View Full Version : Problem with Royal Knight units
Norseman
04-19-2004, 19:58
I have added Norway as a faction to the original MTW with VI.
The problem is that I can't get the HIGH Royal Knights and LATE Royal Knights to work in SP Campaign BATTLES for this new faction. When the battle loads, the red loading bar stops halfway, then drops back a little and then I get CTD.
The odd thing is that it works perfectly in Custom Battle and for all the original factions in SP campaign. I have no problems with the EARLY Royal Kn. either, or the Ghulam bodyguards for a muslim faction I also added.
I have picked apart all involved files twice, but can't find any mistakes. http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
Anybody experienced anything like this when adding factions? Anybody with an idea on what may be wrong?
http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
Citaat[/b] ]Posted by Gregoshi:
New patron Lysander provided the following (new?) information on this issue in the Entrance Hall:
-----
ok, I have been having a lot of trouble adding a new faction (e.g., FN_FREE21 //Welsh )without a game crash; however, I have figured out the secret to this miserable little task...
Now, the problem was that game crashes occured as the newly defined faction left the campaign map for the battle map--oddly this crash would only occur with certain units (e.g., peasants, highland clansmen, kerns, etc.). I discovered that only those units which were culled from texture folders associated with face-shields caused the crash. Units drawn from texture folders which are not associated with face-shields (e.g., archers--which use the texture folder "Pestunic")do not cause a battle crash. Therefore newly defined factions, such as FN_FREE21 //WELSH, cannot utilize units which are drawn from the following bif texture folders, as they are associated with face-shields:
"Peasant"
"ChainHlm"
"HlPlArSH"
"LArmWCav"
"MKnight"
"MSHelm"
"PlateS"
Since Mtw/Vi can utilize 10 new customizable bif folders, the above texture folders can be copied and renamed "Custom0" through "Custom6" respectively--just make sure the bif images inside the folders are also renamed (e.g., Custom0_H.bif to replace Peasant_H.bif, etc.). After this, one only needs to open the CRUSADERS_UNIT_PROD11 file and change the texture body type (e.g., from "Peasant" to "Custom0") for each unit that used the troublesome textures. Now new factions can use all available units without experiencing a crash-to-desktop on the battle map--although face-shields will not be used in the game.
Yet, if one wishes to retain face-shields in the game then only those units which specificaly use face-shields should be drawn from the old texture folders and used only by the original factions. New factions must be denied access to those specific units. This is easily done if new factions are muslim or pagan, however loyalist revolts might unexpectedly add such units as feudal-men-at-arms or feudal sergeants to newly added catholic factions--therefore care must be taken if face-shields are included in a game with new factions.
Well, this system has worked well for me and as of this moment I have built a grand Welsh kingdom stretching across much of Europe. I have fought all the battles myself, and, although not all have been victories, I have yet to experiance a game crash.
I hope this information can be of help to those intrested.
-----
From the thread "Adding factions in VI" in the Repository.
Though there is a certain folder missing in that list and it's the "PlateCav" one (Chivalric Knights which also use Facshields).
Norseman
04-19-2004, 20:15
THX for the reply, but that isn't the problem. I have fixed all that, and if I hadn't almost no battles would be functioning. I have problems with the Late Royal Knights, and they don't use factionshields nor any other unit with these BIFs(LaKnight).
Sorry about reading it wrong and thus not giving the right solution. I was kinda in a hurry http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
I'm looking at the moment at what could cause a problem. Are you sure you added the norwegians (FN_NORWAY, FN_FREE21 or whatever you declared the faction as) to column 50 with Gnome Editor? Are you sure you typed it in correctly?
At the moment I can't think of anything else that could be the problem.
Norseman
04-19-2004, 21:31
Quote[/b] ]
I'm looking at the moment at what could cause a problem. Are you sure you added the norwegians (FN_NORWAY, FN_FREE21 or whatever you declared the faction as) to column 50 with Gnome Editor? Are you sure you typed it in correctly?
I don't use Gnome anymore, but if you mean the faction associations I'm very, very sure that they are correct, as I've looked it over and over again far to many times
http://www.totalwar.org/forum/non-cgi/emoticons/gc-wall.gif
If it wasn't correct, I would get other problems in the SP Campaign as well.
THX for the suggestions though.
lancelot
04-20-2004, 12:55
RK are weird
I use kekvit mod. Irish RK in early are high RK but the RK for the scots are fine.
Also if you try to change the irish king's unit to gallowglass they still appear as high RK???
and kekvit herself doesnt know why this happens or how to fix it....
Sorry but I cant help specifically but try to get kekvit or another modder to help.
Then I really have no idea what could cause such a problem http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Maybe you can make a list of all that you have changed?
Copy pasting the codelines here would be an idea aswell.
Then it might be a bit easier to determine the problem.
Citaat[/b] (lancelot @ April 20 2004,07:55)]RK are weird
I use kekvit mod. Irish RK in early are high RK but the RK for the scots are fine.
Also if you try to change the irish king's unit to gallowglass they still appear as high RK???
and kekvit herself doesnt know why this happens or how to fix it....
Sorry but I cant help specifically but try to get kekvit or another modder to help.
Yes that can happen. The problem is the following:
The RK's as you can see by looking at the unit prodfile are in a pathological order at whom to be chosen first as the faction's leader (=FLU). First (#97 in the unit prodfile list) EarlyRoyalKnights (this becomes the FLU in Early), below that (#98) HighRoyalKnights (FLU High) and below that (#99) LateRoyalKnights (FLU Late). The French for example uses all these three as their faction leader's units.
If you for example change the FLU from (#97) EarlyRoyalKnights to (#107) MountedSergeants, then HighRoyalKnights is the first unit read in the unit prodfile as one of the French their FLU's.
This causes it to take this unit as the FLU in Early (and in High if I'm not mistaken).
Mounted Sergeants are mostlikely neglected as becoming an FLU if I'm correct, but I'm not sure if LateRoyalKnights will become the FLU for High and then MountedSergeants for Late. Maybe you can try it out and see if it does.
Anyways with the Irish in the kekvit mod check in the unit prodfile to see if the RK's come before the Gallowglasses.
If that's the case, then cut and paste the Gallowglasses above/before the RK's and it should work. Make sure you delete the enter that appears after having cut the Gallowglasses from their place.
In vanilla MTW Gallowglasses are #61 in the unit prodfile list btw. Kekvit might have changed the unit prodfile a bit I think with the original units.
What I am not sure about is whether if you have a unit that can be build in all three periods and it is the first one in the list as your FLU, that this unit will be regarded as the FLU in all periods. Although maybe if the unit prodfile reads 3 different FLU's for a faction that it will choose in a pathological order which unit will be used in which period. So the first unit will which is an "all periods" unit (Gallowglasses) will be the FLU in Early, the second in the FLU list which is an "High only" unit (HRK) will become the FLU in High and the third unit which is a "Late only" unit (LRK) will become the FLU in Late.
Edit:
"I use kekvit mod. Irish RK in early are high RK but the RK for the scots are fine."
Seems I've misread this part, sorry (all that writing probably for nothing http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif). So the Irish use ERK, HRK and LRK as their FLU's?
Edit2:
Alright I've just downloaded Kekvit v2 and v2a and there aren't any Irish, nor Scots in it. Have I got an older version (couldn't find a newer version)? Or maybe you're confused with BKB's mod?
Norseman
04-24-2004, 23:37
When one of my new selfmade factions send their princess to marry one of my heirs, I get this message:
"The king ?ยค%Q#%%%# awaits your answer in trepidation"
Somewhere in that line the faction name should be. I've done the "Loc/faction_specific.txt" and the "Loc/Changes.txt", but with no success.
Can somebody please point me to where i set this in the files?
I'm under the impression you got the RK's working with the new faction?
For your other problem:
In NAMES.txt you should scroll down a little bit untill you get to this part:
Code Voorbeeld @["of_Clan_Names"]
@{" of the rebels"}
@{" of The Almohads"}
@{" of The Byzantines"}
@{" of The Danes"}
@{" of The Egyptians"}
@{" of The English"}
@{" of The French"}
@{" of The Germans"}
@{" of The Italians"}
@{" of The Polish"}
@{" of The Russians"}
@{" of The Spanish"}
@{" of The Turkish"}
@{" of The Aragonese"}
@{" of The Burgundians"}
@{" of The Golden Horde"}
@{" of The Hungarians"}
@{" of The Swedes"}
@{" of The Papacy"}
@{" of The Sicilians"}
@{" of The Swiss"}[/QUOTE]
Below there are 43 free slots for other factions. If Norway is the first added faction, then it should be @{" of The Free01"} that needs to be changed into @{" of The Norwegians"} or whatever you would like to name them here. I think this is the right one.
In the DEFAULT_FACTION_SPECIFIC.txt you will find the same line which needs to be changed.
Just check CHANGES.txt, DEFAULT_FACTION_SPECIFIC.txt, NAMES.txt and DEFAULT_REGION_SPECIFIC.txt to make sure everything that needs altering has been altered (correctly). It should be easy to identify which things are tied to the factions.
With certain lines you won't see those free slots, so just add the correct line below the last one. For example this part:
Code Voorbeeld //faction leader names
@["faction_leaders_xzy"]
@{"The Rebel Leader"}
@{"The Almohad Khalifah"}
@{"The Byzantine Emperor"}
@{"The King of the Danes"}
@{"The Egyptian Sultan"}
@{"The King of England"}
@{"The King of France"}
@{"The Holy Roman Emperor"}
@{"The Italian Doge"}
@{"The King of Poland"}
@{"The Russian Grand Prince"}
@{"The Spanish King"}
@{"The Turkish Sultan"}
@{"The King of Aragon"}
@{"The Duke of Burgundy"}
@{"The Khan of the Golden Horde"}
@{"The King of Hungary"}
@{"The King of Sweden"}
@{"The Pope"}
@{"The King of Sicily"}
@{"The Swiss Leader"}[/QUOTE]
Copy and paste the last line of the Swiss below the Swiss line. Then change the copy of @{"The Swiss Leader"} to e.g. @{"The Norwegian Leader"} and it should look like this:
Code Voorbeeld //faction leader names
@["faction_leaders_xzy"]
@{"The Rebel Leader"}
@{"The Almohad Khalifah"}
@{"The Byzantine Emperor"}
@{"The King of the Danes"}
@{"The Egyptian Sultan"}
@{"The King of England"}
@{"The King of France"}
@{"The Holy Roman Emperor"}
@{"The Italian Doge"}
@{"The King of Poland"}
@{"The Russian Grand Prince"}
@{"The Spanish King"}
@{"The Turkish Sultan"}
@{"The King of Aragon"}
@{"The Duke of Burgundy"}
@{"The Khan of the Golden Horde"}
@{"The King of Hungary"}
@{"The King of Sweden"}
@{"The Pope"}
@{"The King of Sicily"}
@{"The Swiss Leader"}
@{"The Norwegian Leader"}[/QUOTE]
These are also things not to forget about. Just a FYI-extra if you get any other problems concerning this.
Norseman
04-25-2004, 12:12
Quote[/b] ]
I'm under the impression you got the RK's working with the new faction?
Thanks for your help [DnC] http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
I haven't got my RK working yet, but I think these two problems may be related. You see, I set some other working units as bodyguards instead of the RK, yet the problem remained with the new BG's. So I don't think there is actually anything wrong with the RK themselves, but rather something wrong with my new factions that somehow gives the BG error.
I thought I had fixed the names file, but I have probably overlooked a misspelling or something. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
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