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uanime5
02-02-2008, 01:21
This is a thread for people to report any bugs they find in this mod.

The information I need depends on what type of bug you find.

1) If the mod crashes after loading for a battle (but before the battle starts) then one of the units is missing a texture. To solve this problem I need to know what units you and your opponent were using (including armour upgrades), and which factions you and the computer were using.

2) If the mod crashes on the strat map after you do something I need to know what you did and in which campaign.

3) If the mod unexpectedly crashed on the strat map after you end your turn but before your next turn starts then the computer is doing something that is causing the mod to crash. I need to know what the computer did and in which campaign.

This thread on TWC also contains information about bug in this mod.
http://www.twcenter.net/forums/showthread.php?t=144870

Wladyslaw IV
05-01-2008, 08:22
Are battles, with that new battle formation, supposed to make troops run out of castle, a short while after you order them in? Is it do because of ememy soldiers still being on the walls and now you can't just simply "bypass" them, run for the center of town, and have them come off the walls and then get slaughtered by you? bloody :furious3: !!! Exploit fixed??? Nah, I'm just joking. I'll get used to it in time, perhaps even love it.

uanime5
05-01-2008, 19:50
The battle formations and AI actions are part of an AI improving mod by GrandViZ.

Wladyslaw IV
05-02-2008, 01:49
The battle formations and AI actions are part of an AI improving mod by GrandViZ.


Totally fine. I was used to it by 3 oclock yesterday morning. :laugh4:

Great mod!


I wonder why so many people are having the campaigns always start in 1400. I'm playing 970 just fine.

uanime5
05-02-2008, 10:45
This mod has to copy several files to change the campaign, for example to play the 1300 campaign the mod has to copy the 1300 campaign versions of the files to the files M2TW uses. If this mod cannot do this it will default to the last campaign it was set to (this is 1400 because this was the last campaign I tested).

Wladyslaw IV
05-02-2008, 17:26
They're probably just running the bat and hitting enter, not picking a number for one of the campaigns. :juggle2:

Wladyslaw IV
05-03-2008, 14:32
REPLY - so you get the email ~;)

Any named character, be it king, diplomat, general, priest, dies far too often. Maybe you should lower the variables.

Can't think of any others at the moment.

EDIT

Seljuk (spelling myself) is spelt wrong.


EDIT

Some reason the Danish diplomat will say, written, the Kingdom of Denmark, but says "I've come bearing word from Scotland" or whatever and will also have a Scottish accent.

EDIT

Something else. My preference settings get reset to default every time I boot up the game. Does this affect a saved game that I would have to set them back every time I want to continue a campaign, or are the preferences stored in the save file and I would only have to set them back for every new game?

uanime5
05-06-2008, 12:16
The diplomats / priests keep dying because I've changed the age at which agents and general start to die from 60 to 18. If you wish them to live longer open the eras/data/descr_campaign_db.xml file and change the

<old_age uint="18"/>
to
<old_age uint="50"/>

and they won't die until they're 50.

This mod changes to lower setting because it is programmed to do this. To raise the setting just open the 'eras.cfg' and change the following settings to the values below:

building_detail = high
effect_quality = high
unit_detail = high
vegetation_quality = high


The Danish diplomats say the come from Scotland because of an error with the sound files (I thought I'd corrected all these problems).

Wladyslaw IV
05-07-2008, 11:35
I keep the settings on low so I can jack up unit sizes to huge.

Maybe I'll just replace that file with the default one.

Comment though:

Is vanilla M2 still playable with this, where exactly can I find those two files overwritten (as if I'll need them) and can Kingdoms be installed and still run (vanilla) over this?

EDIT

You said only the basic units are available in 970. What are the 'requirements' for the more advanced ones, later on? Time?

uanime5
05-07-2008, 11:47
The vanilla and kingdoms are both playable if this mod is installed (the Kingdoms mods are installed in a seperate folder).

The files this mod adds to the vanilla data folder are the 'data\ui\strategy.sd' and 'data\ui\shared.sd'. These files just tell M2TW where to find the new faction shields, so they shouldn't affect the vanilla.

Wladyslaw IV
05-07-2008, 11:57
You said only the basic units are available in 970. What are the 'requirements' for the more advanced ones, later on? Time?

*coughs* Ahem. :yes:


EDIT

Is there anyway to make 7 turns to end a war upon Papal "suggestion" to 10 turns? or even 12?

uanime5
05-08-2008, 22:20
Time is required for the chainmail (1000) and archers (1066) events.

I haven't ever tried to increse the length of mission but this may work. Open the 'eras\data\descr_missions.txt' file and find the following:


mission cease_hostilities ; (NOT SUITABLE FOR VARIANTS)
{
POPE_MISSION
image_path_issued pope_mission_issued
image_path_expired pope_mission_expired
image_path_success pope_approval
image_path_failed pope_mission_failed
duration 5
score_modifier 0.8
turn_start 3
paybacks

and change the 'duration' from 5 to 10. This should make the mission last a longer number of turns.

Arcana
06-24-2008, 15:56
Hi, first post here :)

First of all, let me just congratulate you on a great mod. This mod got me back into M2:TW. Finally, a mod which all but dispenses with annoying rebels and makes the game about a dozen times more entertaining and challenging. I love it. :)

I'd like to report that the screen cuts to black on the strategic map when you try to view Italy in 2.2. Now, I did try to use the fixed descr_rebel_factions.txt file you uploaded, however it didn't seem to make any difference - it still happens. However I've noticed it only happens in wintertime, and it seems to be prevalent in the 1200AD campaign.

Sorry if I'm being a n00b by posting this as I'd guess you prolly already know about it, but anyway I thought I'd mention it.

Also - just a thought - but I'm sure that professional units should probably be better than their equivalent militia - in the 1200 campaign I noticed that the English Levy Spearmen, according to unit card, is actually slightly worse than the Spear Militia. I'm unsure as to how many other units have this, but I just noticed it early on and thought it seemed a bit off.

Anyway, sorry for taking up your valuable time, and good luck with the mod :) I shall be watching it with great interest! :)

Philippon
06-30-2008, 15:34
Hi there. I just downloaded your mod and thanks to some of your answers I was able, for the very first time ever, to adjust a mod to my own preferences. Thanks.

That being said, I wanted to report three issues which are appearing in my employment of your Era's mod.

The time is 970, the faction, Hispania, and I'm seeing three things.

First thing - an old problem I first encountered in Deos Vult, there is a massive depression outside Toledo to the northwest which, if one's army is in the area, makes fighting a battle impossible. Your entire force is literally stuck in a hole provided of course you don't end up with a CTD if you happen to have unit size set to huge and have a full strength stack. That needs to be addressed.

Second thing - some of the units are insisting that they look like grey roman peasents. It's not just one, but several. Nearly all the moslem units which the Spanish can recruit, save the peasents, have that sprite on their unit card. They dont' look like Roman peasents on the field, Granadine Jinettes are clearly on horseback carrying javilings, but the sprite on the card insists on being a Roman peasent so it makes moving them about on the battle difficult since you have to read before you can be certain to select.

Third thing- for some crazy reason or another, the banners carried be each of your armies on the main map is in a persistant state of design change. One moment they look like they are supposed to, tall and narrow with shading to represent relative strength, then they become small little squares, then they become short and wide. It's really having no effect on game play, but it does look funky.

So if you could address these issues, it would be a good thing. Otherwise, I like very much what you have done, especially the part about how to adjust the settings so that I can address a few things on my own.

uanime5
07-01-2008, 12:09
1) I have no idea how to fix this, it may involve redrawing the map or changing the terrain. My mod and the Deos Vult mod most likely have the same problem because we're using the same Big Map mod.

2) This is due to missing unit cards (the grey peasant is the default card). Adding the missing unit cards will fix this problem.

3) I don't know why this is happening but I think it's related to the large number of faction symbols I'm using.

Philippon
07-01-2008, 15:54
Unanime: 2) This is due to missing unit cards (the grey peasant is the default card). Adding the missing unit cards will fix this problem.


Me: Okay . . . that's something I have no clue as to how to do. Are you saying that they are already there in the mod and I need to make a few adjustments or are you saying that you need to fix that?

uanime5
07-01-2008, 17:29
You could fix it if you unpacked the vanilla mod, however it's probably easier for me to fix it.

Philippon
07-25-2008, 23:50
Okay, after playing about 100 years of Hispania from 970 I decided to play the Irish from 1200. I kicked the English out and launched a crusade and got my first diplomats out and discovered two new bugs, one of which was just the bug in the 970 Era, and the other killed the game for me.

First bug - as I noted, the Grey Roman Peasents showed up. Well they show up in 1200 as well in the Irish faction, but this time they are the picture in the Unit description box.

Second bug - Irish Diplomats and Priests get one mission for their entire lifespan. I've got two heretics spreading heresy in Ireland and four priests who have already tried to eliminate them once. Consequently they are no longer able to stop heresy as they are convinced they already performed a mission this turn . . . same with the Diplomats, but it wasn't as annoying since the English seemed determined to bribe them after a few turns so I was making a new diplomat for each mission. Never the less I simply no longer wish to play the game with this issue. It renders useless some rather important units. That needs to be fixed asap.

You have some very nice ideas, but the Mod needs some polishing and this bug has to be addressed.

devilwit
08-04-2008, 07:30
I have played version 2.3, it's awesome. TKS!
The bug found:
1500AD, Venice, the family tree button is grey cannot be trigged.

uanime5
08-04-2008, 12:23
Venice doesn't have a family tree since the Doge was elected, not the son of the previous Doge. Several other faction also don't have family trees for similar reasons (HRE and Teutonic Order).

15Seraph15
08-05-2008, 20:21
I found 2 bugs well 1 cant be clasified as a bug
Anyway im playing as Serbia and the Serbian Husars have their weapons flying over their heads its really weird


The other not so bug is that serbian commanders say yes my SULTAN!!
We didnt have a sultan so is there a way to make them talk like byzantine or other commanders

15Seraph15
08-05-2008, 20:26
http://15seraph15.googlepages.com/medieval22008-07-0620-32-58-25.jpg/medieval22008-07-0620-32-58-25-full;init:.jpg

well it didnt let me post an image with 1 post so here it is

Arcana
08-06-2008, 09:34
Hi, I have a bug to report.

Just downloaded the 2.3, and started a 1200 campaign as Norway.

I besieged Stockholm on turn 2 or 3, and then the Swedish sent an army to attack me, and then I elected to fight on the battle map. While the loading screen came up it crashed to blackscreen and I had to alt+F4 to remove it. I will check other campaigns to see if battles in general crash it, or whether it seems to be a one-off.

Arcana
08-06-2008, 10:09
Sorry for the doublepost, I can't see how to edit the post above - No, it doesn't seem to have an effect on other battles. I attacked Ireland and France as England and nothing happened. It might be because multiple enemies took part? Unsure...

Also, the Longboat uses the Peasant picture in the unit description. Now I know this may be a placeholder, but if not I thought I should mention it.

Thanks!

uanime5
08-06-2008, 13:22
I found 2 bugs well 1 cant be clasified as a bug
Anyway im playing as Serbia and the Serbian Husars have their weapons flying over their heads its really weird

The other not so bug is that serbian commanders say yes my SULTAN!!
We didnt have a sultan so is there a way to make them talk like byzantine or other commanders

The Serbian Hussar bug is probably a mesh error. I'll have to check the mesh file.

The Serbian commanders say Sultan because the sound files this mod uses contain too many Middle Eastern voices and not enough European ones (I ended up with the version I have by chance after trying to make the Xenophile mod work, so I don't want to try to change it). Changing where the faction is in the descr_sm_factions.txt files will change their voice type but it can also change every other voice type.



Hi, I have a bug to report.

Just downloaded the 2.3, and started a 1200 campaign as Norway.

I besieged Stockholm on turn 2 or 3, and then the Swedish sent an army to attack me, and then I elected to fight on the battle map. While the loading screen came up it crashed to blackscreen and I had to alt+F4 to remove it. I will check other campaigns to see if battles in general crash it, or whether it seems to be a one-off.

Also, the Longboat uses the Peasant picture in the unit description. Now I know this may be a placeholder, but if not I thought I should mention it.


This was most likely caused by a missing texture. Can you please tell me which units were in your army and the Swedish army, so I can check them.

The Peasant picture is a placeholder and shows that a unit image is missing. Which faction has this peasant image instead of the longboat one?

Arcana
08-06-2008, 13:57
The Norwegian faction has the peasant placeholder. I haven't checked, but I imagine it's the same story with any faction which uses Longboats.

And the same thing occurred with Denmark too, when I sieged Oslo and the sieging army was attacked by Norwegian forces. In the army, I had European Spear Militia, European Peasant Archers, a General and I think maybe some Viking Raiders possibly. I would imagine the Norwegians (and indeed the Swedish in the Norwegian problem) had much the same sort of kit.
Basically, whatever forces you start the game with as either Norway or Denmark it occurred with as I had hired no mercenaries at that point with Norway. I did hire two Mercenary Spearmen as Denmark, though I doubt it is them.

Also, a point for Denmark - When you start the Danish campaign, you have a Danish princess, Cardinal and Merchant...all of which spawn on the Iberian Peninsula. Quite a way away from Denmark! :P

uanime5
08-08-2008, 00:37
I've found the problem, the Norwegian Spear Militia were missing a shield texture. To fix this problem go to the website below, download the 'final kite_norway_norm.rar', unpack it, and put the 'final kite_norway_norm.texture' in the 'eras\data\unit_models\attachmentsets' folder (default location 'C:\Program Files\SEGA\Medieval II Total War\eras\data\unit_models\attachmentsets').

http://www.twcenter.net/forums/showthread.php?p=2641851#post2641851

The Danish agents were on the Iberian Peninsula because I forgot to change their vanilla coordinates (let me know if you find any other agents in the wrong place).

Arcana
08-08-2008, 10:11
Thankyou! :) It works fine now, however I noticed this texture bug during the ensuing battle. It was a Swedish unit of Scouts - I can't comment as to whether it affects all Scouts.

https://img113.imageshack.us/img113/282/65889252ar8.th.png (https://img113.imageshack.us/my.php?image=65889252ar8.png)

Also I'm sure you're aware of the nationality voice bug where different factions seem to have the wrong accent and speech - for example Norway and Denmark both refer to themselves as English, and the Swedish are referred to as Spanish in the pre-battle speech.

I'm guessing it's probably not solvable due to the fact you've used Saxons and others to make the numbers up, right?

Another point, and this isn't a bug - is it possible to allow Diplomats-and maybe Princesses-the ability to initiate more than one 'mission'? As in, currently a Dip can only speak to one person/town per turn. Is it possible to make it so they can conducted as many as they can reach in one turn, as it's really annoying having to wait until the next turn to speak to another person?

uanime5
08-08-2008, 12:45
One of the mods I used remade Scout's mesh files (these affect the shape of the soldiers). However they also changed the Peasant Padded texture this unit used (the texture is the skin over the mesh). So when I used a normal Peasant Padded texture the soldier was displayed incorrectly. I can fix this by modifying the battle_models.modeldb file.

Regarding the voice types they are spilt into 8 catagories: English, Scottish, French, German, Mediterranean, East_European, Arabic, and Mongolian. For this mod I'd need the following voice catagories: English (1), Scottish (2), French (1), German (2), Mediterranean (9), East_European (10), Arabic (4), and Mongolian (1). However I have too many of some types and not enough of others, so I can't get them all working correctly. It also doesn't help that Mediterranean and East European voice types are very similar on the strat map.

I don't think it's possible for agents to perform more than one mission per turn (I think this is hard coded).

Arcana
08-08-2008, 18:13
I just stumbled upon a crash between Summer and Winter of 1204 in the same campaign. I end my turn, and the AIs start to play their moves and then the screen just goes black and I can't even alt+f4 out of this one...the AI faction-logo 'cycle' got around to the Kievan Rus', but I have no idea what it did to cause it or even if that is what caused it. I'm also a newb so I don't know how to provide a logfile if such thing exists...

It was a shame because that campaign was just starting to get interesting :(

uanime5
08-09-2008, 12:29
The log file (system.log.txt) can be found here: C:\Program Files\SEGA\Medieval II Total War\logs.

This mod still has some bugs which I need to sort out (though they seem to occur a lot in the 1200 campaign for some reason). To help me fix these errors I also need to know which faction you were playing as and which campaign you were playing (1080, 1200, etc).

Arcana
08-09-2008, 17:07
This mod still has some bugs which I need to sort out (though they seem to occur a lot in the 1200 campaign for some reason). To help me fix these errors I also need to know which faction you were playing as and which campaign you were playing (1080, 1200, etc).

I was playing as Norway in the 1200 campaign - it's my fave campaign because it's more technologically advanced, but not so far as to have guns, and the empires are more or less set correctly, heh.

Anyway here's the log I got from it:


16:56:39.156 [system.rpt] [always] CPU: SSE2
16:56:39.156 [system.rpt] [always] ==== system log start, build date: Jun 25 2007 version bld-medieval2-update2.1-30 (43169) ===
16:56:39.156 [system.io] [always] mounted pack packs/data_0.pack
16:56:39.156 [system.io] [always] mounted pack packs/data_1.pack
16:56:39.156 [system.io] [always] mounted pack packs/data_2.pack
16:56:39.171 [system.io] [always] mounted pack packs/data_3.pack
16:56:39.171 [system.io] [always] mounted pack packs/data_4.pack
16:56:39.171 [system.io] [always] mounted pack packs/localized.pack
17:03:07.750 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


It crashed, once again, as the Kievan Rus' AI was acting on the strategy map.

Also, I've noticed this a lot...the .bat file shows 'Invalid number of parameters' once, irrespective of the campaign selected...perhaps that has something to do with it? It never did it in 2.2, I notice...

uanime5
08-10-2008, 11:05
Was Kiev Rus at war with another faction? If so did they take another factions settlement?

Arcana
08-10-2008, 18:40
The Kievan Rus were only at war with the Cuman Khanate, and the Cumans had besieged Kiev...my guess in that case would be that the Kievans sallied out and lost the battle, perhaps?

uanime5
08-12-2008, 12:09
There's something I'd like you to try. I've found when Sweden loses a settlement to another faction the mod crashes (often during the AI's turn). To fix this bug you need to go to:
http://www.twcenter.net/forums/showthread.php?p=2641851#post2641851

Download the 'historic_events.txt' file and put it in the 'eras/data/text' folder (overwrite the existing file). See if this fixes the problem, if not let me know.

Arcana
08-12-2008, 15:11
Yes, that solved the problem. Thankyou! :)

Arcana
08-14-2008, 16:55
It died again on the very next AI turn - this time it waited until it was the rebel's go. I had, the turn before, defeated a rebel AI army which I believe melted away to nothing (77% killed), although it might've melted away into the woodlands around near Bergen. :(

uanime5
08-15-2008, 13:37
Was the error log different?

Arcana
08-15-2008, 19:10
Nope. Same error log by the looks of things, except for the numbers it gave. Just in case they mean something to you, here it is:


16:50:17.796 [system.rpt] [always] CPU: SSE2
16:50:17.796 [system.rpt] [always] ==== system log start, build date: Jun 25 2007 version bld-medieval2-update2.1-30 (43169) ===
16:50:17.812 [system.io] [always] mounted pack packs/data_0.pack
16:50:17.812 [system.io] [always] mounted pack packs/data_1.pack
16:50:17.812 [system.io] [always] mounted pack packs/data_2.pack
16:50:17.812 [system.io] [always] mounted pack packs/data_3.pack
16:50:17.812 [system.io] [always] mounted pack packs/data_4.pack
16:50:17.812 [system.io] [always] mounted pack packs/localized.pack
16:52:07.859 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

uanime5
08-16-2008, 18:38
I've fixed several bugs and put all the files in 2.3 patch.7z file. Try downloading it, unpacking it, and put its contents into the 'eras\data' folder (default location 'C:\Program Files\SEGA\Medieval II Total War\eras\data') and see if this fixes the problem.

http://www.twcenter.net/forums/showthread.php?p=2641851#post2641851

If this doesn't fix the problem I'll need a copy of your save file.

Arcana
08-17-2008, 13:40
Thanks, that seems to have sorted it. I played a few turns and no crashy. :)

I noticed a weird trait on my King Haakon of Norway, tho - nothing crippling, it just didn't seem to fit. He is apparently Culturally "Roman". Also, while being Defender of the Faith he is also simultaneously Atheist. Surely there should be antitraits here? :P

uanime5
08-18-2008, 12:34
Did his traits change after you installed the patch? Sometimes when you install a new version of a traits file with more or less traits than the previous M2TW gets confused and displays the wrong text.

Arcana
08-23-2008, 16:01
Seems that that was the case possibly...and I'm sorry for late reply - I've been away road trippin' in Scotland the past week. I'll get back to playing soon :p

Arcana
09-09-2008, 17:36
New minor texture bug found - English Levy Spearmen have the placeholder unit card texture (grey Peasants). :(

Will keep my eyes peeled.

Oh, by the way - is there any way to reduce the probability a general might get a trait? Every general seems to be Overconfident all the time and it's impossible to get a truly great general whilever that trait exists. I'm not saying it shouldn't happen sometimes but it seems to be a really rampant trait. :(

uanime5
09-10-2008, 12:04
I'll add the Levy spearmen image to the right data\ui\units folder.

Regarding the overconfident trait this has been a problem for a while. It should only trigger when a general wins a major victory but it seems to trigger whenever they have more than 7 stars.

Arcana
09-10-2008, 16:31
Seems to trigger when they've got no stars in my experience. Most of my 0-star retard generals have overconfident trait. =(

Arcana
09-13-2008, 11:26
Another placeholder unit card - Portugese Javelinmen have the peasants unit card picture. Also, so too do Welsh Skirmishers.

Mocha
10-05-2008, 16:22
Hello,
my 2.4 game crashs in the 1400 campaign at the Lithuania turn.
I play with Eastern Rom and and the two bugfixes were installed.
Here is the log.


17:00:30.625 [system.rpt] [always] CPU: SSE2
17:00:30.625 [system.rpt] [always] ==== system log start, build date: Jun 25 2007 version bld-medieval2-update2.1-30 (43169) ===
17:00:30.672 [system.io] [always] mounted pack packs/data_0.pack
17:00:30.719 [system.io] [always] mounted pack packs/data_1.pack
17:00:30.812 [system.io] [always] mounted pack packs/data_2.pack
17:00:30.859 [system.io] [always] mounted pack packs/data_3.pack
17:00:30.875 [system.io] [always] mounted pack packs/data_4.pack
17:00:30.891 [system.io] [always] mounted pack packs/localized.pack
17:07:13.859 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

It would be nice if somebody can help me.

uanime5
10-06-2008, 14:21
Can you save your game the turn before the crash and upload the save file to rapidshare (I need it for testing purposes).

Your save files are located in the 'C:\Program Files\SEGA\Medieval II Total War\eras\saves' folder.

Mocha
10-06-2008, 18:16
Here is the savegame http://rapidshare.com/files/151486456/03.sav.html.

Maybe it is a problem that I use the german version?

Arcana
10-09-2008, 09:31
Some other rather unusual behaviour in game:

1) No music plays on the campaign map as Wales.
2) Also, they have no family tree. Is this because they use the Teutonic Order's slot? It doesn't have any effect on gameplay I guess, but I noticed it...
3) I couldn't call a crusade on the Cuman Khanate (1200), even though they're a muslim faction...is crusade-able factions restricted to the Holy Land and any excommunicated factions? Maybe this is simply a vanilla gameplay element I hadn't noticed before (in which case ignore it :P )
4) I spotted some more units with weirded cards/unit preview pics. Will get the list soon.

uanime5
10-09-2008, 11:42
Mocha I'm trying to find the cause of the crash. So far I've ruled out guilds, traits, ancillaries, and the campaign script. I don't think I've come across this bug before.


1) This is a bug, I'll have to look into it (I probably forgot to add them to the 'eras\data\world\maps\base\descr_sounds_music_types.txt'.

2) Wales does not have a family tree because the High King of Wales was not an heraditory title (in many cases it was awarded post humorously).

3) Crusades can only be called against regions that have a high Catholic Christian population but are not controlled by an Christian faction or are controlled by an excommunicated Christian faction. Also some regions have the a 'crusade' hidden resource, which allows you to call crusades against them regardless of how Christian they are. Try sending some priests to one of the Cuman Khanate's regions to make it more Christian.

4) Awaiting the list.

Arcana
10-09-2008, 12:44
Oh, additional: Noticed many factions have their campaign map flags all swap-changed everywhere.

F'rinstance:

Ireland have a Rebel crossed-swords flag. The Eastern Roman Empire have the Irish Harp, some Rebel armies bear a red Templar-like cross.

And ahh, didn't know that about 2 and 3. Thanks :) Will get back to you sometime today about the unit cards. I'm going to start a campaign as every faction to try find them. :P

Also, Diplomats sometimes gain a trait called User of Religion when they're trained near a Merchants' Guild. I get the feeling the names are crossed, since the actual trait involves a 10% cost to bribe (can Diplomats even be bribed?).

Also, found out that Ayyubid Sudanese Tribesmen and the HRE's Germanic Sergeant Spearmen are invisible in battle - you can see the Sudanese Tribesmen's shadows, but their bodies aren't there. The GSS don't even have shadows.

Hokai, here is your list of what I got so far:

1200 Campaign:
Welsh Skirmishers (as mentioned previously) have no unit card or unit description pic - they use the RTW peasant placeholder.
Meirionnydd Spearmen - Unit Description picture only (the unit card pic is ok)

Also, a Venetian cardinal spawns in Florence region, which is HRE controlled in this campaign.

1300
English Levy Spearmen have no unit card pic. They are also, strangely, weaker than the European Spear Militia...which doesn't make a lot of sense considering that Levy Spearmen are trained from castle.
European Merchant Cavalry Milita have no unit card or description pic.

Empires Campaign
Kalmar Union Sword-Staff Militia have no unit card or description pic.
Sufavids Dynasty faction profile speaks of a rocket launcher, but isn't one.


Also experienced a strange crash mid-battle against the HRE. They had a spear-heavy army (mostly european spearmen and militia, with a couple of peasant archers). My army was comprised of albanian cavalry, bulgar brigands and peasant archers, and lots of spearmen. I've used this army before without trouble and the battle started without incident. I was just running some troops to flank and the game decided to go nuts. Probably JOOTT but thought I'd mention. No units seemed to be missing their models either. The battle occurred just north of Pest, on a very craggy terrain with a henge on it.

Arcana
10-10-2008, 19:28
Hm, seems I've hit a crashy bug on this turn. It happens when the Rebels faction logo is displayed in the AI turns.

I have created a rapidshare link with system.log.txt and my savegame as I'm unsure exactly what happened to cause it, or what was happening at the time. My guess is that a rebel settlement got captured.

Linky (http://rapidshare.com/files/152743329/Hungary.rar.html)

uanime5
10-11-2008, 14:11
Arcana I checked out your save file and was able to find the problem. In the 1200 campaign I misnamed an event in the campaign script file (local_crusader_king and local_crusader_regeant) so when your king died the mod couldn't find the event and crashed. I then corrected the event in the campaign script file and tested the mod, only to have it crash from the same error again. I then realised that a save file doesn't register any changes in the campaign script, so I made a new event with the incorrect name and this fixed the problem. I'll upload the fixed file a part of a patch, along with the other missing files.

Also Arcana the reason why some of the strat flag symbols are wrong is that you've made this mod into a Kingdoms mod (your error log mentioned a lot of files in the Americas campaign). In Kingdoms it ignores the 'eras\data\banners\symbols9.tga' file; so Byzantium, Sweden, Bulgaria, Ireland, Croatia, and Cyprus will all have the wrong faction symbol. To fix this problem rename the 'symbols9.tga' file 'symbols10.tga', 'symbols10.tga' file 'symbols11.tga', and 'symbols11.tga' file 'symbols9.tga'. This should give you the correct strat flag symbols.

Regarding your mid battle crash if you have a lot of units in one place this can cause the mod to crash (usually during castle sieges). Try fighting the battle on a lower unit size setting.

The trait problem was due to a trait in the 'eras/data/export_descr_character_traits.txt' file being given the wrong name. I've modified this. I don't know why a diplomat had a trait making them more easy to bribe (I didn't make the traits) but I've changed it so they have more chance to bribe someone else.

I was able to fix the invisible Sudanese Tribesmen but I'm having trouble with the Germanic Sergeant Spearmen. Can you see them when they're controlled by factions other than the HRE? Also what armour level are they at?


Mocha I'm still invetigating your crash. I don't think it's related to the campaign script.

Arcana
10-11-2008, 15:14
Also Arcana the reason why some of the strat flag symbols are wrong is that you've made this mod into a Kingdoms mod (your error log mentioned a lot of files in the Americas campaign). In Kingdoms it ignores the 'eras\data\banners\symbols9.tga' file; so Byzantium, Sweden, Bulgaria, Ireland, Croatia, and Cyprus will all have the wrong faction symbol. To fix this problem rename the 'symbols9.tga' file 'symbols10.tga', 'symbols10.tga' file 'symbols11.tga', and 'symbols11.tga' file 'symbols9.tga'. This should give you the correct strat flag symbols.
Weird. I haven't actually done anything to it myself, save lowering a few of the loyalty drops from some of the titles (eg, changing -2 to -1 Loyalty for King of Ireland) and a couple of traits (such as 'negligent' - why should being an idiot lower your loyalty?). But I'll do that switcharoo before I next play.



I was able to fix the invisible Sudanese Tribesmen but I'm having trouble with the Germanic Sergeant Spearmen. Can you see them when they're controlled by factions other than the HRE? Also what armour level are they at?
I haven't met them controlled by another faction. I didn't get a look at their armour level. The bad news is i completely annihilated the German army in question. I'll try get a look at another such unit once the patch is out and I can make it through to the next turn. :) I wouldn't imagine they were above Leather Tanner, though...

CroatAxemen
12-17-2008, 23:21
hello
excellent mod, thanks for adding Croatia
this problem appeared when I play as Croatia, everytime I attempted to construct a ship the game crashed

uanime5
12-22-2008, 14:04
The reason for this crash is that Croatia and Lithuania don't have any admirals assigned to them. I've made a patch to fix this which is available here:
http://www.twcenter.net/forums/showthread.php?p=2641851#post2641851

CroatAxemen
12-23-2008, 19:22
thank you for the pach it works fine now

like ''arcana'' I also have a proflem with the flags, I attempted to fix it as you proposed

''To fix this problem rename the 'symbols9.tga' file 'symbols10.tga', 'symbols10.tga' file 'symbols11.tga', and 'symbols11.tga' file 'symbols9.tga'. This should give you the correct strat flag symbols.''

it did not work, can you think of something else that could cause this problem

and one last thing is there a reason whay Zagreb Region can trade with every neighboring region except with the Hungary regions from the very beginning ?

thanks for your help
Merry Christmas and Happy New Year