it was my doofus tinkering - thnx, i figured it out
Printable View
it was my doofus tinkering - thnx, i figured it out
Fair enough, thanks for the heads up, wanted to check one of the links wasn't corruppt, that was all.
p.s. we where all doofus's once:smash:.
For some reason it seems I can't get a skill gain in command from battles. I get retinue from them and I get command skill from other traits, just not the command skill line from battles. Maybe it's just me though.
Well started a new campaign and now I get them, weird.
is the cmd prompt window supposed to close on it's own...? i used your .bat file to start it up and it leaves a cmd prompt window running in the background while the game is on and even after i turn it off.
i'm guessing i don't need to leave it running, it's only needed for the startup, but just wanted to ask how it's supposed to work before i futz with it.
It should shut down about 10 secobnds after the game does, i'd advise leaving it running, allthough I suspect it isn't necessery. I don't know enough to say for sure though.
Anyone else know for sure?
it runs in the background of mine too, i don't think it affects anything... mine shuts down when I exit game
-------
Feedback: everything's working beautifully so far, no complaints yet - i'll go ahead and drop some small changes i did myself, you can decide whether they seem worthwhile or not
1. Several people noticed that the Russian Dismounted Druzhina and Dismounted Boyar Sons are basically the same exact unit. Same stats, same cost, same everything... one suggested fix was to change the DBS to a heavy javilin/axe troop (sorta like a roman legionare because the mounted version carries javilins) - but that will require animation work to make it look right...
What I did instead is change both the Druzhina and Dismounted Druzhina to 2hp, half-size units. They are after all described as bodyguards, and have the flavor of a kinda primal, ancient style of warfare which is becoming out-dated.
2. HRE's Forlorn Hope are supposed to be 2hp units, CA made a booboo. (they're half-sized, and described as being 2hp style units)
3. Somebody else posted about this, and it's seemed to be working for me too... so lemme pass it on:
In the descr_campaign_ai_db.xml file, there are some suggested parameters for the ai to follow mentioned at the top. Scrolling down slightly you see "GLOBAL AI PARAMS", there's a note saying it's disabled currently - but it seems to be working to me at least. Right now the values are at "999.999" or something - if you place the suggested numbers you saw at the top into those values, diplomacy suddenly seems to work. (Those numbers describe how you can become a "trusted ally" - currently, it's impossible because you can't get to 999. Trusted allies don't get attacked randomly, etc)
4. After running the string.bin converter, I switched England's Sherwood Archer info to say they have 'expert woodscraft' and are 'expert woodsmen', instead of the current description that they can 'hide anywhere', which they can't.
5. Demi Lancers are described as foregoing the more usual heavy armor of the time for greater speed. So I switched their mount to 'fast_pony'. That might just be personal taste, but it seemed to match the description better, and made them worthwhile considering their cost, and the effort taken to get them.
6. Spain's Tercio Pikemen are described as being 'well armoured', despite having no armor initially. I changed the description on them to thus read, 'often refitted with armor' instead, and in the short version I just clipped out the couple offending words.
I think that's it... the other tinkerings I did are really more personal taste than in line with CA's vanilla.
Oh, one final thing... I mentioned it already - but I like it, and I think it helps, so I'll see if you do too. The Knight Orders. Right now, Templars and Knights of St. John are the same exact thing, except St. John is easier to get and offers a health bonus. Well that stunk to me. Then I noticed that the Knights of Santiago weren't any different either, other than being restricted to Spain and Portugal. The Teutons were at least different and had flavor, as they were likely to come from battling pagans and they carried maces.
Well, what I did - is instead set St. Johns as the basic model so to speak. Left them alone. Templars are described as being very involved with business, so I gave their Guild Houses a trade bonus. Santiagos are described as training in naval warfare also, unlike the other orders, so I gave their Guild Houses a ship bonus. Teutons are described as being very effective at forceful conversion, so I gave their Guild Houses a religion bonus. So now, the orders have different uses - instead of one just standing out as being good and the others useless except for those who were roleplaying.
Secondly, I wanted to change the Knights themselves just slightly. The Teutons already have their maces, so I left them alone. The Templars are described as being renowned for their ferocity, but their stats are the exact same as the St. Johns except the St. Johns don't ignore orders. Well that had to be balanced, so I gave the Templars 1 point in attack, charge and secondary attack. So now my St. Johns follow orders, but Templars woop butt.... as things should be. Lastly, to give the Santiagos some flavor - and up to this point I just followed the descriptions, but on this one I stretched just a wee little bit - I gave them very_hardy stamina, instead of just hardy. Spain is sposed to be known for their horses anyway I figured. So now on my game the Guilds and the Knights all have a little variance and some niches. Makes the choices a little more meaningful.
EDIT: All those tinkers were easy to do... (obviously, cause even I figured em out) But if you like any of those changes, and think they fit in line with the intent of your ProblemFixer, but it'd be quicker to just copy paste, or you're having trouble implementing one of them or whatever... PM, and I'll copy the code to you.
I'm not sure if this is a bug or just bad luck, but my Venetians haven't had any new family members for quite some time. I'm on around turn 40, playing H/VH. My family tree shows, at the top level, my first faction leader (now dead); at the second level there are the original 2 or 3 family members, and at the third level each of those 2nd-level family members has 1 child -- all males, btw. Everyone's married, but no one's having kids. And the ones who *did* have kids stopped at one.
I installed your fix over the original unpatched game; I'm not sure if that would have an effect? You mentioned in another thread that I wouldn't get text for traits or ancillaries because of this (and I don't see that text, as you said), so I'm wondering if this is another issue, or simply the result of a paticularly infertile family.
As a side note, how big is the patch 1.1? I dled your fix very quickly on my dialup connection, so I wonder if it would be worth it to try the patch as well, and if so, would I be able to install it *over* your fix?
Thanks for any advice and for a great fix,
CountMRVHS
It depends on how many provinces you hold, but it IS also possibbile it's bad luck, and I have noticed that ceartin combinations of changes produce the result as well as I found out when playing with some stuff.
So I can't say for sure what the cause is, but it could be any of the ideas you've suggested.
The Patch is a few MB I belive, But I deleted the compressed bit after downloading it so i'm not 100% sure how big it is. it's about 80mb decompressed though so i'd geuss about 8-16Mb, but don't quote me on that, about 30-60 minutes at dialup as thats what my connection runs at most of the time~:(.
Thanks for the reply -- my luck did change of course, a few turns later, after I got some AI cities through diplomacy and the game decided my family members could start making kids again.
Think I'm going to look into the patch, as I'm seeing some cool-looking ancillaries that I've never had before your fix, and I'm curious about their descriptions. I can handle a 30-60 minute download; it's the 5-6 hour ones that I'm not so crazy about :beam: .
I don't blame you, If I have to download anything like that though, I tend to leave it running overnight, allthough that might be expensive with dialup.Quote:
it's the 5-6 hour ones that I'm not so crazy about .
:help:
Hello, I am playing this mod so I thought I would start by asking the questions here. I am playing England and am ~120 turns into the game. It has been absolutely problem free so far but now I am stuck on a CTD problem. I have a large stack outside of Hamburg and it keeps crashing the whole game every time I try to attack this one particular city. It is held by the Danes, I really need to finish them off, they have broken alliances and or cease-fires several times and are just being irritating. Any ideas would be appreciated.
Separate question, the black death is completely wrecking my empire, it may be historical but it is not fun, not even a little bit, is there any easy way to turn it off?
I would happily try 1.14 if you can tell me how to download.:2thumbsup:
Could you list the units in your army and the units in the danish army and the building in the castle for me please? Their shouldn't be any issues with any of them, but i'd like to check it to be sure.Quote:
Hello, I am playing this mod so I thought I would start by asking the questions here. I am playing England and am ~120 turns into the game. It has been absolutely problem free so far but now I am stuck on a CTD problem. I have a large stack outside of Hamburg and it keeps crashing the whole game every time I try to attack this one particular city. It is held by the Danes, I really need to finish them off, they have broken alliances and or cease-fires several times and are just being irritating. Any ideas would be appreciated.
Another positive note for your fix: before I installed it, I experienced frequent crashes associated with the movies, to the point where I turned off the spy & assassin movies. I'd still crash whenever a Crusade, marriage, or event movie came up, requiring me to reload the game to get the movie to play correctly (if at all).
But since I installed the fix, the movies have been working. Makes it much nicer when a Papal Election comes up. :2thumbsup:
Carl, many thanks again for the excellent mod. The problem is almost certainly with the Danish generals body-guard unit. It is the only one that I have not faced or used before. It should not have been the citadel since I was attacking an army outside the walls. The citadels troops were in as reinforcements since they were in range. I was hoping to break the army so badly their wold not be anything left to retreat into the Citadel. The full list is as followsQuote:
Originally Posted by Carl
English
Gen Cav
DEK
SHER FOR
RET LB
ARM SWORD
DANISH
PEASANTS
NORSE ARCHERS
CATAPULT
BALLISTA
SWORD STAFF MILITIA
GENERALS BODYGUARD
CROSSBOWMEN
MER PAV XB
CROSSBOW MILITIA
TOWN MILITIA
Hmm, thanks for that. Has anyone else expirianced this issue at all? It sounds strange as the Danish bodygaurd is exactly the same as the English one so I can't see why their should be a problem...
Carl
I'm playing Lusted's L to C 2.1 , should or can I install your fixer over this or can I install it as a seperate mod(so I can still have the options to play vanilla, LtoC or your bugfixer)?
Thank you for your hard work.!
It is somewhat funny that your tech support is better than CA's, but it is much appreciated.
Carl could you check Halbred militia, I think it may be the common theme between the crash I was discussing above, and another one I had today. This was with a German rebel stack not the Danes.
I would like to try 1.14 while I am at it by the way, or am I just missing the download instructions above?
@Razor: You could paste my mod over the top in theory, but both me a Lusted modify some of the same files. This means you'd end up messing up all lusteds hard work with regards to units. in addition, Lusted uses Higher mass values for most Cav and some hidden modification outside the EDU which drastically increases the fighting power of Spears and 2-Handers. that why Lusted is able to get away with lower Skeleton Comp factors and/or attack values for his spears/2-Handers and still get equal or better kill rates against some target types than they do in my mod. I wish I knew what he's done LOL:smash:.
You can run them side by side however with no issue at all as my default installation method puts the modified files in a different folder to that of Lusted LTC2.1
@Chickenwire: Right now I'm mostly interested in modders doing the testing as something that I changed between V1.13 and V1.14 is causing a crash around turn 30. I thought I had it nailed at one point, but it's looking like I didn't get it wrong and I'm not sure which file is the problem ATM. However once I get a bug free V1.14 BETA I'll defiantly remember your name.
p.s. theirs no download link your missing no, I'm sending that by PM to the relevant individual. However if any other modders want to throw their oar in an help I'd be glad of it as I'm not sure exactly what the issue is ATM.
Turn 30 is when the first disaster seems to happen, and also IIRC when the AI more or less comes out of auto pilot and begins playing for real. Are you speculating it's one of those things? If you wanna discuss further here, or drop me a PM, feel free to do so.Quote:
Originally Posted by Carl
Hy ... sorry to say but i cant dowload the fix ... :(( from neither link
And is it possible to give the links to all the fixes that were made or which ones are the reccomended ones ???
I have the game the firts patch - is there a second ? - and some fixes / changes ... sorry to make this request but my time is limited ... got to work to .. thanx ... iff possible pm me :help:
@Dexter: the Savefile link should now be working for you, FileFactory looks like it's just vetry Busy.
@Foz: Thanks i'll PM you about it and i'll check the date, as tuirn 30 was a rough geuss TBH, (I can use continue campaign to go back to the turn of the crash~:)).
[QUOTE=Carl]@Dexter: the Savefile link should now be working for you, FileFactory looks like it's just vetry Busy.
Yes it worked !!! Thanx
Your welcome.
V1.13 FileFront Link added.
V1.14 is getting along nicely guys, i just need to edit a few more things and then get it tested and it should be ready.
sounds good
I suppose you'll continue and encorporate the second patch in your ProblemFixer next? *hopes so*
Yep, you think i'd let all that hard work go to waste:laugh4:.
Will installing this cause any problems when the second patch for M2 comes out?"
edit: nvm got unspecified errors when i try custom battle so oh well wasn't keen on doing any modding to m2 anyways
That depends what you mean. On the one hand no, if you mean to the vanilla game. You can play vanilla M2TW (including any patched version of it) until the cows come home no matter what mods you've installed, provided you just double-click the default game icon :smile:Quote:
Originally Posted by Rilder
If, though, you mean Carl's fixer might interfere with things 1.2 corrects if you try to run the problemfixer mod, then yes it might (and in fact almost certainly would). I anticipate any of the fixer mods will need some time to re-modify the 1.2 files to include any still-needed changes. Basically 1.2 looks to be big enough that we'll all run vanilla 1.2 for a bit to see what's in and what's not, and then you'll get new versions of all the fixers: versions that include the 1.2 official fixes, plus whatever else. Until those versions are out, you probably shouldn't run mods w/ 1.2 as the mod files would have old data that may be undoing the corrections of 1.2.
What units and map where you using, I can't think of anything that should cause crashes in custom and have never expirianced one myself so i'm a bit stuck.Quote:
edit: nvm got unspecified errors when i try custom battle so oh well wasn't keen on doing any modding to m2 anyways
As to your question, exactly what Foz said, i'll ait till the patch comes out then look at how things are working in vanillia, then alter as necessery to make my problem fixer V1.2 compatabile.
Quote:
Originally Posted by Carl
I was having some kind of problem like this. The only remedy ended up being to copy my entire data directory (partially unpacked) into the mod folder. I know there are guides everywhere that tell you exactly what you have to have in a mod folder... but I had that stuff covered already. I never did figure out exactly what it was from my data folder that the game was looking for in the mod/data folder, but something in there did make the game run right again. Note that I've never unpacked the works: I have no interest (yet at least) in messing with models or textures. So, IIRC I had unpacked txt files and xml files (using the unpacker's filter). I really don't think it was any of the unpacked stuff that fixed it though, I think it was some of the normal game stuff that resides in the data folder. Why the game was looking for them in the mod folder, I'll never know...Quote:
Originally Posted by Rilder
@Foz: well my instillation method just puts m mod in the normal Data folder, it dosen't have it's own Mod folder, so I can't understand the issue TBH.
Carl, when the second patch comes out, will you be doing a visual scan to see if CA has fixed all the trait probs?
Yeah, I can check it out but I doubt they will have got them all as some are subjective rather than definte bugs.
ProblemFixer Pure is exactly the same as the old "Carl'sProblemFixer V1.13", It's simply received a name change now that Rebuild-ProblemFixer V1.21 exists.
This thread is in fact the old V1.13 thread moved from the Citadel forum and given a new name.