View Full Version : question about mines
neoiq5719
05-12-2007, 13:55
i´ve just spent 3000 of whatever currency there is to build a mine and then i get into the settlement details to see that the mining income is 0. Is there something else to do to get that thing rolling?.
Can't think of any, have you checked your overall finance report to see if the mining income is listed there?
neoiq5719
05-12-2007, 15:41
Can't think of any, have you checked your overall finance report to see if the mining income is listed there?
yup and still 0
Can you see a mine on the map, in the corresponding province? I mean if your mine is ready it should show up someweher on the map.
Also, have you been besieged lately? Perhaps the mine was damaged.
Agent Smith
05-12-2007, 20:21
Can rebels control/block a mine by moving on it like they do with watchtowers?
neoiq5719
05-12-2007, 22:19
Can you see a mine on the map, in the corresponding province? I mean if your mine is ready it should show up someweher on the map.
Also, have you been besieged lately? Perhaps the mine was damaged.
I dont think mines show up on the map and the ones i have are ( yes cos i got more that one and none of them produce income) as new as a new born baby. Also check the pic when getting one, it tells u +0 income so i dont get what the point is on getting them.
neoiq5719
05-12-2007, 22:39
here u go
Hotlink for forums (1)
cant post damn pic
I'm going to speculate that you're having some issue related to a bad or corrupted install. Before we pursue that avenue, though, can you give us as much information as possible? Where are you building the mine(s) for instance, what faction are you playing, what turn, etc.
neoiq5719
05-12-2007, 22:48
I'm going to speculate that you're having some issue related to a bad or corrupted install. Before we pursue that avenue, though, can you give us as much information as possible? Where are you building the mine(s) for instance, what faction are you playing, what turn, etc.
Spanish faction, i dont know if turns matter cos it´s been like this since i got the mine option and built it but it´s turn 47. Toledo and Leon are the cities where i have them BUT i have other cities with the option of getting them too but i wont fall for it anymore cos they dont pay off.
Any other info?
neoiq5719
05-12-2007, 23:00
org:
https://img264.imageshack.us/img264/5545/mineszr1.th.jpg (https://img264.imageshack.us/my.php?image=mineszr1.jpg)
Hmm the game somehow didn't create the mines on the map, which it should. Just tested it in those regions and it worked fine.
I'd try uninstalling, wiping the M2TW folder clean and re-installing the game and patch if I were you, it could be the patcher didn't patch something correctly.
Out of curiosity: Did you install over 1.0 or 1.1?
neoiq5719
05-13-2007, 00:19
Hmm the game somehow didn't create the mines on the map, which it should. Just tested it in those regions and it worked fine.
I'd try uninstalling, wiping the M2TW folder clean and re-installing the game and patch if I were you, it could be the patcher didn't patch something correctly.
Out of curiosity: Did you install over 1.0 or 1.1?
1.1 sir
I don't have a mine at Leon as I've only just captured the city but this is what my mine at Toledo looks like and its income per turn.
https://img183.imageshack.us/img183/8544/mtw2mineey1.jpg
It would certainly seem that you have a problem with your game.
I concur with alpaca. Do this:
- Uninstall
- Go manually wipe out the Medieval 2 Total War folder as the uninstaller misses things sometimes
- Install 1.0
- Patch straight to 1.2
- Pray it works, try a few more times if it does not
For some reason the patch still seems to have some issue with 1.1 sometimes, and also people have reported seemingly random failures to install correctly for no apparent reason.
I actually wonder if the issues may be related to something people commonly run: a particular windows service, or perhaps antivirus clients. It's been so long since anything had an issue with an antivirus client that I doubt anyone ever disables them to install programs anymore. It sounds like a long shot, but it's the only thing I've come up with so far that may link together all the patching issues that keep cropping up.
Agent Smith
05-13-2007, 03:50
1.1 sir
It does sound like it didn't cleanly install. In 1.1 and below castles couldn't have mines. Check and see if your other castles with mines also give a +0.
neoiq5719
05-13-2007, 06:57
It does sound like it didn't cleanly install. In 1.1 and below castles couldn't have mines. Check and see if your other castles with mines also give a +0.
Yes they do. One question, if i uninstall the game, do i have to start the campaign from scratch or i can reuse my saved game?
Yes they do. One question, if i uninstall the game, do i have to start the campaign from scratch or i can reuse my saved game?
Impossible to say. If the trouble is something that the game reads every time (quite likely since that is most files in my experience), your saved game would work fine. If it's something the game reads only once when the campaign starts (less likely) then you'd have to start a fresh one. In either case you should backup your saved games before you blow up your M2 folder, then copy them back once you're done installing and updating. You can load the saved campaign to check it after you wipe and reinstall, but if it still isn't working you'll have to start a new campaign to verify that your campaign saved game isn't perpetuating the problem. If the castle mines then worked correctly in a new campaign but not in the saved one from before, you'd know the saved game was bad... but I vote that unlikely.
neoiq5719
05-13-2007, 08:05
Impossible to say. If the trouble is something that the game reads every time (quite likely since that is most files in my experience), your saved game would work fine. If it's something the game reads only once when the campaign starts (less likely) then you'd have to start a fresh one. In either case you should backup your saved games before you blow up your M2 folder, then copy them back once you're done installing and updating. You can load the saved campaign to check it after you wipe and reinstall, but if it still isn't working you'll have to start a new campaign to verify that your campaign saved game isn't perpetuating the problem. If the castle mines then worked correctly in a new campaign but not in the saved one from before, you'd know the saved game was bad... but I vote that unlikely.
ok the reinstallation worked but it is 500 instead of the 600 that Didz has. Is it normal?
https://img174.imageshack.us/img174/8489/minespu7.jpg (https://imageshack.us)
Would CA compensate me for the rest ( kidding)
Should be fine - iirc income varies depending on the resource
Basic mines are not the same as a mining network. One's much bigger than the other.
And the revenue depends on difficulty setting, too, I think.
This shows again that the game should be installed over 1.0 instead of 1.1 :no:
The main problem here is that in 1.1 only resources like gold could have mines, iron, tin and so on could not. Apparently the patcher did update the buildings file (since you can build mines now) but something went wrong with the link to revenue which iirc is hardcoded.
ok the reinstallation worked but it is 500 instead of the 600 that Didz has. Is it normal?
As Dopp pointed out the example in my image was a Mine Nmetwork rather than a basic mine. Therefore, the income is higher. I'm quite puzzled now because considering the cost of a Mine Network over and above a basic Mine the extra 70 florins income hardly seems worth it. But perhaps as Alpaca says it depends upon setting and a basic mine in my game had a lower revenue in the first place.
As Dopp pointed out the example in my image was a Mine Nmetwork rather than a basic mine. Therefore, the income is higher. I'm quite puzzled now because considering the cost of a Mine Network over and above a basic Mine the extra 70 florins income hardly seems worth it. But perhaps as Alpaca says it depends upon setting and a basic mine in my game had a lower revenue in the first place.
The EDB suggests you get 4 units of mining from the mine, and 7 from the mining network. Quick calculations tell me that your guys mine numbers don't jive.
Didz's mining network at 630 indicates a mine value of 360, while neoiq5719's mine value of 540 indicates a mining network value of 945, if I've done the math right. Something may not be quite right w/ one of your games.
I don't think difficulty affects income at all, but it may take distance to capital into account like the system works with merchants. Where do each of you have your capital in the games you took those screenies in?
neoiq5719
05-13-2007, 21:02
The EDB suggests you get 4 units of mining from the mine, and 7 from the mining network. Quick calculations tell me that your guys mine numbers don't jive.
Didz's mining network at 630 indicates a mine value of 360, while neoiq5719's mine value of 540 indicates a mining network value of 945, if I've done the math right. Something may not be quite right w/ one of your games.
I don't think difficulty affects income at all, but it may take distance to capital into account like the system works with merchants. Where do each of you have your capital in the games you took those screenies in?
Mine is in Toledo Sir
Where do each of you have your capital in the games you took those screenies in?
Mine will be in Cordoba, I haven't changed it from the default for the Moors faction.
I don't think difficulty affects income at all, but it may take distance to capital into account like the system works with merchants. Where do each of you have your capital in the games you took those screenies in?
Probably this and more. The additional mines seem to work more complex than the gold and silver ones. For each single one you have to check before you build what the expected income would be. I've had values between 80 and 360, depending on resource and province. I've not changed my capital since I installed 1.2, but one may try if those valus change then, to see whether they are somehow derived from the merchant system.
Agent Smith
05-14-2007, 16:00
Didz's mining network at 630 indicates a mine value of 360, while neoiq5719's mine value of 540 indicates a mining network value of 945, if I've done the math right. Something may not be quite right w/ one of your games.
I see the problem. There is big Catholic conspiracy in Didz's game. There is a Catholic Cardinal hiding behind the mountains converting all of the Muslim mine workers and sending them to the waiting French commander in the northeast, making the mine run less efficiently :laugh4:
The kind of resource you are mining and the number of mines in the province (between 1-3) seems to have an impact on the calculation.
I see the problem. There is big Catholic conspiracy in Didz's game. There is a Catholic Cardinal hiding behind the mountains converting all of the Muslim mine workers and sending them to the waiting French commander in the northeast, making the mine run less efficiently :laugh4:
Damn! You right...sneaky git. Time to increase my dread...ASSASSINS!
The kind of resource you are mining and the number of mines in the province (between 1-3) seems to have an impact on the calculation.
Yes. This makes sense, since it's more valuable to mine a better resource, and also to have more of it being mined.
Mine is in Toledo Sir
Mine will be in Cordoba, I haven't changed it from the default for the Moors faction.
SO... the guy with the mines that work super-well in Toledo has Toledo as his capital, and the guy with the crappy mines has a capital further away. That's exactly opposite of what I speculated.
I think we could use screenies and/or reports from other people who have 1.2 and have mines/mining networks in Toledo to get a feel for the trend. Anyone who wishes to do that, please also list where your capital is located at the time. Maybe we can make some sense of this.
I have those provinces with mines built in my current Portugal game. I will check the income when I get home and report back for comparison.
Agent Smith
05-14-2007, 21:08
Just as an aside, you all might want to check your Governors to see if they have any mining bonus/penalty vnv's on them. That could affect the numbers as well.
Here is the Toledo mine from my game. I removed the governor before checking the income to make sure he wasn't influencing it. As you can see, it corresponds exactly to the income Foz predicted based on Didz's screenshot. My capital was Lisbon. I changed the capital to Toledo and there was no change in income.
https://i20.photobucket.com/albums/b203/TinCow/MTW2/mine.jpg
Thanks for that info, TinCow. I just bounced over to Spain in my campaign to check what income it is getting from Toledo (I always keep hotseat on), and I come up with the same 360 for mines that TinCow and Didz have displayed. I guess that means something is still up with neoiq5719's mines. I wonder what it could be.
neoiq5719, are you playing just the vanilla game? I could imagine this problem happening if you had modified the settlement mechanics file, the building file, or the file that lists regional resources, but barring any of that I'd have to believe it's simply file corruption during installation (of the base game or of the patch - who knows).
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