger, upped thresholds a little
Deleted governing9 trigger - this was a 'moral corruption' trigger that meant no generals could keep Fair In Rule / Noble In Rule traitline for more than a few turns when treasury > 50000. Those traits have plenty balanced against them as it is, this was stupid imo.

==GENERAL ANCILLARY FIXES==

Checked all standard ancillaries to make sure they work etc.
Making many more standard ancilliaries transferable: my tests were this: 1) Is it a family member? 2) Is it linked or specific to the character? 3) Is it unique enough to control its own destiny? 4) Does the owner have reason to hide/disown it (ie criminal)? If the answer to any of those were YES, then it's not transferable. The transferable questions were: 1) Is it an item? 2) Is it professional military or servant & thus under orders? If the answer was YES, then they were transferable (aside from some unique relics etc). Most historical/fictional figures left alone & non-transferable. In the end, it is YOUR CHOICE to use transferability or not (ie don't bitch at me about changing it, just don't transfer them!). Some ancillaries have been kept non-transferable for balance reasons (ie priest ancillaries mostly non-transferable as they can seriously influence chance of becoming Pope).
Made common ancillaries slightly less common, rare ancillaries slightly less rare - you should now see more variety, instead of 100s of artists, alchemists, etc and nothing else. Unique / named ancillaries still v rare, but you will see a larger range of standard ancillaries.
Removed some odd trigger conditions (ie triggers which rewarded for winning battles when slightly outnumbered, but not when more outnumbered)
Removed some bizarre blocks to northern_european cultures having some basic ancillaries

==SPECIFIC ANCILLARY FIXES==

Apothecary trigger now gives apothecary instead of alchemist
Added triggers for two armour ancillaries: characters coming of age may recieve a gift of armour from their father, if the father has an ancillary skilled enough for the job.
Biographers now only pay attention to slightly more accomplished generals
Added black stallion triggers for assassins and dreaded generals
Added bodyguard triggers for assassination attempts
Counterfeiter now appears for merchants created in settlement with alchemists lab OR BETTER
Added trigger for eunuch for Islamic generals in cities with advanced administration
Changed trigger for explosives, so they appear only after the gunpowder discovered event, instead of based on turn (which will be wrong if you or a mod have altered the number of years per turn)
Added faithful servant trigger - princesses coming of age with a noble or charming mother now may gain a loyal family servant from her
Fixed knight reward imbalance from crusades: previously hre, spain, portugal only got 1 knight (santiago or teutonic) and everyone else got 2 (templar + stjohn). Now France & England only get 1 Templar, and everyone else gets 1 StJohn.
Removed anti-ancillary condition from 'master' ancillaries (no logical reason you can't have more than one)
Added triggers for FactionLeaders with guild HQ in kingdom, they have a small chance to get the appropriate master ancillary as an advisor
Inappropriate ancillaries no longer given to princesses (ie mentors, tutors)
Added trigger for nun on priest creation from Abbey or above (Same for orthodox)
Fixed trigger for pet bloodhound, now can be given to spies and assassins on creation
Added triggers for royal escort for princesses
Made siege and military engineers mutually exclusive (they double up too much and waste space)
Added trigger for slaver for Byzantine & middle eastern cultures (because they don't get much unique to themselves)
Added triggers for smothering bodyguard for princesses

===BROKEN===

Not my area, but if you look in descr_missions.txt and descr_faction_standings.txt you will find that faction standing rewards for regicide missions don't exist. Might be of some interest to diplomacy modders (or heaven forbid CA actually fix something in a patch)

--------------------------------------V1.1------------------------------------------------

This version has now (hopefully) fixed 99% of the traits file. Ancilliaries & fluff (typos etc) to come in v1.2

==MAJOR FIXES==

Added many fixes I missed from KOBAL2's traits fix, so big thanks to KOBAL at www.totalwar.org. Find his mod at: https://forums.totalwar.org/vb/showthread.php?p=1356309#post1356309
Ambush triggers created.
Added missing/eliminated DiscontentGeneral triggers: renowned generals in charge of great cities in far off lands might start entertaining thoughts of independence, unless they are very loyal...on the other hand, less skilled generals might be happy that you gifted them with walls. PLAYTEST & FEEDBACK PLEASE!
Crusader/Jihad levels now harder to get. Becoming a Grand Crusader/Holy Warrior now requires generals to do more than simply win one crusade.
Added new self-perpetuating "education" triggers for some traits which were near impossible to reach top levels: characters who ALREADY possess academic / culture traits who spend time in settlements with appropriate academic / cultural buildings may spend some time educating themselves.
Fixed Sobriety / Prim trigger thresholds to a) make them appear correctly on birth / marriage, b) eliminate anti-traits (Drink and Arse/Girls/Feck/etc) as intended on marriage / fatherhood. NEEDS PLAYTESTING
BETAing a new gain/loss code for GoodDenouncer/BadDenouncer, please see how your priests move up and down the scale from Good/Bad on killing heretics/witches. This should work better than the current gain/loss code for other agents, but I don't want to risk breaking those until this has been thorougly tested. NEEDS PLAYTESTING

==GENERAL FIXES==

Added new Berserker battle trigger.
Changed 'HatesX' birth triggers to see them appear a little more often. Hates'n'fears a little more common.
Insane and Angry generals can now become Berserkers
Left corruption alone (though severely tempted to remove doubling up of traits such as Epicurean from having theatres etc & large treasury)
Castles now REALLY don't give BadTaxman
Added 10% chance for Sane on birth to make mad traits a little less common
Added 10% chance on birth for Objective/Subjective and assigned various anti-traits to them. Effect should be to ensure random births don't produce too many characters with conflicting traits. If this works, will expand these traits further in v1.2. PLAYTEST!
Added trigger to GloriousFool, generals who narrowly lose a battle where the odds are against them may get this trait.
Made adultresses slightly less common, especially for men with charming wives.
Added HasAdultress trait. Doesn't have any extra effects than the ancilliary, just for sake of completion.
Removed Ignorance as anti-trait to tactical & logistical skill (plenty of great generals with no education in medieval times). Increased chance of trait appearing in military generals to balance.
Added trigger for non-faction leaders to get PoliticsSkill
Generals whose troops rout often are liable to be blamed for bad discipline. (general note about Disciplinarian & BadDisciplinarian: generals who keep their troops active will gain the former, generals who leave them idle will get the latter)
AssassinMaster slightly harder to get (in line with SpyMaster).
Last level of AssassinCatcher slighty easier to get (in line with CounterSpy)
Checked & fixed all trait thresholds in triggers - should see more coming of age traits
Many more trait and trigger fixes

==AGENTS==

Princesses now convert their traits into General traits on marriage correctly.
Fixed merchants gaining / losing GoodMerchant/Badmerchant
Lowered thresholds for Monopolist (because I've never seen it in higher levels)
Created trigger for ExoticTastes for merchants trading exotic goods
Priests who become heretics should now base their hereticskill level on their previous piety rating. NEEDS PLAYTESTING
InquisitorFailure will now activate when intended (if this was meant to be the patch fix for inquisitors, well they bugged the fix too...)


--------------------------------------V1.0------------------------------------------------

==MAJOR FIXES==

Assasssins / Princesses / Diplomats losing all Good- traits instead of one point on unsuccessful mission: Now working as intended, failed missions now only reduce trait by one point.
Princesses completely fixed, see below.
All generals/family start with base Piety of 3 (ReligionStarter trait now fixed)
Many traits assigned to incorrect character types have been corrected or replaced (ie triggers trying to give family members SmoothTalker trait, a diplomat trait, have been replaced with RhetoricSkill).
Many trait errors giving incorrect values fixed.
Restored trait triggers for generals who are active & leading armies to balance traits triggered by sitting around in cities

==PRINCESSES==

All now spawn with default Charm 3 (neutral traits to character on marriage)
Princesses now get random traits at coming-of-age like characters
Appropriate Princess traits now self-perpetuating
Secret Love ancillary slightly less common
Inital Princessess on starting a new campaign WILL have +2 Charm too much. To change this I would have to alter the descr_strat.txt file, which would then conflict with most other mods.
(Princesses may in fact now have too much charm, feedback welcome for v1.1)

==GENERAL FIXES==

Non-family generals can now get traits for administration / tax etc while governor. Since non-family generals only seem to exist at the start of the game, it hardly matters. Correct me if I'm wrong.
Good / Bad Taxman trait now linked tax level of city that general is governing. Castles unaffected (since tax level unalterable).
GoodAdministrator trait now linked to being an active governor
BadAdministrator trait now linked to having an unneccessarily unhappy population. Trait now is opposite of GoodAdministrator, instead of opposite of GoodTrader...
Being an InspiringSpeaker once again inspires your soldiers as well as your population (possibly this wasn't a mistake by CA, please complain if you want this removed from the fix mod)
Being a BoringSpeaker now actually has consequences
No more 20 yr old 'Scarface's, BattleScarred trait now takes considerably longer to max
FertileWife trait now given to family members on marriage (if appropriate to Princess married) instead of, er, admirals...
Radically reduced likelyhood of brothels or above to give Drink/Feck/Girls traits
Fixed threshold for Prim trait so it works correctly with triggers
PublicAtheism trait now working, generals who wander too long among heretics or slaughter innocent co-religionists beware...
Balanced ExpensiveTastes trait thresholds (Extravagent, Royally Extravagent etc) to be more in line with similar traits & antitraits.
Balanced Ignorance trait to be more in line with Intelligence anti-trait.
GoodDiplomacy and BadDiplomacy traits now active in limited way, more to come.
VictorVirtue trait triggers fixed, generals can now develop the Victor line of traits correctly.
Admirals now gain command stars more reliably, and gain retinues from winning battles.
Admirals no longer gain command stars or retinue on creation (no more 1star fleets appearing from training and being unable to merge)

==UNFIXABLE==

Good/BadArtilleryCommander and Good/BadGunpowderCommander seem to be unfixable, as there are no unittype parameters for those units. Please PM me (site details below) if you know otherwise.


==v1.3 (FINAL) COMING SOON==

Bug-fixing for current versions
Hopefully a permanent solution to the anti-traits problem - no more traits being wiped out by earning one point in an antitrait!


==QUESTIONS for fellow modders==

Some things I haven't worked out yet which would really help. If you can help, please PM me (Orientis) at www.twcenter.net, or post in this thread: http://www.twcenter.net/forums/showthread.php?t=74566

Is there any code / condition to find out whether character married within family?
Anyone know where MissionID & PaybackID parameters can be found? (not in docudemon_conditions files from CA)
Is there any code / condition which defines a character's age?
Something very strange: character leading army outside settlement getting Corrupt trait regularly...tested to see if this is from corruption triggers, it's not. No idea what is was happening. Please bug report if you see this occurring (no general without Corrupt trait (first level: Dubious) should ever get the trait without being in a city)


==BUGS & FEEDBACK==

Please post feedback & bugs in this thread at www.tw-center.net forums: http://www.twcenter.net/forums/showthread.php?t=74566
Tell me what I have missed or what you think needs fixing so I can include it in future versions.



Info and link updated to V1.14. The file is actually marked WIP, but it's not, that just happens to be the name of the folder i was compressing, so don't worry about that. V1.14 is fully compatibile with the 1.2 patch.


Many Thanks to everyone fr their support and help.

Carl.

Carl
04-09-2007, 18:59
Please, Don't hesitate to drop any suggestions or thoughts you have in this thread. Thats what it's for.

Shahed
04-09-2007, 19:09
Yeah... I was wondering if anyone was alive in here. Maybe it's better to start this thread in the Citadel as well ?.

This mod is great !

Ok here's my thought for now.

I'm no Manchester United fanboy or something but the Billmen are still lame with no comparison. I guess that's ok since they were farmers and all and essentially they are supposed to be spear militia with billhooks. Having said that make me a farmer and give me a billhook and as long as no Knight or Sipahi comes closer than 1.5 meters away I'm pretty sure I'll chop him up right off his horse AT LEAST one of them will fall with me and if there's 60 of me, then my unit wins against 40 knights/sipahi/mamluk etc.

Actually the Sipahi or Mamluk would be an issue since they would not bother using their hands, they'd just shoot you up from a distance with a nice shot from a composite bow straight through the temple.

I think they need to be a bit better against cavalry. I've basically realised (after much delay) that RPS is out since MTW/VI. It's not really out, it's there all right but now it's... intelligent... should we say ?

Therefore Billmen should really be a low cost two hander which can deal with other low cost infantry and cavalry but can also deal to some degree with elites. By some degree I mean at least kill 10 of them. Currently they are utterly annihilated by cavalry in particular.

This applies to Halberds as well. Anyone agree ?

Carl
04-09-2007, 19:47
Therefore Billmen should really be a low cost two hander which can deal with other low cost infantry and cavalry but can also deal to some degree with elites. By some degree I mean at least kill 10 of them. Currently they are utterly annihilated by cavalry in particular.

This applies to Halberds as well. Anyone agree ?

Just to clarify something here as it's a common misconception i see.

Yes, HISTORICALLY speaking Halberds/Bills WHERE anti-Cav.

However in GAME they, (well the non spear wall Halberds and Bills anyway), are all lumped under the 2-hander heading. This means that Cav are actually one of the units that are supposed to COUNTER THEM. Thus Cav destroying is actually the RPS working as intended.


What Bills are good against is OTHER INFANTRY.

Put them basic Billmen up against DFK and the results will be impressive. Yes the Bills will lose, but they'll take a hell of a lot of the DFK with them, especially when you consider that the DFK cost nearly 5 times as much as the bills.

Shahed
04-10-2007, 00:23
Ok. Thanks for clearing that up ! So Halberd Militia is anti-cav yeah ? Both Eastern and Western ?

Carl
04-10-2007, 00:31
Western is as they are spear wall capable. Eastern is a 2-hander and isn't anti-Cav.

Shahed
04-10-2007, 19:30
Thanks.

SigniferOne
04-10-2007, 23:26
Let me reply here to JeromeGrasDyke's post (https://forums.totalwar.org/vb/showpost.php?p=1398208&postcount=27) in the earlier (locked) thread on ProblemFixer:


But in this context I would have to add that it's unlikely that the Med2 autoresolve takes account of the effect of the animation set on battle outcome. Certainly the Rome one did not, which was appropriate at the time as the animation influence was largely eliminated from actual fought battles through the use of time-to-next-attack penalties.

So are you saying that animations in RTW were pretty much just for show, and battles were calculated using a mathematical model? Or is that only for autocalc?

Joeaux
04-16-2007, 05:10
Carl-
Great work... one thing I noticed... You aer missing the tower fix... without it, certain size cities and citadels shoot cannon balls instead of ballista bolts and vice versa. There are a variety of other minor issues I've noticed, too, but that is the biggest. I've found a more complete list of bugs at twcenter.net-- but none of those modders have made a "pure" problem fixer like you. Thanks for the effort and keep up the good work.

TeutonicKnight
04-24-2007, 15:32
I noticed this too. Is there an easy way to fix this?

Carl
04-24-2007, 16:09
It will be added, don't worry.

Azsh
05-13-2007, 07:21
Not sure if this is a bug with PFP1.13 or an option I just don't know how to change, but any siege battle that takes place during the AI turns autoresolves.

So, I'll end up taking a settlement with no battle but my troop stacks will be dented (sometimes significantly) or alternately my army will be beaten back or I'll have a besieged city taken without opportunity to defend.

I've fired up vanilla M2TW and this does not occur. The AI always sallies on the last turn before they are starved out or if the enemy assaults my town, I get the opportunity to go to the battle map.

I've also tried changing the "skip AI move" setting (I set to skip, I thought it may have changed so it auto resolves battles as part of that skip) but it doesn't make a difference.

I'm running a clean M2TW patched from 1.0 to 1.2, no other mods.

Any ideas?

ps. Please forgive me if this is in a FAQ or something but I've found that given the number of posts about "ai" "autoresolve" etc that it's almost impossible to actually find anything on these forums... :embarassed:

Carl
05-13-2007, 13:16
You've somehow enabled Hotseat mode PFP dosen't do that by defualt so i'm not sure how you've managed that for PFP and not done it in vanillia.

V1.14 is out now anyway (link at the top), so download and install that and it should fix it.

RickooClan
05-13-2007, 13:48
Something very strange: character leading army outside settlement getting Corrupt trait regularly...tested to see if this is from corruption triggers, it's not. No idea what is was happening. Please bug report if you see this occurring (no general without Corrupt trait (first level: Dubious) should ever get the trait without being in a city)

I guess that might fall to these triggers, which i have disabled them in my game:



;------------------------------------------
;Trigger family3
;WhenToTest BrotherAdopted


;Affects Paranoia 1 Chance 5
;Affects HarshRuler 1 Chance 10
;Trigger family1
;WhenToTest BrotherAdopted


;Affects Anger 1 Chance 0
;Affects Arse 1 Chance 0
;Affects Corrupt 1 Chance 5
;Affects Slothful 1 Chance 4

;------------------------------------------
;Trigger family2
;WhenToTest BrotherAdopted


;Affects Girls 1 Chance 5
;Affects Gambling 1 Chance 5
;Affects ExpensiveTastes 1 Chance 5
;Affects Disloyal 1 Chance 8
;Affects Unjust 1 Chance 10

There is a bug/game fault that even a charactor's sister (the princess) get married, that count as an adoption of brother and hit these triggers.

Azsh
05-15-2007, 13:22
You've somehow enabled Hotseat mode PFP dosen't do that by defualt so i'm not sure how you've managed that for PFP and not done it in vanillia.

V1.14 is out now anyway (link at the top), so download and install that and it should fix it.

Ahh, this makes much sense as I started the game and selected a faction and ended up playing two factions. I killed that and restarted selecting only one but could select multiple factions.

Thanking you kindly for the info.

Magraev
05-19-2007, 10:38
Let me start by saying that the problemfixer pure is the reason M2TW is still on my harddrive, the game was utterly broken before 1.02. thank you Carl for that! :beam:

I'd love to get the new problemfixer, but I really don't want to use a version that removes the now functioning 2-hand animations.

My question therefore is: How long until a version of problemfixer that doesn't change those animations?

Carl
05-20-2007, 11:42
My question therefore is: How long until a version of problemfixer that doesn't change those animations?

Well it doesn’t actually stop 2-handeers from working, it just makes them more effective. Right now, (for example), units like DEK have DCK/Noble Swordsmen massively out-stated when you factor in the effects of AP. Yet because the animations are still so poor DEK and the like get pretty soundly beaten. This when combined with the existing balance within ProblemFixer leaves the 2-Hander units as underpowered now as they where with the old bugged animations.

As to a fix. Well that’s going to be VERY difficult, I could add extra attack, but that raises a few issues: 1. I don't actually know if I can fix the issue with attack buffs. 2. Even if I can it's going to play holy merry hell with autoresolve which takes no account of animations. That’s going to make those AI races with no late game 2-handers very underpowered. Extra defence creates issues with them being too effective vs. Cav, (and still has autoresolve issues). That in fact is my biggest concern right now, I just don't know weather I can fix the issue without destroying auto-resolve.


As I say I’ll look into it, but unless something unexpected comes up where going to have issues with whatever we do. Although I DO also understand why you’d like to see the new animations in game.

Magraev
05-20-2007, 12:53
I didn't know they were still so much worse than other 2-handers. In that case I'll just take the fixer as it is now i think - thanks for the reply.

I wonder how my varangians are going to look with a halberd animation - exciting! They look awesome with their present animation, but I must say they haven't impressed. Now I guess I know why.

Magraev
05-20-2007, 13:44
I tried installing it today, but I can't get it to work :(

I got the file and installed it, and it made a folder called "ProblemFixer pure V1.14 WIP".

I tried running the pfp.bat file and the shortcut (after changing the "program files"-bit to the danish "programmer"), but all they seem to do is copy some files, the line is like this:

"copy PFPHeading.txt+medieval2.preference.cfg ProblemFixerPure.cfg"

How do I start the game with problemfixer? I had it working before the patch, but I can't remember how :embarassed:

Tambarskjelve
05-21-2007, 07:44
Getting the same results as Magraev. After a clean install, and 1.02, i extracted the rar to my Medieval2 folder. Running the bat gives me nothing than a tine commandline flash, then nothing.

Shahed
05-21-2007, 09:07
That means the installation is not complete as the CMD is unable to complete the launch. I forgot what the solution is now... trying to remember.... happened to me as well.

Magraev
05-21-2007, 10:06
It looks like the same problem, I get the same flash, when it copies some files.

Please put on the thinking cap then Sinan :yes: and remember.

I was wondering if we need some version of mod-switcher, but I don't know if that's it?

:help:

Shahed
05-21-2007, 10:31
Well that's not it... you only need the files in the zip...

but first of all if you are using 1.20 you should be using PureFixer 1.14.

Magraev
05-21-2007, 11:42
That is the version I downloaded.

Tambarskjelve
05-21-2007, 14:30
Same here, 1.14 over fresh 1.02

Shahed
05-21-2007, 19:47
I'm gonna try and install today so I can go through it and then I'll remember.

Carl if you're around give us a shout.

Magraev
05-21-2007, 20:11
Thanks for the help Sinan!

:2thumbsup:

Carl
05-21-2007, 22:27
Give me a few minutes to check stuff, i'm notorious for messing up my .bat files, so it's probnably a problem with them.

I was right, I thought when you posted the text from the .bat file somthing was missing.

It should have the following text in the file, (missing bit highlighted):


@echo off
cls
copy PFPHeading.txt+medieval2.preference.cfg ProblemFixerPure.cfg
medieval2.exe @ProblemFixerPure.cfg

I'll release an updated link ASAP.

Sorry for the slow reply. Recently got a new game and we all know what new game syndrome is like :laugh4:.


EDIT: uploading the file to Filefront now. In case your intrested, the missing peice of code is what actually cuases M2TW to start with the ProblemFixerPure setting in place. The code above it enshures it uses your graphics and sound settings.

Shahed
05-21-2007, 22:35
Thanks Carl. Hey what game did you get ?

Carl
05-21-2007, 22:44
Thanks Carl. Hey what game did you get ?

Company of Heroes. Honestly with it's morale and flanking systems in it I believe it's more or less identical to what CA would produce if they created a WW2 setting, fast paced, base building RTS with the M2TW combat engine as the inspiration for the fighting mechanics.

M2TW and CoH have been absolute breaths of fresh air for me. Some actual tactics in battle instead of endless micro (at last ~:)).

I'm already modding it though:smash:.



They look awesome with their present animation, but I must say they haven't impressed. Now I guess I know why.

They actually look fairly similar, theirs one or two attack types unique to the new animations, but in reality the new animations look to be mostly modified JHI animations, (they grip their weapons slightly differently and swing a LOT slower). Also, if you thought Vargarian Guard where bad, they actually outperform DEK by about 20-30% with the new animation, and DEK and Vargarian Guard are the best of the units with said new animation, so every other 2-hander is much worse. he reason Vargarians are so good is their high defense. Simply put the new animation is slower than the sword animations of S&S units resulting in them often having to do blocking animations mid swing, (which interrupts their attack), and/r them getting killed mid swing. Vargarians due to their higher defense do less blocking and get killed less meaning they complete more swings and are vastly more powerful offensively. To mention nothing of the survivability increase they get from said higher defense in terms of having more men to swing at given points in the battle.

Carl
05-21-2007, 23:49
Updated link with the working .bat file in it is now up. If you have any issues, don't hesitate to post.

Tambarskjelve
05-22-2007, 06:14
Thank You very much, Carl. Looking forward to playing with your mod.
And Sinan, thank you again.

Shahed
05-22-2007, 07:14
My pleasure, anytime, guys. Let me know how it goes.

Magraev
05-22-2007, 13:14
Thanks you both! :beam:

Tambarskjelve
05-24-2007, 06:28
A little feedback.

I've haved played with your mod now for some days. I have mostly played a Danish Campaign, being so well into it, so I haven't started a new campaign with it. It's working great, the unit tweaks makes for a lot more interesting challenge, and my "Obudshaer" are finally up to the task.
One point though. When I got to the New world for the first time, I met eagle warriors. 31 attack? and AP? Thats a lot, especially since I'm playing on huge.
120 of those make a serious dent in my modern armies, considering they're armed with wooden clubs with volcanic glass.
And something else, what have been done with Arquebusiers, they seem underperforming.

But all in all, great job and great fun, can't wait to win with my Danes to start my favorite part, the early beginnings of a campaign.

Carl
05-25-2007, 00:41
I've haved played with your mod now for some days. I have mostly played a Danish Campaign, being so well into it, so I haven't started a new campaign with it. It's working great, the unit tweaks makes for a lot more interesting challenge, and my "Obudshaer" are finally up to the task.


Glad your enjoying it. Obudshaer's are pretty uber though. they may get a slight Nerf next time as i'm finding them not 100% balanced as the opposing player facing them ATM. SO be warned:smash:.


One point though. When I got to the New world for the first time, I met eagle warriors. 31 attack? and AP? Thats a lot, especially since I'm playing on huge.
120 of those make a serious dent in my modern armies, considering they're armed with wooden clubs with volcanic glass.


I know it doesn't make a lot of sense, but it's something CA has done with all Aztec units. they're all stupidly good for what you'd expect from their armaments. It's because M2TW can't handle the necessary number of men in game to handle it through sheer numbers as was historically the case.



And something else, what have been done with Arquebusiers, they seem under-performing.

All gunpowder units before had a 100% accuracy, (or near 100%), at all ranges. other missile units actually go less accurate at long ranges and more at short ranges. I've altered all gunpowder units to match, this does make them a Little less powerful, but makes more sense IMHO, it's a really odd thing with them being like that, and with their huge attack it isn't like they absolutely need them. If you find them underpowered though, let me know, I can get around it AFAIK without giving them fixed accuracy, I just wanted to try them without other buffs first.

Tambarskjelve
05-25-2007, 13:23
Oh noes! the nerf bat!
The Obudshaer were my pride and joy, held off the Tim's nicely.
I have since mowed on, started up a new Campaign as the Poles.
Bit slow start, as I like it, and so far looking to be a fun campaign.

As to the Aztecs. I can see the argument, but it's still kind of silly.

I understand the gunpowder fix, but it might be slightly heavy, they don't really kill anything anymore. I still like them for the fireworks and smoke,
But it's frustrasting watching volley after volley bounce off naked indians.

But loving your work, and thank you for the reply.

Carl
05-26-2007, 10:44
Oh noes! the Nerf bat!
The Obudshaer's were my pride and joy, held off the Tim's nicely.
I have since mowed on, started up a new Campaign as the Poles.
Bit slow start, as I like it, and so far looking to be a fun campaign.

:laugh4:, it's a general problem with all the spearwall equipped 2-handers TBH. It's just Obudshaer's are the best of the bunch and it's therefore more glaringly obvious. Mainly their much more resistant to missiles whilst still being nasty in melee, and their high Armour makes them difficult to kill even WITH flank attacks.



As to the Aztecs. I can see the argument, but it's still kind of silly.

Yeah, your not the only person to say that. A lot of people in vanilla where saying the same when they first encountered the Aztecs. The problem is that CA have left me with no ways to fix the issue.



I understand the gunpowder fix, but it might be slightly heavy, they don't really kill anything anymore. I still like them for the fireworks and smoke,
But it's frustrating watching volley after volley bounce off naked Indians.

It's easy to fix, just increase the base squad size from 48 to 60. Instant 25% increase in firepower.

The next version will also include some morale and fatigue changes that i developed for my Rebuild-ProblemFixer, these will make gunpowder units significantly better as well.

Carl
05-27-2007, 00:55
Just a quick update, i'm going to start serious work on V1.15 shortly. Probably not tommorow, (out), but within the next couple of days.

Magraev
05-27-2007, 21:46
A small question, possible oversight.

Spear militia for the english and other northern european nations still have 3 armor and 4 defence skill instead of 1 skill and 6 shield.

Is this intentional?

Carl
05-28-2007, 18:49
Oversight, thanks for spotting that and pointing it out.

d_ted
05-29-2007, 23:47
You are too lazy Carl :D

I want to download your fıxer... ADN please add her to Moddb. Don't worry, you have permission.

(I can't download from FileFront. :D)

d_ted
05-30-2007, 00:03
(I'm sorry for this)

Carl;

I can find another host If you don't like Moddb. Just let me know :).

Carl
05-31-2007, 11:45
(I'm sorry for this)

Carl;

I can find another host If you don't like Moddb. Just let me know :).

Hi, I decided I was going to leave it till I got 1.15 up and then put it up their as 1.15 was about to be started. It's now complete apart from a look at Halberds, and a look to see if i can't do something with the new 2-hander animations. However I've got a bad browser Hijacker that none of my scans are catching.

That means:

1. I can't upload it for fear of giving people viruses.

2. I can't access most sites as I need a direct link to a site to even access it. (i.e. favorites or the FileFront link at the top of this thread).

Shahed
05-31-2007, 13:15
Anything I can do to help ?

Carl
06-01-2007, 00:20
Not right now, (but many thanks for the offer). I just need to keep plugging away at it till I find the anwser. I daren't even send you a file for scanning as i've got a hell of a lot of diffrent anti-spyware and anti-virus stuff including Spybot, Ad-Aware, AVG, and Hijak this + Windows Defender and none of them are catching it.

Thanks for the offer though.

Shahed
06-01-2007, 00:38
Pleasure. Do you have Ghost ? If you have a restore prior to the hijack it might help ? I don't know personally but I just thuoght of that as I heard others saying it's good for this kind of thing, instead of reinstalling Windows (which is what a n00b like me would have done).

Carl
06-01-2007, 18:19
Sadly not, I've ben meaning to try and get a restore program for ages with littile luck as until very recently i haven't been able to afford to pay for it.

I should be able to clear it eventaully, it'll just take a bit of time.

CMcMahon
06-01-2007, 19:03
I'm having a bit of trouble getting this mod to work, and I'm assuming it's because I run the game from Steam. I installed it just like I was supposed to, but none of the fixes work (or, if they do, I can't tell just by looking at the game, so I'm going by the turn number in game, which should be a year now). Do I need to set something in the launch options properties of the game, like "-pfp on" or something?

edit: Nevermind. I found the line of code I needed in a thread for another mod, and just changed it so that it pointed at the PFP CFG. It seems to work, although I haven't noticed any improvement in pike performance (although maybe tercio pikemen just can't hang, even if you do take away their swords).

Magraev
06-07-2007, 09:08
I'm enjoying the mod very much, so my comments are more like suggestions for future versions.

Is there an issue with guilds? I always get masons guild offered now, and often explorers guild. On the other hand I never get the thieves guild. This is bad since spies were made weaker in 1.2.

It's obviously hard to tweak this just right, but imho it would be nice if thieves guild got a little boost.

I like the part about only one thief and one assassin for each building, but unfortunately that only makes the problem bigger.

Carl
06-09-2007, 14:12
Hi guys, I haven't been around for a few days, still trying to tackle the spyware issue with Little success, I also got a new book that I've been reading and the odd RL thing came up. Been a busy week in other words:smash:.

First, thanks for the Thieves guild and Masons Guild comments, I'll look into that for the next release as well as some more EDB changes i'm planning, (enabling all the non-merc custom battle units for each faction and giving the Papal States a better tech tree.).

@CMcMahon: Sorry for not getting back sooner, I noticed it the day you posted, it was just a bit late and I was a bit tired at the time so i figured I'd have a think on it in the morning and I've got sidetracked. Glad you figured it out though, useful info to have.


edit: Never-mind. I found the line of code I needed in a thread for another mod, and just changed it so that it pointed at the PFP CFG. It seems to work, although I haven't noticed any improvement in pike performance (although maybe tercio pikemen just can't hang, even if you do take away their swords).

You'll get the best performance out of them by taking them out of guard mode.

If you want to confirm it's working correctly, just start a custom battle and look at Scotland's unit roster, the attack of Highland Nobles should be 20 something, and they should have an "effective vs. Armour" line in their abilities list.

CMcMahon
06-10-2007, 10:14
I thought it wasn't working because I'd copied my old saves to the PFP folder, ad the dates aren't fixed in those. y Scottish game is all good, though/

WesW
06-11-2007, 09:07
The newest link to Filefront doesn't work.
I got what I guess is the 1.13 version, where you manually paste in the files to the SEGA folder. From reading the posts, I'm confused as to whether or not this really has everything that 1.14 contains, just without the auto-installer.

Carl
06-11-2007, 13:18
I'll re-do the link, thanks for letting me know it's down, and 1.13 is not compatible with the latest patch so you'll need 1.14 when I get the link back up.

Carl
06-11-2007, 14:22
Link sorted, 1.15 is getting their now that i have the spyware issue fixed, (got it with a spybot update earlier today, some sort of video codec, (WTF?)).

Kraggenmor
06-15-2007, 19:30
undoubtedly from all the pr0n.

;)

Eargerly awaiting 1.21.

WesW
06-20-2007, 16:42
I have been working on some improvements to the diplomatic standing file, and I may add some stuff to the AI db. I think these would make a good addition to this mod. Once I test it out some, would you be interested in looking over the files and including them with your mod? I have come up with some stuff that I think will be a big improvement to some of the most frustrating aspects of diplomacy.
Your work, along with the Traits mod, reminds me so much of what I did with the first version of the Medmod four years ago. It's nice to see someone else willing to dig around and experiment and try and make the basic game better.

Also, is it possible to mod the ancillary triggers? I can't find anything on them.

Finally, is the guy who made the Traits mod still working? I went through that file over the weekend, and there are a few dozen traits and triggers that I think could be improved. If that part of the mod is static, I could send you my changes, along with an itemized list of what I changed so we could discuss it.

Carl
06-21-2007, 11:31
@WesW: Send it along, it's more likliy to see use in Rebuild-ProblemFixer due to the more subjective nature of things. I just need to get hold of my testers again:p.

Sorry for the slow prgress guys, I've just recently got into online gaming so i'd put work aside for a bit.

Off the top of my head the things left to do are:


Add the custom battle only units to each faction that dosen't get them in the campaign.

Look at 2-handers

Look at pikes

Hope that helps everyone.

WesW
07-11-2007, 20:57
Did some of the Rebuild files get mixed in with the Bugfixer mod when you posted the fixed link? For example, Ballistas don't affect Walls anymore, and Spies are limited to one per Brothel. I actually agree with the changes, though I would suggest some alterations:
-Reduce Ballista upkeep to 75 or so, since they are now only a field unit.
-Reduce by one the city and castle level needed to produce siege buildings, and reduce their costs to 1,000, 2,000 and 4,000, respectively.
-Also, I recommend reducing Catapult upkeep to 100, and Treb to 150. (The vanilla levels are ridiculous, and hurt the AI since it builds so many of them.)
-For the Brothel line of buildings, I recommend changing them to allow the following number of spies/assassins per level: 2/0, 3/2, 4/3, 5/3 & 6/3. (With the bad traits which this line of buildings can bring to Generals, you don't want them everywhere. I think this setup encourages specialization and compromise.)

The changes to Guilds is working very well. I have been offered every type so far, and I have found every type among AI cities that I have taken, except for Thieves and Assassins, but including Master Merchant Guilds. Very good work here.
It would be very helpful to have a guide as to the benefits of the Guilds, so as to know which is best for a given city.

There seems to be some sort of bug, though, with St. John's Chapter Houses, and perhaps with the others. Specifically, when retraining non-cavalry units, you are charged the same as if a Swordsmith is present, even though there is no benefit given.

Btw, it seems to me that the amount charged for the Swordsmith enhancement is too much for its benefit. It seems the cost was not lowered when CA decided to the units' base stats. Better yet, increase the Guild's effect to 2 or 3 pts.

I have been working on the Faction Standing modifications and playtesting them over the last few weeks. I think I can send you the file in the next week or so.

Finally, I read Orientis' Trait mod thread, and he stopped working on it before the 2nd patch. Someone posted in saying that it was out-of-date, since CA made some changes to the Trait file. Did you integrate his changes with the updated vanilla file? Also, do you know if the anti-trait bug with Dread and Chivalry was fixed in the patch?

Carl
07-12-2007, 00:48
Ackhhh, thanks for the catch WesW I didn't intend to integrate the ballista change into PFP, I integrated the Ribualt changes though and must have done the ballista change by accident.

Good thoughts otherwise~:)

Glad you like the guilds~:).

I'll look into the guild bug for you as well.

Ok on the file.

And yes I have updated the traits fixes for the new file and the patch did fix the chiv/dread bug AFAIK.


Just for those wondering, my absence around here has been related to my decision to release a Company of Heroes version of PFP. As with this, the original PFP it's grown to be a bigger commitment than was intended. I should have V1.2 of that out within a week or two, (it’s the AI that is the issue ATM), and then I should be able to get back to my M2TW PFP.

I’ve still not been able to find a satisfactory solution to the 2-hander animation issue, but apart from that and the bugs WesW has found it’s ready to go. I know I’ve said that a lot but each time I think I’m their I get another idea or I get something else to change.

WesW
07-14-2007, 18:06
I finally went to Total War Center, and there are quite a number of hosted mods there which aren't available here, including more than one which deals with some of the same material which you have been working on, Carl.
Myself, I found that the Ultimate AI mod appears to be just what I have been looking for as far as Campaign AI and Diplomacy, so I am going to discontinue my work, and just make some suggestions for that mod. I think there are parts which would go very well with your mods, and if you are going to be spending time on another game, you may want to consider opening a dialogue with GrandViz about perhaps partnering in some capacity. In any event, I think it would be well worth your time to check out his work.
Myself, I am going to try splicing the aforementioned parts of the Ultimate AI mod, the Traits and Ancillaries files from your mod, and insert them into the Darthmod and see how it all comes together.
Btw, one of the guys working with Darth has begun to look seriously into infantry balance, and I suggested that he take a look at your work.

slothman92
07-20-2007, 02:05
i installed v1.13 and now no character traits appear, and no text appears when i move my scroll over a a retinue member no text appears. has anyone else had this problem?

i am assuming this is related to the Orientis's part of the mod.

Gigantus
09-09-2021, 11:47
.
.
.
25074

Does anyhow happen to have this on his hard drive? Filefront is obviously dead for years.