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Re: Medieval mod IV v4 beta: Path to Glory
Hello all,
I had two CTDs yesterday. Sorry, I lost my notes. All I remember was that the crash occurred during the Tour, with a Parchment open. I clicked the red-cirlce *checkmark* and the game went down, both times.
I don't recall how, but both times I was able to continue after reload. I played on for several years.
Today, the game crashed in a similar manner, BUT I cannot continue. Every attempt to load the savegame results in a CTD. The game never opens to the map.
Ok, running -ian for the first time. I don't know what I'm doing with this, so please somebody give me some *detailed* instructions. Thanks in advance!
Loaded the autosave and hit "A". Year is 1381. Game crashes at the same precise point each time during the tour before completion. Year 1382. If the tour would complete the year would be 1383.
---
Is there a FAQ for using -ian?
How do I take control of another faction?
How do I check the queue for other factions?
What is the use of the different modes:
AI = I
AI = H
Tour mode = S
Tour mode = [F5]
Sorry, to be so freakin dumb! I'm a player not a modder, but if I keep hanging around Wes.... ;)
Guess I'll start a new campaign.
Oh, if anyone wants the Savegame I have it on my desktop, guess I should save the Autosave too.
Am I the only one who thinks that TW should do a *dump* when it crashes?
later
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BTW, has Wes uploaded any changes to his site?
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Re: Medieval mod IV v4 beta: Path to Glory
Aenlic, the game crashes right at the end of the turn. The very last thing that happens at the end of a year is the strategic map gets "updated" with all the new changes. The screen sorta flickers when all the changes are added to the map. That's when we are getting the CTD's for the merchants. You know, we can talk about them; we can build them; we can even pay for them. We just can't put 'em on the map, lol. I actually find it a bit odd that it takes the computer that long to figure out it did a "no-no". The error must be rather subtle, or the logic would pick it up sooner.
Oh, shame on you, TS. With your vast Total War experience and you're a "cheat noob"! LOL, but, hey, that's a good thing. Anyway, using IAN is pretty easy; just a few simple commands.
"G" will kick on "god mode" wherein you can view the entire strategic map. But you can't see what the other folks are building, nor their spies & assassins. You must asssume their faction to do that. it's simply a matter of hitting a number key for the different factions. It has changed a little from the original, because Wes has altered some of the factions, but as best as I can remember, the list is as follows:
1.........Rebels
2.........Almohads
3.........Byzantines
4.........Danes
5.........Egyptians
6.........English
7.........French
8.........HRE
9.........Italians (Venetians)
0.........Poles
Shift +
1.........Russians
2.........Spainish
3.........Turks
4.........Argonese
5.........Burgundians
6.........Mongols
7.........Hungarians
8.........Papists
9.........Sicilians
0.........sadly, nothing
You can move from faction to faction as much as you like, see what they are building, etc., and can end turn with ANY faction. So if you're sorta playin' the game while observing, be careful. If you end year with a faction other than your own, the AI takes control of yours. It's amazing the damage it can do in just one turn. ~D
If you chose to have the game go on "auto-run", just hit "a". The game will continue to play with your faction just reading the paper. The game will stop if you are attacked, which is why I'll generally move to the Papists if I'm going on auto-run. They are almost immune to attack, unless they provoke it.
There are also some commands to shut down the AI, but that, of course, would defeat our purposes. Would make it easy to win, I suspect, lol. I actually use IAN even when I play a regular campaign. I don't use it to "cheat" on the other factions, but it is great on the tactical map because it totally frees the camera. You can get some awsome screenies. Shame we can't do that with RTW and the new engine. But I must admit that a large part of the enjoyment of the game to me has always been watching the AI "think". You see, I'm slightly older than the average gamer, and having watched this tech grow from nothing to what it has become just amazes me. When I was in college, they had yet to invent the pocket calculator. ~:eek:
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Re: Medieval mod IV v4 beta: Path to Glory
When I check for rivers I do it by checking the text for the "battles occuring between these two provinces will be on..." info. You're right the river graphics are unreliable.
DA
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Re: Medieval mod IV v4 beta: Path to Glory
Hah, I think Lord Ovaat may actually be older than me! Woohoo! We were finally allowed to use calculators during my senior year in high school. Prior to that it was slide rules, baby! Even then, we still had to use our circular slide rules in physics. But those TI-50a calculators sure did make things easier in calculus. Kids these days, they have it too easy! ~D
Aenlic
H.S. Senior '77
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Aenlic
H.S. Senior '77
Huh! You're still a pup. I graduated from college in '70. http://www.clicksmilies.com/s0105/la...smiley-014.gif
Hey, wait a minute. That's not funny.http://www.clicksmilies.com/s0105/tr...smiley-026.gif
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Re: Medieval mod IV v4 beta: Path to Glory
Heh. I'm feeling darn near spry and chipper now! Thanks! ~;)
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Re: Medieval mod IV v4 beta: Path to Glory
TS, there is a text I included in the Charts and Readmes folder titled God Mode commands. It should tell you all you need to know.
I'm afraid we are seeing at least two, possibly three types of crashes here. And I can't figure out how any of them are related to the Master Merchant.
I do have some theories and things for you guys to check out, however.
1)Janissary Academies. Play as the Turks and build one of these. I included a new graphic for them in the last update.
2)Leonardo's Workshop. Build one of these, too. They require a Citadel and only the Genoese and Venetians can build them, but Venice should be ready at the start. It is the fourth update in the expanded gunsmith line, and there may be some hardcoded limit of three. This might produce the CTD that I saw, which appeared immediately after I hit Endturn.
3)Openwater ships. Make one of the deepwater ships, and sail it to the deep ocean seas. If there is a link missing from one of these, it would cause the random crashes that could be avoided by loading from a few years previous.
4)Upper-level Marketplaces. This is a long-shot, but you could try building these in provinces along with other types of mines, like some of the German provinces. There may be a limit to the number of levels you can have in a province.
If none of these things solve the problems, I could try removing the Cuman from the game and see how that goes. All the other non-graphics issues that I am aware of have been solved, except for the odd case of the missing title in Leon, so I can post an update after you guys have checked these things out.
Btw, how are the factions doing with their navies? Are the Venetians still dominating everything?
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Re: Medieval mod IV v4 beta: Path to Glory
Hey, Alabama, how you doin? I take it you are well north of the gulf.
[OFF TOPIC]
It's all so unbelieveable!!! Right now, I'm watching CNN, seems like they're evacuating Prisoners now. They were all just standing around in their prison Orange. Now, they making them all sit down in the water! Water is about mid-calf. Tough being a prisoner!
For the Euros, I'm talking about Hurricane Katrine which has devestated the Gulf areas of three states. Along with one of our most important cities. Oil production is shut down!!! 24% of our oil has just evaporated!!! US$3.50 per gallon gas is here to stay, and don't be surprised within the month prises rising a dollar more.
Anyway back on topic:
Lord Ovaat, thank you very much sir! JFYI, I've deliberately attempted to keep myself igorant of certain aspects of the game. I prefer to keep my game experience as *pure* as possible. Knowing too much just spoils the challenge.
I'll tell you its amazing the little things you forget when not playing for awhile.
I'll check out the text file Wes, thanks.
I'll try to check things out by tommorrow evening and report back.
Right now, I'm a bit consumed by Katrina and anticipating its ramifications, which are and will be enormous, effecting every American, and in fact the world!!! I think our economy just hit the dirt, but gotta think it through more. How the heck are we going to pay for this?
Heading over to the Tavern....
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Re: Medieval mod IV v4 beta: Path to Glory
OK, a few notes from your request above, Wes.
No sea link problems. I built a shipbuilder's guild at Venice and sailed a gungalley to every sea province, deep sea or otherwise.
The Venetians need a gunsmithy and then a fortress before they can build Leonardo's Workshop. The gunsmithy is available at both Verona and Venice. As soon as you start building a gunsmithy in either, it removes the entire gunsmith line from the other provinces. I thought this was odd. So, building a gunsmithy in Verona in turn 1 removes the gunsmith and the choice of building anymore from Venice and vice versa. I followed through and built a fortress than Leonardo's Workshop in Verona. No problems other than now only being able to build the gunsmith line in Verona. The completion window which pops up upon finishing Leonardo's Workshop says "Master Gunsmith completed" but the graphics and everything else show the Workshop. And organ guns can be built with no problem.
Completing a Grand Bazaar works just fine; but the completion popup window says "Royal Mint completed" instead. Everything else shows Grand Bazaar.
No problems building a janissary academy for the Turks. I forgot to check to see what the completion graphic said, though.
I've tried everything I can think of doing for master merchants. I've tried waiting and building a fortress first, just in case they're acting like a grand bazaar. Still CTD. I've tried deleting every other building possible in the province while still allowing a master merchant, no go. Deleting the trade route line doesn't help. Building mines or trade route line first doesn't help, either.
While I was typing the above, I went into the MM4b_buildings.txt and just stared at it for a while to see if anything popped out at me. And something did. The designation for all of the other income buildings was "LEV1_INCOME", but for the merchant line it said "TRADING_POST"
On a hunch, I know very unprofessional, I changed that line to read LEV1_INCOME instead for the merchants, I then saved it, reloaded the game, loaded up one of my saves at one turn before a master merchant completion and ran it. No more CTD!
I have no idea what LEV1_INCOME and TRADING_POST mean or what they do, but changing that one line stops the master merchant CTD.
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Re: Medieval mod IV v4 beta: Path to Glory
Aenlic, YOU DA MAN! That might be it. Like you, I've spent most of the evening playing with buildings and such. I've gotten the same results you did, but with a different approach. I would simply alter one province in the startpos to enable a level 4 merchant. For instance, Wessex was given a castle13, shipyard2, and merchant4, to meet all the requirements. Load, single player, new campaign, MEDMOD Late, English. Half way through the load screen, CTD. Go back to startpos, change the merchant4 to merchant3 and leave everything else as is, and no crash. The new campaign starts. Did this with the English, French, and Scots, 'cause they're a new faction. Always the same results. It only crashes on completion of the master merchant.
Since I don't have as many years left as you do to play with this thing, ~D , to test the seas I simply gave Wessex about 10 Carracks in the startpos. Started the new campaign, and then proceeded to cover all the seas. No problems.
I next checked on the gunsmiths with the Venitians, using regular cheats like .worksundays. and .badgerbunny. to speed things up. I figure if it's gonna crash, it's gonna do it whether you build the third level before the fourth or you don't. It wouldn't matter. Again, no problems. Built all buildings to highest level in one or more provinces. All OK. Then.........the master merchant. Turn completed, building completion list showed a merchant4 being built, and as soon as I click the "vise/virtue" parchment and the map tried to update, CTD. This merchant glitch is a major, game-stopping bug. I do hope you have finally found it. Besides, it will justify my hunch of it having to do with the new trade routes in some way, LOL. ~:cheers:
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Re: Medieval mod IV v4 beta: Path to Glory
Well, after my initial child-like exuberance above, I went into the text files to check on the trader/level_income issue. The way Wes has it in the MM build file is the same as it is in the Crusader build file. I think the reason it's different for the actual trader is because Wes has written it in as a mine-type, rather than a trading-type of structure. Sooooo, when one changes the text from "trader" to "level-income", as you did, Aenlic, does that change the way trade is conducted by the sea trade routes? Does it just make it incremental as in building a stage two mine? But then, if so, how exactly does trade in land-locked provinces work with the same buildings? At least in the original game. Come to think of it, the land-locked trade WASN'T working with the initial beta, and the master merchant wasn't getting crashes for me. Once Wes adjusted the merchants to again generate income with the later updates, then I started seeing the merchant crashes. Changing that wording might eliminate the CTD, but it also might eliminate progressive trading along sea lanes. Geez, I'm starting to get really confused. Must be time in increase my medication. :dizzy2: Maybe I'll just take a nap.
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Re: Medieval mod IV v4 beta: Path to Glory
OK, bare with me; I'm starting to get a headache. The merchant line from MM4b reads:
MERCHANT "Trading Post, Merchant, Merchants Guild, Master Merchant" TRADING_POST
The same line from Crusader reads:
MERCHANT "Trading Post, Merchant, Merchants Guild, Master Merchant" TRADING_POST
They are identical. Now here's the part I don't understand, nor do I know if it would have any effect on the beta. The MM FUll build reads exactly the same as the other two, BUT the next building down from the merchant reads:
TAVERN "Trading Post, Merchant, Merchants Guild, Master Merchant" TRADING_POST
That's the only file I can see that has that listing. ALL of them also list the New_tavern and New_brothel as agent producers, etc. But in MM Full Build, tavern is also listed separately, and as a trader, not an agent producer.
Could this be affecting the beta file?
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Re: Medieval mod IV v4 beta: Path to Glory
Yeah, I figured it would have some bad side effects regarding trade routes; but knowing that it's tied to that Trading_Post designation will at least help you smarter guys figure it out. I haven't noticed any big difference in income as a result, though.
I came across another master merchant anomaly last night. While checking from faction to faction using god mode to be sure no one else was building a master merchant before I began experimenting with the Venetians again, I noticed that the Aragonese had merchant guilds in three of their provinces. I had let the game auto run for a long while, building the Venetian fortress so they Aragonese had plenty of time to build up stuff. They had conquered the Almohads by then and owned most of Spain and North Africa. They had merchant guilds in Sicily, Aragon, and Algeria. The odd thing was they only had the option to upgrade to a master merchant in Sicily and Aragon. Algeria had a citadel by then, just like the other two. Nothing else jumped out at me as being different, except that the merchant guild in Algeria was the Muslim style, meaning they had just recently conquered the province. I couldn't figure out a reason why a master merchant was available as a build option in only two of the three provinces, everything else being equal. Could it be tied to homelands somehow?
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Re: Medieval mod IV v4 beta: Path to Glory
The province must also have a shipyard2, which is a dockyard, I believe, in order to build a master merchant. Wes has had that requirement in the mod for quite some time to prevent the AI from wasting money on upgrades that won't help it. If you can't build the boats, one doesn't really need the upgrades. You may want to check to see if they were meeting the minimum regs in those provinces. To be honest, Aenlic, I'm not a modder. I can play around with some of the stuff, but that's about it. All we can hope to do is find the bugs and hope Wes can figure it out. BUT, on a brighter note, we work cheap. I WILL work for food, even though he hasn't feed us lately. Seriously though, I think I've done about as much as I can do at this point. I look at some of those files, and it's just a jumbled cluster-XXXX. I don't know how those guys can even work with them. I tried using the gnome editor, but that doesn't seem to want to load Wes's mod. Maybe there are classes we can take, lol.
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Re: Medieval mod IV v4 beta: Path to Glory
I'm in the same boat. I've managed to change one of the pre-existing but unused factions in one era to another and get it going; but I have yet to figure out how to add extra factions. Every attempt has ended in failure. I have no idea how Wes and the other guys manage it with their sanity intact.
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Re: Medieval mod IV v4 beta: Path to Glory
Hi guys. I live in the extreme northwest corner of Alabama, and we had an odd experience with Katrina (she left the Waves on the coast). By brother told me the eye, such as it was by then, passed directly over me, but all I remember was a couple of fairly-strong wind bursts. He came over to see me Tuesday afternoon for some computer help, and said that there was a lot more wind damage further west where he lived. This makes sense due to the way hurricanes rotate. I saw a few minor instances of wind damage Wed when I drove around, but that was it. The local news didn't have any reports of major damage in the area, either.
I don't know what they are going to do on the coast. They might be better off bull-dozing most of New Orleans and starting over- seriously. For decades now they have been artificially diverting the Mississippi River in order to keep it flowing past the city, with the result that the sediment needed to sustain the Delta has been flowing out into the Gulf. The Delta has shrunk by the equivalent of several whole counties in that time, with all the ecological damage which that entails.
I recently saw a History Channel feature on the hurricane which destroyed Galveston, and in its aftermath they dredged sand from the bay north of it and raised the town level by 13 feet. Maybe they should do the same to the lowest parts of New Orleans.
Back to the game...
I am simply not getting the Merchant crashes that you guys are experiencing, for whatever reason. I think maybe I got the crash in my test game because I switched factions and played with the build queue.
Lord Ovaat, I re-named the buildings text for this update, to try and save some confusion for people with v3.14. Anyway, the new units and buildings texts have an "MM4b" prefix. You were exploring the old file. Aenlic was altering the right one.
I'll try and get the update posted as soon as possible, and hopefully whatever glitch is causing this will go away.
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Re: Medieval mod IV v4 beta: Path to Glory
Glad to hear you're OK down there. All we got was rain in PA. Anyway, yeah, I agree that the text in question is MM4b. My purpose was simply to compare that particular code in the Beta against the same code in the older files. We knew they worked. As I had mentioned, they are identical. The ONLY difference I found was in the MMfull text with the tavern, but I don't think that would have any effect on this. Good luck, Bud. I've exhausted my store of knowledge. ~D
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Re: Medieval mod IV v4 beta: Path to Glory
And it's good to hear you're OK, Wes. Katrina was still spawning occasional tornados when it went your way.
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Re: Medieval mod IV v4 beta: Path to Glory
[OFF TOPIC]
Glad to here she passed you by uneventful. My brother, in Memphis, said just about the same. They suffered a few intermitent power outages though. This thing is HUGE! Not just the human sufferring and displacement, but the economic ramifications hasn't yet been fully evaluated or absorbed. The President, yesterday and today, made some *overtures*, and today stated that the fuel crisis is *Temporary*, but that's just talk to keep the populace calm.
No way 24% of our oil production capacity is back up anytime *soon*. 90% of Gulf production offline hit by the hurricane. 11% of natural gas offline. NINE refineries offline, flooded and with no electricity. That in a context of ALL U.S. refineries operating at 98% capacity, and oil consumption at equilibrium. Big problems, not to mention the Humans necessary to make it all go, are dispersed, and the area is uninhabitable.
Add to that the facts that, the Port of New Orleans and South Louisana rank 5th and 1st respectively. Also, Baton Rouge 10th, Lake Charles 12th and Moblie 14th. I'm talking *Tonnage*!
*Super* Inflation is on the way and its here to stay! Trying to figure the best way to financially play this. Real Estate is one play, the bubble is unlikely to burst, prices being maintained by inflationary pressure. That's the bad. The good is that existing or soon to be purchased real asset debt can be paid off with *inflationary* dollars.
"D" Day, 9/20.
Well, I'm just rambling...
[END OFF TOPIC]
BTW, I graduated from high school in '78. TI calculaters were all the rage. So were digital watches, and TI was a hot stock!
OK, been a little pre-occupied with Katrina and will continue to be so, but I did read Aenlic's post. So I edited MM4b as was suggested:
Quote:
While I was typing the above, I went into the MM4b_buildings.txt and just stared at it for a while to see if anything popped out at me. And something did. The designation for all of the other income buildings was "LEV1_INCOME", but for the merchant line it said "TRADING_POST"
On a hunch, I know very unprofessional, I changed that line to read LEV1_INCOME instead for the merchants, I then saved it, reloaded the game, loaded up one of my saves at one turn before a master merchant completion and ran it. No more CTD!
BING! I confirm Anelic's results.
Renamed and Loaded up my saved autosave.dat and ran -ian. The game got to the crash point, did a little graphical herky jerky and Turned to the year 1383. Let the game run for a few more turns, and then I had to get back to other things. Later I'll repeat the above and let it run for longer.
EXCELLENT find Anelic!!!! Nice assist Lord Ovaat.
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Re: Medieval mod IV v4 beta: Path to Glory
Wes, I've been kinda thinking about your post above, mentioning that you are not getting the merchant crashes TS, Aenlic, and I are getting. I'm almost afraid to ask this, but do we have ALL of the same exact files as you do? Is it possible you have something that wasn't included in the last update? I've recently again (Tuesday, I think) DL'd the graphics and text with no difference in CTD.
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Re: Medieval mod IV v4 beta: Path to Glory
Hello guys! I've worked this week on the byzantine names and heroes and I'm satisfied with the result. I've compiled names more close to his greek form (but in latin characters ~;) ). I've added also eleven heroes, corrected the names of the current heroes and kings in the game and added two famous kings (one of them for the beginning of the high era: Theodoros I Laskaris emperor of Nicaea). Finally I've revised the byzantine offices. I need a rest after this task ~D .
// 2: byzantine_forenames
ADD_FORENAMES::
"Alexios"
"Ioannes"
"Manuel"
"Andronikos"
"Isaakios"
"Theodoros"
"Michael"
"Konstantinos"
"Alexandros"
"Alexios"
"Andreas"
"Andronikos"
"Bardas"
"Bartolomaios"
"Basil"
"Basileios"
"Christophoros"
"Demetrios"
"Dionysios"
"Eumathios"
"Gabriel"
"Georgios"
"Gerasimos"
"Gregoras"
"Iakobos"
"Ioannes"
"Ionnikios"
"Isaakios"
"Isaias"
"Kassianos"
"Konstantinos"
"Leon"
"Leontios"
"Makarios"
"Manuel"
"Markos"
"Meletios"
"Michael"
"Neilos"
"Neophytos"
"Nikephoros"
"Niketas"
"Nikodemos"
"Nikolaos"
"Niphon"
"Paulus"
"Pantoleon"
"Petros"
"Philippos"
"Romanos"
"Sabas"
"Stephanos"
"Theodoros"
"Theodosios"
"Theodoulos"
"Theophylaktos"
"Thomas"
// 2: byzantine_surnames
ADD_SURNAMES::
"Komnenos" //Royal Surnames: Early "Komnenos"; High "Laskaris"; Late "Palaiologos".
"Akropolites"
"Angelos"
"Apokaukos"
"Aprenos"
"Arbantenos"
"Arianites"
"Argyros"
"Asanes"
"Axuch"
"Balsamon"
"Batatzes"
"Beccus"
"Boradiotes"
"Botaneiates"
"Bourtzes"
"Boutoumites"
"Branas"
"Bryennios"
"Choniates"
"Dalassenos"
"Dokeianos"
"Doukas"
"Doxopatres"
"Eirenikos"
"Gabras"
"Kabakes"
"Kalamanos"
"Kaloethes"
"Kamateros"
"Kantakouzenos"
"Kaukadenos"
"Kekaumenos"
"Kinnamos"
"Komnenos"
"Kontostephanos"
"Koresses"
"Kourkouas"
"Kourtikes"
"Laskaris"
"Limpidares"
"Makrembolites"
"Malakes"
"Maniakes"
"Melachrinos"
"Melissenos"
"Monastras"
"Mourtzouphlos"
"Mouzakios"
"Mouzalon"
"Nestongos"
"Palaiologos"
"Palamas"
"Pantechnes"
"Paraspondylos"
"Petraliphas"
"Petzeas"
"Philokales"
"Phokas"
"Pleustes"
"Psellos"
"Radenos"
"Sgouros"
"Skleros"
"Spartenos"
"Sphrantzes"
"Strabomytes"
"Synadenos"
"Tarchaneiotes"
"Tornikes"
"Tzimiskes"
"Tzykandeles"
"Zarides"
// 2: byzantine_princesses
ADD_PRINCESS::
"Alexeia"
"Anna"
"Eirene"
"Elaiodora"
"Eugenia"
"Eudokia"
"Euphrosyne"
"Helene"
"Ioanno"
"Kale"
"Leonto"
"Maria"
"Simonis"
"Sophia"
"Theodora"
"Thomais"
"Xene"
"Zoe"
// byzantine_forenames
["Alexandros"] {"Alexandros"}
["Alexios"] {"Alexios"}
["Andreas"] {"Andreas"}
["Andronikos"] {"Andronikos"}
["Bardas"] {"Bardas"}
["Bartolomaios"] {"Bartolomaios"}
["Basil"] {"Basil"}
["Basileios"] {"Basileios"}
["Christophoros"] {"Christophoros"}
["Demetrios"] {"Demetrios"}
["Dionysios"] {"Dionysios"}
["Eumathios"] {"Eumathios"}
["Gabriel"] {"Gabriel"}
["Georgios"] {"Georgios"}
["Gerasimos"] {"Gerasimos"}
["Gregoras"] {"Gregoras"}
["Iakobos"] {"Iakobos"}
["Ioannes"] {"Ioannes"}
["Ionnikios"] {"Ionnikios"}
["Isaakios"] {"Isaakios"}
["Isaias"] {"Isaias"}
["Kassianos"] {"Kassianos"}
["Konstantinos"] {"Konstantinos"}
["Leon"] {"Leon"}
["Leontios"] {"Leontios"}
["Makarios"] {"Makarios"}
["Manuel"] {"Manuel"}
["Markos"] {"Markos"}
["Meletios"] {"Meletios"}
["Michael"] {"Michael"}
["Neilos"] {"Neilos"}
["Neophytos"] {"Neophytos"}
["Nikephoros"] {"Nikephoros"}
["Niketas"] {"Niketas"}
["Nikodemos"] {"Nikodemos"}
["Nikolaos"] {"Nikolaos"}
["Niphon"] {"Niphon"}
["Paulus"] {"Paulus"}
["Pantoleon"] {"Pantoleon"}
["Petros"] {"Petros"}
["Philippos"] {"Philippos"}
["Romanos"] {"Romanos"}
["Sabas"] {"Sabas"}
["Stephanos"] {"Stephanos"}
["Theodoros"] {"Theodoros"}
["Theodosios"] {"Theodosios"}
["Theodoulos"] {"Theodoulos"}
["Theophylaktos"] {"Theophylaktos"}
["Thomas"] {"Thomas"}
// byzantine_surnames
["Akropolites"] {"Akropolites"}
["Angelos"] {"Angelos"}
["Apokaukos"] {"Apokaukos"}
["Aprenos"] {"Aprenos"}
["Arbantenos"] {"Arbantenos"}
["Arianites"] {"Arianites"}
["Argyros"] {"Argyros"}
["Asanes"] {"Asanes"}
["Axuch"] {"Axuch"}
["Balsamon"] {"Balsamon"}
["Batatzes"] {"Batatzes"}
["Beccus"] {"Beccus"}
["Boradiotes"] {"Boradiotes"}
["Botaneiates"] {"Botaneiates"}
["Bourtzes"] {"Bourtzes"}
["Boutoumites"] {"Boutoumites"}
["Branas"] {"Branas"}
["Bryennios"] {"Bryennios"}
["Choniates"] {"Choniates"}
["Dalassenos"] {"Dalassenos"}
["Dokeianos"] {"Dokeianos"}
["Doukas"] {"Doukas"}
["Doxopatres"] {"Doxopatres"}
["Eirenikos"] {"Eirenikos"}
["Gabras"] {"Gabras"}
["Kabakes"] {"Kabakes"}
["Kalamanos"] {"Kalamanos"}
["Kaloethes"] {"Kaloethes"}
["Kamateros"] {"Kamateros"}
["Kantakouzenos"] {"Kantakouzenos"}
["Kaukadenos"] {"Kaukadenos"}
["Kekaumenos"] {"Kekaumenos"}
["Kinnamos"] {"Kinnamos"}
["Komnenos"] {"Komnenos"}
["Kontostephanos"] {"Kontostephanos"}
["Koresses"] {"Koresses"}
["Kourkouas"] {"Kourkouas"}
["Kourtikes"] {"Kourtikes"}
["Laskaris"] {"Laskaris"}
["Limpidares"] {"Limpidares"}
["Makrembolites"] {"Makrembolites"}
["Malakes"] {"Malakes"}
["Maniakes"] {"Maniakes"}
["Melachrinos"] {"Melachrinos"}
["Melissenos"] {"Melissenos"}
["Monastras"] {"Monastras"}
["Mourtzouphlos"] {"Mourtzouphlos"}
["Mouzakios"] {"Mouzakios"}
["Mouzalon"] {"Mouzalon"}
["Nestongos"] {"Nestongos"}
["Palaiologos"] {"Palaiologos"}
["Palamas"] {"Palamas"}
["Pantechnes"] {"Pantechnes"}
["Paraspondylos"] {"Paraspondylos"}
["Petraliphas"] {"Petraliphas"}
["Petzeas"] {"Petzeas"}
["Philokales"] {"Philokales"}
["Phokas"] {"Phokas"}
["Pleustes"] {"Pleustes"}
["Psellos"] {"Psellos"}
["Radenos"] {"Radenos"}
["Sgouros"] {"Sgouros"}
["Skleros"] {"Skleros"}
["Spartenos"] {"Spartenos"}
["Sphrantzes"] {"Sphrantzes"}
["Strabomytes"] {"Strabomytes"}
["Synadenos"] {"Synadenos"}
["Tarchaneiotes"] {"Tarchaneiotes"}
["Tornikes"] {"Tornikes"}
["Tzimiskes"] {"Tzimiskes"}
["Tzykandeles"] {"Tzykandeles"}
["Zarides"] {"Zarides"}
// byzantine_princesses
["Alexeia"] {"Alexeia"}
["Anna"] {"Anna"}
["Eirene"] {"Eirene"}
["Elaiodora"] {"Elaiodora"}
["Eugenia"] {"Eugenia"}
["Eudokia"] {"Eudokia"}
["Euphrosyne"] {"Euphrosyne"}
["Helene"] {"Helene"}
["Ioanno"] {"Ioanno"}
["Kale"] {"Kale"}
["Leonto"] {"Leonto"}
["Maria"] {"Maria"}
["Simonis"] {"Simonis"}
["Sophia"] {"Sophia"}
["Theodora"] {"Theodora"}
["Thomais"] {"Thomais"}
["Xene"] {"Xene"}
["Zoe"] {"Zoe"}
FAMOUS_KINGS:: FN_BYZANTINE1 10
//name no. c d p a portrait vnv
0, 1, 4, 5, 4, 5, -1, defender2 //Alexios I Komnenos (1081-1118)
1, 2, 4, 5, 4, 5, -1, mightywarrior2 //Ioannes II Komnenos (1118-1143)
2, 1, 2, 5, 3, 4, -1, lawman1 //Manuel I Komnenos (1143-1180)
3, 1, 3, 5, 3, 3, -1, tyrant1 //Andronikos I Komnenos (1183-1185)
0, 5, 3, 3, 3, 3, -1, secretkiller3 //Alexios V Mourtzouphlos (1204)
5, 1, 4, 4, 5, 4, -1, mightywarrior2 //Theodoros I Laskaris (Emperor of Nicaea, 1204-1222)
1, 3, 2, 6, 4, 5, -1, builderking3 //Ioannes III Doukas (Emperor of Nicaea, 1222-1254)
3, 2, 1, 3, 5, 1, -1, pious2 //Andronikos II Palaiologos (1282-1328)
1, 6, 3, 4, 4, 5, -1, educated1 //Ioannes VI Kantakouzenos (1347-1354)
7, 11, 3, 3, 3, 3, -1, tyrant1 //Konstantinos XI Palaiologos (1448-1453)
SetStartLeader:: FN_BYZANTINE1 0 8 1 1 0 0 1 0 7 10 //Early starpos
SetStartLeader:: FN_BYZANTINE1 5 8 5 2 1 1 2 1 7 10 //High starpos
SetStartLeader:: FN_BYZANTINE1 7 8 5 4 1 2 2 2 8 10 //Late starpos
FAMOUS_HEROES:: FN_BYZANTINE1 17
//forename surname date, c, d, p, a, l, vnv, TYPE ID_REGION PORTRAIT
"Nikephoros", "Bryennios", 1062, 2, 2, 5, 6, 7, honest1, GENERAL, ID_LIMBO, -1 //Historian and "Kaisar" (Caesar; imperial title), husband of Alexios I's daughter, the writer Anna Komnene. After the death of Alexios I, Anna tried to place him on the throne. Her attempt, however, failed because Nikephoros himself wasn't ambitious and served the legal successor Ioannes II.
"Eumathios", "Philokales", 1067, 3, 3, 4, 5, 7, attacker1, GENERAL, ID_LIMBO, -1 //An able soldier and diplomat. He was appointed governor of Cyprus to deal with the leaders of the first crusade. Later was "Domestikos" (Commander) of the anatolian army and beated the turks in 1110.
"Ioannes", "Axuch", 1095, 5, 4, 2, 4, 7, loyal3, GENERAL, ID_LIMBO, -1 //Loyal general of turkish origin. He was taken prisoner as a child at the reconquest of Nicaea in 1097 and brought up at the imperial palace in Constantinople. He was "Megas Domestikos" (the overall commander of the army) and intimate friend of Ioannes II Komnenos. He played an important role securing the succession of the Ioannes II's son Manuel I Komnenos.
"Andronikos", "Kontostephanos", 1120, 3, 3, 4, 4, 6, attacker1, GENERAL, ID_LIMBO, -1 //He was "Megas Doux" (High Admiral). He beated the normans of Antioch in 1143. He collaborated with the king of Jerusalem Amaury I d'Anjou in his attack against Egypt in 1169. This expedition failed due to the undecision of the king Amaury I and the distrust of the crusaders towards the byzantines.
"Theodosios", "Boradiotes", 1130, 1, 1, 4, 4, 4, no_v, ORTHODOX_BISHOP, ID_LIMBO, -1 //Patriarch of Constantinople (1178-1183). Regent of Alexios II Komnenos.
"Konstantinos", "Kalamanos", 1131, 5, 4, 4, 4, 7, captured1, GENERAL, ID_LIMBO, -1 //Expert general of hungarian origin. He was appointed governor of Cilicia in 1162. He helped the crusaders of Antioch and Tripoli to repel attacks of Nur ad-Din, the powerful atabeg of Aleppo. He was captured by the indomitable armenian prince Mleh in 1171.
"Ioannes", "Kinnamos", 1143, 1, 1, 3, 4, 7, no_v, EMISSARY, ID_LIMBO, -1 //Historian (circa 1143-1203). He came from a renowned family. Very soon he entered the service of Manuel I Komnenos. He was a grammarian to the emperor and belonged to his close inner circle. His historic work "Epitomes" constitutes the most important source for the years of Ioannes II and Manuel I.
"Alexios", "Branas", 1150, 4, 3, 3, 3, 5, attacker1, GENERAL, ID_LIMBO, -1 //General of Isaakios II Angelos. He beated the normans of Sicily at Mosynopolis in 1185.
"Niketas", "Choniates", 1151, 1, 1, 3, 4, 7, no_v, EMISSARY, ID_LIMBO, -1 //Historian and theologian (circa 1150-1213). He entered imperial service at a young age, served as a secretary of Isaakios II Angelos and from 1189, he became commander of Philippopolis. After 1204, he resorted to the court of Theodoros I Laskaris. He is known mainly for his historical work, the "Chronike Diegesis".
"Leon", "Sgouros", 1180, 3, 5, 3, 5, 3, tyrant1, GENERAL, ID_LIMBO, -1 //Archon of Naphlion. He died jumping from a tower when he was defending his city of the latins in 1208.
"Theodoros", "Angelos", 1185, 4, 5, 2, 3, 4, attacker1, GENERAL, ID_LIMBO, -1 //Despot of Epiros (1215-1230) and rival of the nicaean emperor Ioannes III Batatzes. He attacked the Latin Kingdom in 1224, acquiring Thessalonika, Thessaly, Thrace and most of Macedonia, and proclaimed the Empire of Thessalonika. He was preparing to recover Constantinople when he was defeated and captured by the bulgarians of Ivan II Asen at Klokotnitza in 1230. He was imprisoned and blinded.
"Andronikos", "Palaiologos", 1200, 4, 3, 5, 4, 6, defender1, GENERAL, ID_LIMBO, -1 //He was "Megas Domestikos" (the overall commander of the army) of the emperors of Nicaea. He was appointed governor of Thessalonika in 1246. He was father of Michael VIII Palaiologos the conqueror of Constantinople.
"Georgios", "Akropolites", 1203, 1, 0, 3, 4, 6, no_v, EMISSARY, ID_LIMBO, -1 //Historian and "Megas Logothethes" (the head of the bureaucrats). He was personal friend of Michael VIII Palaiologos. He take the oath in the name of Michael VIII at Council of Lyon (1274; attempt of union between the catholic church and the orthodox church).
"Ioannes", "Beccus", 1235, 1, 2, 5, 4, 6, pious1, ORTHODOX_BISHOP, ID_LIMBO, -1 //Patriarch of Constantinople. He was known by his talent and his wisdom. He was a supporter of the union with Rome and assistant of Michael VIII Palaiologos in his pro-roman political.
"Gregoras", "Palamas", 1296, 1, 0, 7, 3, 5, pious3, ORTHODOX_BISHOP, ID_LIMBO, -1 //Archbishop of Thessalonika. Hesychast theologian (ascetic doctrine). Sanctified.
"Alexios", "Apokaukos", 1300, 3, 5, 3, 3, 5, envy1, GENERAL, ID_LIMBO, -1 //He was appointed "Megas Doux" (High Admiral) by Andronikos III Palaiologos. After the death of Andronikos III, he faced up to Ioannes Kantakouzenos (future Ioannes VI) by the control of the government during the minority of Ioannes V Palaiologos. He was killed in 1345.
"Georgios", "Sphrantzes", 1401, 1, 1, 3, 4, 7, no_v, EMISSARY, ID_LIMBO, -1 //Governor of Patras. Historian and intimate friend of Konstantinos XI Palaiologos. Captured at Fall of Constantinople.
OFFICE NAMES
["Chamberlain of the Palace"] {"Protovestiarios"} //He took care of the emperor's personal wardrobe, especially on military campaings
["Commander of the Stables"] {"Protospatharios"} //The commander of the imperial guard
["Commander of the Army"] {"Megas Domestikos"} //The overall commander of the army
["Chancellor of the Palace"] {"Megas Logothetes"} //The head of the logothetes (bureaucrats)
["Commander of the Fleet"] {"Megas Doux"} //High Admiral
["Patriarch of Constantinople"] {"Patriarch of Constantinople"} //The head of the orthodox church
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Update posted
The update is now posted.
The graphics have been updated, with the new Spanish flag included.
The Scottish port is now in the right place.
I made sure that all coastal merc provinces had a good, since the mercs enable Merchants and the AI would waste money on them otherwise.
All known text and graphics errors corrected, except for the prebat shields.
Ownership of Sicily and Provence has been switched between the Sicilians and Aragonese.
Land values for most provinces in Germany and Iberia has been changed. The major changes were to Iberia, where I significantly reduced the value of several provinces, with the exception of Aragon, which I increased.
I adjusted the starting units for many provinces. I pumped up some of the small factions, and removed a unit or so from many provinces belonging to some of the larger factions.
The first thing for you guys to do is see if you still get the CTD's. I just can't figure out what is going on, since this is not a new structure or anything.
I did move the Merchant entry in the buildings text from below to above the mine entries back when I first heard about your crashes. Back when I was trying to get the Tavern to work as a second set of Merchants, their order in the file affected how they worked, or didn't.
If the Merchant crashes are fixed, be sure to test out the Marketplaces, since they are now at the end of the file.
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Re: Medieval mod IV v4 beta: Path to Glory
DL'd new updates, graphics and text. Game will not load. DL'd & installed updates second time. Still won't load. Uninstalled entire program and did a reinstall with MTW, VI and both patches. Installed the new updates. It still won't load.
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Re: Medieval mod IV v4 beta: Path to Glory
same here.
edit: from the way it's behaving, i'm guessing there is a problem with the unit_prod or build_prod file. possibly the heros.txt?
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Re: Medieval mod IV v4 beta: Path to Glory
As a test, I deleted the MM4beta file from Startpos. I left everything else the same in all folders. I just removed that file. The game did load. Of course, there were no MedMod options for new campaign, but everything else did load. Assuming that the problem may lie in that particular file, I'm going to study it to see if anything "clicks".
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Re: Medieval mod IV v4 beta: Path to Glory
Sorry guys. I forgot to load the game after implementing the Spanish graphics.
Open up the campaign file, in the campmap\startpos folder, and remove the second "1" from "FN_SPANISH11" in line 2463, I believe. Here is how the line should look:
SetShieldImage:: FN_SPANISH1 "Spain1_lge" "Spain1_sml" "Spain1" "FN1011" "FN1011"
Btw, I successfully loaded a game with a Master Marketplace, so I really hope these crashes are gone.
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Re: Medieval mod IV v4 beta: Path to Glory
I keep forgetting...
Revenant, I have sent a couple of emails to you regarding the regowner_table. Please reply some way to let me know if you got my info and instructions.
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Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by WesW
I keep forgetting...
Revenant, I have sent a couple of emails to you regarding the regowner_table. Please reply some way to let me know if you got my info and instructions.
I now have it.
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Re: Medieval mod IV v4 beta: Path to Glory
Waaaah! ~:mecry: My game has a CTD just as it's getting good!
I'm playing the version of MedMod Beta that came before the most recent spate of updates. Is there anything I can do to save it? It doesn't seem to be a Master Merchant-- there's been one in Venice for several turns, and it's only crashing now. I tried modifying the MM4_buildprod file like it says here earlier, but no luck ~:mecry: Is there anything I can do???
This crash is happening the same year as an auto-save-- the crash which ended my Lithuanian campaign ALSO happened the same year as an auto-save-- don't know if that has anything to do with it? Regardless, I am sad, and hoping there might be some way I can get to see beauty of my Armored Huscarles in action.... if not...... then oh well........ :sad2:
DA
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Re: Medieval mod IV v4 beta: Path to Glory
When you modded the file, precisely, what did you do? I hope you made a backup? Did you follow Anelic's instruction or Wes'? Wes' applies to the latest update. In your case you need to follow Anelic's!
Just in case you weren't clear on what to do, here's what I did.
1) I copied the file MM4b_buildings.txt located in folder x:\.....\Total War\Medieval - Total War
2) I opened it in Notepad, then did a "Find" search for "TRADING_POST". Note there is an entry "Trading Post". Please note the difference in the two. You need to replace the first above, "TRADING_POST".
Delete this, "TRADING_POST" and replace it with "LEV1_INCOME". Type it in precisely (better to simply copy and paste). Save the file and whalla!
Luck!