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sapi
12-16-2006, 13:43
Although it's been great to see a patch emerge from the dusty basement of CA, and although that patch has fixed many of the issues with the game, it obviously hasn't fixed them all.

What it has done, however, is provide us with a means to do so by giving us access to the game files via the unpacker.

As such, it's been decided that a thread like this could help the community get together and work on fixing the bugs that remain both for our benefit and to help CA release an official patch which incorporates these changes.

In essence, we want to create a repository of the Org's knowledge about the workings of bugs currently in the game, and, more importantly, how to fix them. This certainly isn't an easy task, but it is achievable, and I for one am sure that we'll make a significant amount of headway in the time before the next patch.

To help this thread work smoothly, several things are needed.

By far the most important of those is a unified submission method that is based on fact - it's fine to make assisted guesses as to the cause of a bug, but please say that you are doing so when you post.

Two bits of information are important - details about bugs that are currently in the game, set out like this:...
Description of Bug and how to replicate it .......
Probable Cause ........
Suggested Fix .......

...and information about methods that you know work to fix a bug, set out like this:
Bug .......
Cause ....... (this information is to pass on to CA)
Fix ..... (Make sure you include documentation - what file you've edited and what you've done - so that it can easily be merged with other fixes)
Author .....
Download location: ......


Thanks for your help - hopefully together we can make the game, and more importantly our experience of it, better.

Kraxis
12-16-2006, 16:15
Technically this isn't really a bug, but more likely just an oversight, that had resulted in something not working as it should.

Here I'm talking about the Forlorn Hope unit. They are half size and have similar stats to Zweihanders and cost more or less the same. Testing them out in this configuration the Forlorn Hope are woefully inadequate compared to the Zweihanders and their cost (as well as their techlevel, which is quite considerable).

Having tested them out with 2 HP they have shown themselves to be slightly weaker than the Zweihanders in combat against strong enemies, but slightly superior in combat against weak opponents. That fits their cost and techlevel perfectly and thus I can only say that it is meant that they should have 2 HP, but it was left out for some reason.

Easy to fix.
Change the '1' in the health line of the descr_export_unit file to a '2'.

SMZ
12-19-2006, 00:09
^ Agreed with Kraxis, based on the description and the unit size, Forlorn Hope is definantly supposed to be a 2HP unit. I made a few changes myself but for the most part I try to only make changes where the description or just plain common sense dictates the developers intended something... or just balance issues in rare cases. I was huge fan of Player1's work... so with that in mind:

1. Sherwood Archers are described as being able to hide in any terrain, but lack the equivalent trait...

add "hide_anywhere" to the list of traits

2. Demi Lancers are equipped with lighter armor for the purpose, as described, of being more mobile. However they have neither greater stamina or speed than the majority of cavalry units...

switch mount type to "fast_pony"

3. Russian, Polish and Hungarian Spear Militia are described as having long spears, but lack the anti-cavalry trait...

add "spear bonus 8" to primary attributes for weapon

4. Heavy Billmen have the same stats as Heavy Bill Militia...

increase attack, charge and defense skill values by 1 (16,6,11)

5. Venice and Sicily both get Mortars in their unit rosters, Milan for reasons unknown does not...

add "Milan" to Mortar unit description and to equivalent building description

6. Geneose Militia have the same missile attack as regular Pavise Crossbow Militia...

add 1 point to missile attack (13)

7. Retinue Longbowmen have the same missile attack as previous Yeoman Archers, while Yeoman Archers were 2 points higher than the previous Longbowmen...

add 2 points to missile attack (10)

8. Egypt despite being an advanced and powerful state has no high level artillery...

add "Egypt" to Monster Bombard unit description and to equivalent building description

9. Janissary Heavy Infantry while expensive, late developments and descriped as being trained to be the greatest infantry in the world - have pitiful stats. English Billmen, essentially farmers turned soldiers, consistently beat Janissary Heavy Infantry; crack regiment soldiers who have gone thru grueling training since they were small boys...

increase attack, charge and defense skill values by 3 (15,7,13)

10. The various Knightly Orders are basically identical. Knights of Saint John buildings give a health bonus, and Teutonic Knights have maces as secondary weapons. However the Templar, Teutonic and Knights of Santiago Chapter Houses have no equivalent bonuses. Templars are descriped as running a commercial empire in addition to their warlike abilities. Teutons are described as being noted for their success in forcefully converting the populace. Knights of Santiago are described as having a strong maritime tradition. The Templars, despite being described as fierce fighters, and having a charge without orders trait - do not have their ferocity reflected in their stats. For a little flavor, it would be nice to differentiate the Knights of Santiago a bit as well...

add "trade_base_income_bonus bonus" trait to Templar buildings; add "religion_level bonus" to Teuton buildings; add "navy_bonus" to Knights of Santiago buildings; add 1 point to Templar Knight unit attack, charge and secondary attack (14,9,15); replace "hardy" trait with "very_hardy" for Knights of Santiago unit

11. Kataphractoi are severly handicapped for supposedly being elite cavalry, and described as being very heavily armored. Tsars Guards in Russia, while equipped basically the same have significantly higher attack and defense...

increase attack and defense values by 1 (11,17)

12.High level Castles and Cities have the same number of recruitment slots, despite one of the main supposed benefits of Castles being rapid troop production...

increase Fortress recruitment slots to 4; increase Citadel recruitment slots to 5

13. Northern Peasants are too good, Southern Peasants are too bad...

decrease Northern Peasant attack and defense by 1 (3,2); increase Southern Peasant attack and defense by 1 (2,2)

Gray_Lensman
12-19-2006, 03:49
Re 1 above, It might possibly be an incorrect description rather than the ommision of the hide_anywhere trait.

Scanning thru the EDU file only has 2 other units with the hide_improved_forest trait, and both of them already have the hide_anywhere trait. They are Battlefield_Assassins and Hashishim. both of which are referred to as assassins. This tends to make me think they are the only ones that should be capable of the hide_anywhere trait. (being assassins)

However, I am curious what the difference is between hide_forest, and hide_improved_forest traits

sapi
12-19-2006, 04:50
Hmmm - just guessing, but maybe it's the range that they can be spotted at?

Either that or improved_forest is long grass?

SMZ
12-19-2006, 06:35
you're right, editing the descr for Sherwood Archers would probably fit the unit idea better... anybody know how to do that?



1. The higher level agent Guild buildings do not appear to have their triggers functioning correctly. An Assassins HQ for instance will give an assassin trained in any city +2 to skill, however it will not also give the local +1 bonus that a 1st level guild building does. Thus, counter-intuitively, better spies, etc are produced in the lower level city. It appears the 'greater than or equal to' sign is not working properly...

Duplicate the 1st level trigger, and tie the duplicates to the 2nd and 3rd level agent guild buildings

2. A Bishop ranking is given to priests produced from a cathedral, however no trigger exists to cause the trait for huge cathedrals...

add a ">" to the priestinit4 trigger or duplicate the trigger and switch out "cathedral" for "huge_cathedral"

3. Pagan Magician ancillary spawns entirely too often, due to the trigger simply calling for a province with less than 90% your religion - which means basically every province, especially in the early game...

change trigger to fire when "PopulationPagan > 10"

sapi
12-19-2006, 09:28
Oh, and to clarify #2 - a bishop is created in any city with a cathedral; but it's broken as only the cathedral gives it, not the grand cathedral as well

Kraxis
12-19-2006, 14:22
Yes, just add a '>' to the line and it should work.

SMZ
12-19-2006, 23:25
sorry, I should've tested those last few before submitting, but the last #3 I posted doesn't work... any clue as to why that command line doesn't function? I saw a "PopulationHeretic" command line somewhere, so I figured there should be equivalents for each religion... connecting the appearance of a Pagan Magician to any other criteria seems a bit non-sensical...

1. unlike all other merchant guild HQ's - the English version does not give a +1 to experience for Merchant Cavalry trained there. I am unsure if this is supposed to reflect englands weaker cavalry, or if it is an oversight, thoughts? in any case, if it is an oversight...

replace the "0" with a "1" in the equivalent merchant cavalry listing within the building list

kleemann
12-21-2006, 14:09
Well, the AI has several bugs in it.

BUG: AI stands still on battlefield when your city/castle is under siege and you make counter attack from city with one missile unit or several ones. It just stays thare and lets you to flank and bombard them until all missiles are gone.

So you just go shoot and kill many of AI-s units and AI don't do anything.

Cause: I guess the reason is lack of trigers for this kind of playes side action (this information is to pass on to CA)

FIX:
Add trigers to AI:
Simpler fix: if the situation is same as described above.

1. AI should send his own missile units to counter fire - actually it works.

2. If AI-s missiles are low attack with cavarly. Better if AI attacks enemys missile units with cavarly in the beginning.

3. If AI don't have missile units or cavarly attack with infantry. It is better than letting his units to shoot death.

4. If AI has siege equipment. It should attack walls to get breach and attack city. Use the same action as AI attacks city.

5. If player shoots AI's army and the player has bowmen and archers on wall. AI must move away from missiles range, so that the missile unit has to pursue them to shoot and moves away from walls defending fire. Then AI should counter attack, so that it can kill the missile unit. If it has cavarly it uses cavarly if not then infantry.

Barbarian Invasion has this kind of AI, and it works fine thare.

The idea is that AI should not let his units to bombard.
A) it should move away
B) it should attack

No documents modified yet..

Author .....
Download location: ......

CeltiberoMordred
12-21-2006, 20:45
Bug: Cavalry, when charging, kill whole infantry units in two seconds.

Causes: CA "feature".

Fix: Raise the mass of every unit by 10 points in your export_decr_unit.txt file ("soldier" line).

Whacker
12-22-2006, 04:01
Seeing how he hasn't got his lazy rear in here to post this, I'll do it for him... Geez some people.

Kobal2fr's outstanding fixed VnV's: https://forums.totalwar.org/vb/showthread.php?t=75505 :2thumbsup:

He's listed it as a mod, but I prefer to think of it as more along the lines of bugfixer for RTW/BI. There's some subjective work in it, for the most part it's just real bugs being squished and tweaked, but that's really no different than bugfixer either.


I should also mention the.seneshcal's Medifix mod, which does have a big more subjective work done to rebalance issues. Either works well depending on what you prefer: https://forums.totalwar.org/vb/showthread.php?t=75326 Also gets :2thumbsup:.

Fisherking
12-22-2006, 11:46
There is still a bug with missions from Noble counsel. When you assault a city or castle they have order taken without sieging it for one turn, you still don't complete the mission. Also noticed joining a crusade on the last passable turn didn't accomplish the mission. They are small but a little bothersome.

Quillan
12-22-2006, 15:38
Many, many of these are subjective judgements rather than true bugs. That noble council mission specifically tells you to send a diplomat to secure ownership of the particular province from the other faction, not an army. Janissary Heavy Infantry perform much better on the battlefield than their stats indicate, much as Varangian Guard perform much worse than they should according to their stats. Retinue Longbowmen aren't better archers than Yeomen, but they are armored. That's the difference.

The trait/ancillary triggers are fairly obvious mistakes. Some troop stats are wrong.

SMZ
12-23-2006, 00:45
I don't care how good JHI's perform. They still get beat by English Billmen, which are the same basic troop type, just better... which does not make a lick of sense

subjective? yes - but it's a glaring error nonetheless - either the billmen should suck more, or the JHI's should be better - take your pick

secondly, every other line of troops sees the higher level forms increase their attack power - ie: Heavy Billmen aren't just armored versions of Billmen, they also have a higher attack rating to reflect that they are the more advanced form of the unit - Heavy Pike Militia aren't just Scots Pike Militia given armor, their attack increases as well - etc, etc, etc across the board... it makes no sense to thus call Retinues simply Yeoman given armor

as the description says, Yeoman are freeholders expected to train in their downtime and be ready for war... Retinues are essentially mercenary bands who's business is war - their training is better... they should be better archers

Schugger
12-23-2006, 21:53
Maybe it is just me, but something seems odd about how the game is calculating turns (one turn equals two years, alternating seasons) and the age of characters (they age just by one year each turn).
Wilhelm "Methusalix" the Conquerer deceased in my campaign in 1130. Considering that he was 50 in 1080, he almost became of biblic age.
Known issue?

And merry Christmas, guys

Foz
12-24-2006, 02:48
Maybe it is just me, but something seems odd about how the game is calculating turns (one turn equals two years, alternating seasons) and the age of characters (they age just by one year each turn).
Wilhelm "Methusalix" the Conquerer deceased in my campaign in 1130. Considering that he was 50 in 1080, he almost became of biblic age.
Known issue?

And merry Christmas, guys
I agree, it feels slightly strange, but I think it's done to maintain game balance (especially in traits), since the passage of time actually IS a setting we can control. IIRC the default is the 2 years per turn that you described, but we can also set it for 1 year per turn and some other one I can't remember. Since buildings go up in a given number of turns, and the trait system is based primarily on per-turn calculations, characters always have to age at 1 year per turn, or else different timescales would mean your characters had a disproportionately short or long length of time to develop, which would make those time scales far easier or harder, correspondingly, from a character usability standpoint. For instance if your characters aged as fast as the years in 2-year-per-turn mode, they'd live about 30 turns, see far less buildings built under them, develop less traits and to a lesser degree of development, and have difficulty earning anything near the max number of command (or any other stat) stars. Similarly, Agents in 6-month-per-turn mode would live insanely long 120-turn-ish lives, and would be uber in no time. So I think it is that way to keep the characters developing at the rate CA intended, but still allow us to make time pass more slowly or quickly, which affects when inventions and events come about, as well as how long we have to accomplish the objective.

DukeKent
12-25-2006, 07:40
Hope this is the right place to list this?

Description of Bug and how to replicate it .......
English Princess charms a Commanding French General in a stack of units inclusing the presumed future French Faction Heir Henry. The Charmed former French General, and all units in the former French Crusader stack can be combined with other English units as expected. Attempts to combine the future French Faction Heir caused a CTD on that turn. As an unecpected bonus I got about 18 French crusader units. Best Diplomatic/Charm deal I ever sas in any MTW game :beam: I do not believe that the French family member (Future Faction Heir) was designated as a "Faction Heir" until a few turns after the General stack he was in were charmed by the English pricess. I could move this now red English single unit stack around. But a mouse over on the unit shows this unit as the "French Faction Heir". Attempts to move the single unit stack containing the French Faction Heir cause a windows popup error, then a CTD. The log shows the following entry in it.

00:30:59.164 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit. Should I up the logging level and try again? Had anyone else seen a similiar CTD. My current work around is to just leave the unit alone.


Probable Cause ........
Confustion on the MTW programs part about allowing a French Faction Heir in an English unit stack. Caused by a princess charming.

Suggested Fix .......
Probably a CA code fix. Smells like a code bug to me. Interesting how CA does its mod txt files. Like no programming, or data base I have seen in the business world :help:

DukeKent
12-27-2006, 06:50
Update, the charned French general ended up going rebel. Attemps to attack the unit caused a CTD:furious3: Even from a backup before the attack on the rebel general. That pretty much ended the campaign:dizzy2:

Wizzie
12-30-2006, 02:07
Maybe it is just me, but something seems odd about how the game is calculating turns (one turn equals two years, alternating seasons) and the age of characters (they age just by one year each turn).
Wilhelm "Methusalix" the Conquerer deceased in my campaign in 1130. Considering that he was 50 in 1080, he almost became of biblic age.
Known issue?

And merry Christmas, guys

This is not a bug. It's a feature, or perhaps better described as simply the way the game is supposed to work. Since there is such a massive time scale covered in this game, for it to progress at a reasonable rate while still activating all events like Gunpowder, the Americas, etc. in a reasonable timestamp, a turn rate of two years per turn was implemented. However, if characters aged at this rate they would die off in 1/4 of the time they did in Rome. Since character stats and progression mechanics etc. are presumably hardcoded in the game engine, it made more sense to maintain the Rome aging rate of 1 year for every 2 turns - in order for good generals to develop before dying of old age. This has resulted in an abstract aging model which CA left easily moddable.

Bobalude
12-30-2006, 23:14
Description of Bug and how to replicate it: Can't build watchtowers or forts / limited movement. Don't know how to replicate, just happens on some regions.
Probable Cause: Disaster event got stuck or something so the game thinks its still active many turns later.
Suggested Fix: Wait or cause another disaster in the region that clears up correctly.

Working Fix (workaround): Edit the disasters file to force a disaster event to occur, run the saved game for a turn or two so the event happens, save, and revert the disaster file back to the original.

The file is: data\world\maps\base\descr_disasters.txt

Make a copy of the file first, then edit the original and make a copy of the first entry, for earthquake, and delete the "climate" line. Replace that line with "Position" specifying the affected region. You need to lookup the position of the city with the affected region using "show_cursorstat" in the game console with the mouse cursor over the city.

Change min/max scale to 1 to reduce the effects of the disaster, and the year/frequency from 20 to either 1 or 2. I'm playing with 2 turns/year (0.50 time scale), so if you are using the default 2 years per turn, I would try 2 instead of the 1 that I used. These numbers appear to be in years, so with a 0.50 timescale, or 2 turns per year, it takes 2 game turns for it to occur.

Save the file (its read-only so you have to undo that property). Load your game, and run a turn or two. Hopefully an earthquake will properly hit and undo the watchtower/fort bug. Save post-earthquake and then go back and restore the original descr_disasters file.

--------
Lastly, I noticed that this oddly didn't work in the odd game turns using 0.50 timescale. That is if the saved game was during a particular season or 1/2 of a year, the disaster event will never trigger for some reason. Simply go back to a saved game 1 turn earlier seems to fix it. Guessing it only counts properly either every even or odd turn number... or if the game starts at a half year, it never triggers (i.e. year 1110.5).

sapi
12-31-2006, 03:17
GrandpaTroll, i've moved your post to the Apothecary (https://forums.totalwar.org/vb/showthread.php?t=76471) - you won't be able to post there (pm me if you need to say anything) but you'll get much more help.

GrandpaTroll
12-31-2006, 03:30
GrandpaTroll, i've moved your post to the Apothecary (https://forums.totalwar.org/vb/showthread.php?t=76471) - you won't be able to post there (pm me if you need to say anything) but you'll get much more help.

Thanks

Gramps

Radioman
01-13-2007, 00:42
fast_pony is typed as, fast pony in data file...:idea2:

Foz
01-13-2007, 02:25
I've proposed a temporary (i.e. imperfect) fix for the bug where shields incorrectly detract from a unit's defense in combat. I believe it to be the best fix at our disposal, borking the least other things in the game while still fixing this otherwise game-breaking problem. You can find it here: https://forums.totalwar.org/vb/showpost.php?p=1384652&postcount=110

Now version 1.1 with a slightly different fix. The link above still gets you there.

Zuraffo
01-13-2007, 19:05
Hi, I would like to recommend two fixed I found in another forum (are they against the rules?)

zxiang's fix on 2H-Axe:
http://www.twcenter.net/forums/showthread.php?t=74088&page=4

and zxiang's fix on the ballista/cannonball tower:
http://www.twcenter.net/forums/downloads.php?do=file&id=973

No doubt the vets have already known about these fixes, but it's useful to have it somewhere easy to search for newbie like me. TY

FactionHeir
01-14-2007, 00:51
High level Castles and Cities have the same number of recruitment slots, despite one of the main supposed benefits of Castles being rapid troop production...

increase Fortress recruitment slots to 4; increase Citadel recruitment slots to 5

The higher level agent Guild buildings do not appear to have their triggers functioning correctly. An Assassins HQ for instance will give an assassin trained in any city +2 to skill, however it will not also give the local +1 bonus that a 1st level guild building does. Thus, counter-intuitively, better spies, etc are produced in the lower level city. It appears the 'greater than or equal to' sign is not working properly...

Duplicate the 1st level trigger, and tie the duplicates to the 2nd and 3rd level agent guild buildings


Those fixes would be nice if you actually detailed which file these are in. Otherwise I take it you only meant them as suggestions but don't actually know how to do it.

Zuraffo
01-14-2007, 07:48
I am posting the link to a patch mod that fixed most of the problems

http://www.twcenter.net/forums/showthread.php?t=72874&page=16

This mod however, did not fixed the spy guild problem. You can get this mod to fix all the other problems and get Kobal2fr's outstanding fixed VnV's (posted earlier in this thread but I c/p for completion) : https://forums.totalwar.org/vb/showthread.php?t=75505

Just copy the text file to the litemod data folder. If yoou own a good text editor you can also try to compare and merge the two.

Ring_Master\
01-16-2007, 02:58
Easy to fix.
Change the '1' in the health line of the descr_export_unit file to a '2'.
Gahhhh!!:dizzy2: I can't seem to find the descr_export_unit file no matter how hard I try.. could someone please direct me to it's direct location within the game files? Any response is fine as long as I can understand it. But seriously though, this simple problem of mine is starting to get on my nerves.:wall:

FactionHeir
01-16-2007, 10:25
Use the unpacker and read its readme.

Carl
01-18-2007, 01:43
Combined Fix for the Pikes/Sheilds/2-Handers:

Version 1.1 (http://www.fileshack.us/v/6895779/1.1.zip.html)

All Furthar infromation on this BugFixer is here (https://forums.totalwar.org/vb/showthread.php?t=78069)

Foz
02-02-2007, 19:51
Bug: Antitraits do not work correctly. This is most prominently seen in agents losing all skill points during a failure (their whole GoodAgent trait line vanishes b/c of the one BadAgent point), but it in fact affects every single antitrait in the game. They are supposed to only cancel an equal number of points from each antitrait not all of the points.

Fix: I managed to work out a fix using only triggers to simulate the way antitraits are supposed to work. It's not a very user-friendly thing to explain, but suffice it to say that I setup triggers to check pretty much all the time to see if a trait and antitrait both have points, and to cancel them from each other if they do. It bloats the file a lot, but doesn't affect game performance in any noticeable way. The link is in my sig for all who are interested.

SMZ
02-14-2007, 04:44
Those fixes would be nice if you actually detailed which file these are in. Otherwise I take it you only meant them as suggestions but don't actually know how to do it.
sorry - didn't see this

to change the recruitment slots...
1. go to: export_descr_buildings.txt (in your data folder)
2. scroll down slightly until you see the "fortress" building heading
3. after the long list of troops it makes available you should see:

wall_level 3
tower_level 1
gate_strength 2
law_bonus bonus 4
recruitment_slots 3

4. change that last line from 3 to 4
5. do the same thing for citadels, except make the change to 5

----
as for the thing about the spies, assassins etc - just grab Carl's Problem Fixer, or any other minor mod that fixes the trigger(s)


oh yeah, and finally - you will have had to use the unpacker already too, if you haven't

Stumpff16
02-19-2007, 20:14
Bug: Fortress walls disappear at various angles and zooms

Don't know the fix but that's the most common one I've seen, still have no idea how to fix it....

FactionHeir
02-21-2007, 00:10
as for the thing about the spies, assassins etc - just grab Carl's Problem Fixer, or any other minor mod that fixes the trigger(s)


Except that his "Problemfixer" only fixes ancillaries and traits in that regard which I have long modded myself in my game.
I am trying to fix what you mentioned yourself - making guild buildings (and other recruitment buildings) actually trait AND retrain units at the right experience value.

Foz
02-21-2007, 01:28
Except that his "Problemfixer" only fixes ancillaries and traits in that regard which I have long modded myself in my game.
I am trying to fix what you mentioned yourself - making guild buildings (and other recruitment buildings) actually trait AND retrain units at the right experience value.
Ummm... so you expect that, once you fix things, you should be able to retrain your spies to get them to the right starting level? Why would you be able to retrain spies or other agents??? It's not like they really have any way to take damage or get upgrades in the usual sense. AFAIK the only way to set things right if you're in the middle of a game that didn't have the triggers working correctly... is to select each agent and use the console commands to give him the appropriate trait(s).

If, on the other hand, you are talking about units and the the experience glitch that seems to randomly affect them, then my best guess so far is that this glitch is tied to units being in the queue already when a game is saved and subsequently loaded. It seems that once I'm a turn or 2 into things, they'll typically come out with the correct amounts. This can be difficult to tell for sure as there are often old units that are glitched and not glitched present in the same place already, but as I said this is my best guess for the cause of the problem, and so it may be helpful to avoid queuing units in any given turn if you intend to quit - wait to do so until you load it back up next time. I speculate that this may be caused by the data tied to those experience upgrades being lost - it may be checked when the unit is queued, but then not saved in the file since it's often from a source outside the city even. Then if units already in the queue when you next load never check to see how many upgrades they should have, the unsaved ones could easily be lost.

SMZ
02-21-2007, 06:20
hmm... i never tried to retrain an agent - if that's the impression you got from my words, sorry... wasn't what i was suggesting

FactionHeir
02-21-2007, 09:29
Not retraining agents. Retraining units. As in military troops.

SMZ
02-21-2007, 09:32
I'm sorry, i'm confused - lol, can you spell out what you're trying to ask, for me?

are you saying for instance your Alchemist Guild isn't giving the proper bonus to your troops?

cause my initial comment was about agents, not units... hence the confusion

Thurak
05-16-2007, 19:07
Description of Bug and how to replicate it: Can't build watchtowers or forts / limited movement. Don't know how to replicate, just happens on some regions.
Probable Cause: Disaster event got stuck or something so the game thinks its still active many turns later.
Suggested Fix: Wait or cause another disaster in the region that clears up correctly.

Working Fix (workaround): Edit the disasters file to force a disaster event to occur, run the saved game for a turn or two so the event happens, save, and revert the disaster file back to the original.

The file is: data\world\maps\base\descr_disasters.txt

Make a copy of the file first, then edit the original and make a copy of the first entry, for earthquake, and delete the "climate" line. Replace that line with "Position" specifying the affected region. You need to lookup the position of the city with the affected region using "show_cursorstat" in the game console with the mouse cursor over the city.

Change min/max scale to 1 to reduce the effects of the disaster, and the year/frequency from 20 to either 1 or 2. I'm playing with 2 turns/year (0.50 time scale), so if you are using the default 2 years per turn, I would try 2 instead of the 1 that I used. These numbers appear to be in years, so with a 0.50 timescale, or 2 turns per year, it takes 2 game turns for it to occur.

Save the file (its read-only so you have to undo that property). Load your game, and run a turn or two. Hopefully an earthquake will properly hit and undo the watchtower/fort bug. Save post-earthquake and then go back and restore the original descr_disasters file.

--------
Lastly, I noticed that this oddly didn't work in the odd game turns using 0.50 timescale. That is if the saved game was during a particular season or 1/2 of a year, the disaster event will never trigger for some reason. Simply go back to a saved game 1 turn earlier seems to fix it. Guessing it only counts properly either every even or odd turn number... or if the game starts at a half year, it never triggers (i.e. year 1110.5).


I followed those orders some time ago and had the promised success.

But now, I did exactly what I am told to do and no disaster happens.

Does this "bugfix" still work with 1.2?!?

Whacker
05-16-2007, 19:40
I followed those orders some time ago and had the promised success.

But now, I did exactly what I am told to do and no disaster happens.

Does this "bugfix" still work with 1.2?!?

I don't know about his comment in for the 0.50 timescale, but it appears that the events are hard-saved into the savegames when you start a new game. I also run at the 0.50 timescale, and have found where the events are stored in the savegame. Changing descr_disasters or whatever it is and then loading up the save game does not change it in any way.

Shahed
05-16-2007, 20:33
So you can't get around it ?

Thurak
05-19-2007, 03:06
Great. I found another way to get the bug: change the ownership of the province where a disaster strikes and you have this nice low movement/no watchtowers bug.

It very much looks like it... my armies advanced towards Vienna at normal speed and everything was fine. I took the city the next turn and when I started to move around to build some watchtowers the next turn, I noticed the reduced movement. Must have missed it the round before because my army laid siege and did not move. And I got no disaster message as it was not my province at that time.

When I finally noticed the bug my autosave was one turn too new *sigh*


So how can I get rid of those s***id, f***ing, bugged disasters? There must be some way. I´ll test nearly anything, so let´s hear your brilliant ideas :yes:



@whacker: As I understand it the idea to change the descr_disasters is to cause another event in the province where the disaster bug occured. With that disaster working and especially ending normally the old, bugged disaster should be neglected. No change at the savegame needed.

Durallan
05-19-2007, 07:09
first post in this thread was made in 2006 :dizzy2:

Thurak
05-19-2007, 11:20
If you have any further, more up to date information about the bug where you can't build watchtowers in a province you are welcome.

Unfortunately not only the bug still exists, but the workaround doesn't work anymore in 1.2. *sigh*

RickooClan
05-22-2007, 18:45
Great. I found another way to get the bug: change the ownership of the province where a disaster strikes and you have this nice low movement/no watchtowers bug.

It very much looks like it... my armies advanced towards Vienna at normal speed and everything was fine. I took the city the next turn and when I started to move around to build some watchtowers the next turn, I noticed the reduced movement. Must have missed it the round before because my army laid siege and did not move. And I got no disaster message as it was not my province at that time.


I have just started a new game with HRE and in turn 11 i realize Vienna was suffered with the flooding bug. The weird thing was i have NEVER receive any message about disaster in Vienna even it is my province right at start. :embarassed:

I would like to ask the modder around if we can disable/deleted the flood disaster by mod before starting a new game? Likely it is the only way to prevent the game from this very annoying bug.

p.s. If this movements points bug only cause by flood or by earthquake as well? If so we might have to disable/deleted both disaster with mod.

RickooClan
05-22-2007, 18:49
I followed those orders some time ago and had the promised success.

But now, I did exactly what I am told to do and no disaster happens.

Does this "bugfix" still work with 1.2?!?

I think the workaround for that disaster bug no longer works in 1.2.:wall:

RickooClan
05-22-2007, 19:04
first post in this thread was made in 2006 :dizzy2:

Omg...... :dizzy2:

If we are supposed to talk about bugs post patch 1.02 here then??

Anyway, we need a thread like this to discuss the bugs post 1.02 and try to fix them by the community since very likely 1.02 will be the last patch released by CA.

Thurak
05-22-2007, 21:29
I *think* my newest try to prevent the disaster bug works.

As Whacker pointed out: the disasters seem to be hard saved to a new campaign so every later change of the descr_disasters doesn´t help. So if you have one disaster that is buggy you can only hope for another one happen in the same region.

So I tried to delete those earthquakes and floods by deleting the entries in the descr_disasters.txt file completely. That didn´t work. In my newly started Egypt campaign I got 2 random earthquakes at ikonium - bug-free but still I gopt them although I though I disabled them. *Sigh*

Then I tried to change the frequency of the random disasters to 998. If the game waits until the year 2078 before it fires another earthquake or flood I should be save :laugh4:

So far no earthquake or flood happened in a new Milan campaign. The trick seems to work. But I don´t know for sure as I had too few turns to be sure.

This only works if you change the ...\MedievalII\data\world\maps\base\descr_disasters.txt file, save it and then start Medieval2 and start a new campaign. Of course you should make a backup of the file first!

RickooClan
05-22-2007, 23:07
Then I tried to change the frequency of the random disasters to 998. If the game waits until the year 2078 before it fires another earthquake or flood I should be save :laugh4:

So far no earthquake or flood happened in a new Milan campaign. The trick seems to work. But I don´t know for sure as I had too few turns to be sure.

This only works if you change the ...\MedievalII\data\world\maps\base\descr_disasters.txt file, save it and then start Medieval2 and start a new campaign. Of course you should make a backup of the file first!

Nice try, but let me tell you my story. :laugh4:

Before i started my new HRE game as mention, i already edited the frequency of flood to 1000 that means once 1000 years there will be 1 flood occur.

As i was just in turn 12 of my new HRE game and Vienna already suffered from the flooding bug, it means:


1. I am "lucky" enough to hit the random flood trigger of 1/1000 chance in turn 12, or

2. The frequency 1000 didnt work as expected (perhaps there is a frequency cap i dont know), or

3. There was actually no flood occur but some other unknown cause (as i said, i didnt receive any disaster warning. Not sure if i will receive a warning if the flood happen in "fog" area of my province??)



I am now thinking of another workaround is to create a new road type which will double up the movement points on it. This supreme road will be only available to the players faction as a quick fix to the bug on movements point penalty.

However i have searched the data folder and cant find which file to mod this in...:no: