-
Re: Medieval mod IV v4 beta: Path to Glory
Sorry,
1) should read that I copied the file, MM4b_buildings.txt to my desktop as a backup.
2) Then opened the file x:\.....\Total War\Medieval - Total War\MM4b_buildings.txt, where the change s/b made and saved.
[Moderator, I need to be able to edit my post!]
-
Re: Medieval mod IV v4 beta: Path to Glory
I've made the change Wes sugested and the game seems to be running OK. I noticed the sprites for Ghulam Cavalry are messed up.
-
Re: Medieval mod IV v4 beta: Path to Glory
Finally installed the new updates. Forgot to do the fix, and stared at the screen for awhile as the program got lost in an a long *debugging* cycle, before I realized and decided to reboot, as it wouldn't "End Task". I wonder how long it would have kept going.
Just a suggestion, for those who had crashes. You might want to check your systems, either they ran out of resources during the debugging, or your Memory had a hiccup. Common causes for crashes I don't think your systems s/h crashed under these circumstances. JMO.
Anyway, Wes, is it possible to Mod things to allow Princes to be capable of becoming Govenors and hold other Offices as well? This is something I have been hoping for a very long time. Not at all sure why CA prevented this.
Got some interesting comments regarding the Sicilians that I'll post later.
Thanks again!
-
Re: Medieval mod IV v4 beta: Path to Glory
Played a little last night. New Campaign, Sicilians. Just a few observations:
Cumins eliminated in 1324. Pretty damn early?
Year 1325, and I have received 1000 Florins from the Pope, and the year before a previous 1000. I have done NOTHING, except bribe my way into Sardina and Ally with the Genoans. That's It! I do have a rather large stack staring at the Papist. Maybe he thinks paying will forestall an attack. ;)) No, something is strange.
1326 another 1000 from the Pope. 1332 another 1000. Nothing to merit the award. Still have not attacked anyone. I have an additional ally in the Brits, who are warring with the Scotts and French. 1336 another 1000 a couple of turns after I attacked the Argonese, afterwhich the Pope requested that I ceasefire and not conduct activities for 10 years. Weak SOB. ;)
5000 Florins in pretty quick order for doing NOTHING!
Acehea, despite being held by the Venetians for a very long time, possibly from the Start (?), this province does not have, and NEVER builds a port. I forget the exact date, sometime in the early 1340s.
The High Era is starting to grow on me....
-
Re: Medieval mod IV v4 beta: Path to Glory
I have one issue concerning marriages.
In vanilla MTW and in every other mod I met, muslim (and probably pagan) heirs were automatically "married" as they came to age. And Muslim and Pagan factions were not "producing" princesses. Not so in MedMod4.
Heirs start without wife and, curiously, king produces princesses.
I always thought it was linked to faction culture and/or religion, but now I do not know.
For me, the arrangement of marriages was always the most frustrating aspect of the game. I want to concentrate on bulding infractructure, training of units and on fighting battles and not on "hunting" some suitable brides for princes. On harder settings, everybody rejects my proposals continuously.
So, does somebody know solution to this issue?
-
Re: Medieval mod IV v4 beta: Path to Glory
OK, busy weekend, but I've still found some time to run a handful of auto campaigns as the Papists after deleting the second "1" after Spanish in the startpos. Understand that I run on the "large" setting, so one's results will be quite different using other sizes. It really impacts resources.
One odditiy is that the Cumans have managed to survive to the end or near end of all the campaigns. They don't seem to do much; probably broke, but I can't check them.
The Portuguese ALWAYS survive, and are often strong.
The Venetians now seem to be under control, with no apparent super-advantages.
The master merchant CAN be built with no problem.
I've noticed some trading houses in provinces with no tradable resources or trade routes. I'll try, over time, to make a list, but they don't seem to be affecting game-play.
All but one of the campaigns I ran went to conclusion, even one that I started in 1206 by altering the startpos. That gave the factions more than enough time to build whatever they could. Tricky, with the unlockable factions, 'cause you never know what they're up to.
My lone lock-up crash occured in 1401. I checked every possible faction and eliminated everything--unit or building--about to complete. This campaign is simply locked. The surviving unlockable factions were, Cuman, Lithuanians, Portuguese, and Teutonic Order. Since the Cumans and Portuguese usually survive until the end without problem, I figure a culprit may lie with either the Lithuanians, Teutonic Order, or both. Then again, maybe the Cumans had enough extra cash to build something it shouldn't, lol.
TS, I completely agree that Princes should be able to govern, but that may be hard-coded or someone surely would have altered it in this length of time.
As far as the Popes generosity goes, he is a very benevolent fellow when you are a Christian faction, AND he has extra money, AND you haven't ticked him off. I've received numerous gifts while playing even the MedMod English, who are no where near Rome. I have no way of know if the AI ever gives money to AI Christian factions. Would be interesting to find out. You may see the gifts more often with smaller unit sizes, since that would provide "disposable" income for the Pope. Also, I can't remember what it was even like to play vanilla MTW, so I can't remember if I was given an "allowance". LOL
Wes, I made no changes in the merchant or trading entries in the startpos, and the game still loaded and played rather smoothly. I do believe the merchant glitch is corrected. Good work.
If I have the time, I think I'll start an actual campaign with someone and see what happens.
-
Re: Medieval mod IV v4 beta: Path to Glory
Well, it turned out I had a much older beta version than I thought (i.e. mm4_full files) so I just downloaded all the new graphics and texts and applied the manual fixes. When I loaded my old game, it didn't crash-- but I came to life as the Ronin faction. That was interesting for oh, about 2 turns. Oh well.
I have to say though-- the new faction shields are AWESOME!! I don't know who the hell did all of those but GOOD WORK! I started a game last night as the Scots, which is actually pretty boring (you never really fight the English, just move in after they depopulate to fight the French, and wait for their castles to fall, then wait to get Dockyards built...)-- today maybe I'll try out the Outremer states, just for a change of region.
DA
-
Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by Revenant
I have one issue concerning marriages.
In vanilla MTW and in every other mod I met, muslim (and probably pagan) heirs were automatically "married" as they came to age. And Muslim and Pagan factions were not "producing" princesses. Not so in MedMod4.
Heirs start without wife and, curiously, king produces princesses.
I always thought it was linked to faction culture and/or religion, but now I do not know.
For me, the arrangement of marriages was always the most frustrating aspect of the game. I want to concentrate on bulding infractructure, training of units and on fighting battles and not on "hunting" some suitable brides for princes. On harder settings, everybody rejects my proposals continuously.
So, does somebody know solution to this issue?
Regarding Marriage, the Hunt is on! It's an aspect of the game, an aspect of Medieval life. Really though, a great thing about the MedMod is that through the changes and improvements, many of the little things, the detail things are somewhat enhanced.
For example, if you take the time to work it and notice, Alliances work exceptionally well. Marriage was an integral part of arranging Alliances. It would be wise to utilize this feature in making and cementing Alliances.
In a general way, last night, I noticed that a Faction which allies with you can be more *trusted* if the Faction also accepts Marriage with you. If the Faction Allies, but refused to Marry, then I would think it less likely to be trusted---or, perhaps, the treacherous Genoans are just particularly suited to betrayal! ;)
The absolute key to marriage is the **Influence** level of your King. Low Influence and nobody wants to marry. High Influence and marriage becomes a lot easier. I've begun to note that 5 or more Influence is what it takes (at least for the MedMod, don't remember Vanilla).
Also, certain Factions are somewhat predisposed to marry and ally with one another, as long as your King has fair Influence (minimum 4 level). For example, as the Sicilians, I've noted that the Spanish are the best Faction for me to approach. I'd wager a 75% or better success rate.
The trick is in discovering *which* faction(s) is/are the one(s). :)
Certain Factions will find your Faction inherently socially beneath them. I believe this behaviour (and marriage in general) is coded to reflect the historic relations between the Factions. Some found others to be contemptable and below their station. It will be hard to marry into such factions---if your faction is viewed as low lifes! :)
Truly, though, you can ignore marriage, if you wish. Your King will always automatically be married, ultimately, thats the only thing you need. Alternately, I think you would be missing out on an interesting and useful aspect of the game.
Another thing about Marriage, marrying your Princesses to your Generals increases their Loyalty.
Marriage is a Strategic element.
So, in answer to you question: Increase the *Influence* of your King!
TS.
-
Re: Medieval mod IV v4 beta: Path to Glory
Regarding the Pope, I've always played on the default unit size.
The way I wrote the observation may not highlight the oddity:
1324: 1000 Florins
1325: 1000 Florins
1326: 1000 Florins
Three years in a row. In my experience, the Pope has never been so *succesively* generous. Certainly, not without some impetus. I did NOTHING!
1332: 1000 Florins
1336: 1000 Florins
This, as far as the Sicilians go, is unbalancing as they are already ridiculously RICH! (with the new makeup). 5000 free Florins and the game just started! Perhaps its a consequence of the High Era---someone else might know better.
---
Excepting the Cumins, I concur with Lord Ovatt's observations.
Taking Aragon is the key for the Portugese. If they do this, then they can quickly become extremely rich and powerful. I *believe* whomever takes Aragon, will become the Pennisula power, and easily move into Africa. Need to play thur this campaign and another to decide if they might be a potential Uber power.
Yes! Regarding the Venetians, they still have the capability of building Uber (troop) stacks; and, will build and spread their ships, but the fact that they are under constant *siege* in their home provinces, as well as that HRE province they take next door. The Venetians are in constant struggle for these three provinces. THIS keeps them in check!!! to great effect. No Uber ship Stacks!
Regarding Ship Stacks---At the Start I noted that the Genoans and one other faction (forget which) started with 2 or 3 ships in a stack. Previously, with Vanilla, and I believe with other MedMod versions, the AI would continue with the game and these ships would remain *stacked*.
With v4, the AI immediately *un-stacked* the ships and spread them out, in a STRING!, maximizing Trade potential.
To make the point, the AI, appears, to ONLY *Stack* its ships in times of War. I began to note, when I spotted a *stacked* stack, then that Faction is at war. Amazingly, and rightly, once the war is concluded, the AI will, then, *un-stack* its ships. Incredible!!
What more could one ask? This behaviour change alone makes the MedMod great.
Magnificient! WesW you have out did yourself!!
I wonder, has any other Modder solved this puzzle?
OK, enough with the gushing praise.... ;)
Also, the Byz do not appear to becoming an Uber faction, relatively (MedMod) normal Faction behaviour, inevitably they'll clash with the Venitians.
Oh! and even the Serbs(??)(red flag faction) appear to be surviving. Serbia starts out as Rebel, but was soon taken by the "Red Flag Faction", I presume they are Serbia (??). The nice thing is that neither, the Byz, Venetians, Hungarians, nor the Poles (or are they the Poles?) have powered their way into this province. This is good.
No Master Merchant/CTD issues so far, still early though. Not 1400 yet. Tic Toc, Tic, Toc.
----
Yes! Yes! Yes! Yes!
Not sure how much credit goes to Wes or anyone else, but BIG JOHN is the man!!!
F'ing great work! Great Work!
The Faction graphics are so BEAUTIFUL it gives me chills. Click the little hands and scroll thru a seemingly endless number of shields. All as pretty as Candy. Truly adds to the atmosphere. I don't know how well the other modders have did, but I' be surprised if anyone has done this well.
To everyone involved with v4, Bravo! and Thanks!.
Back to the Campaign....
-
Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by ToranagaSama
Not sure how much credit goes to Wes or anyone else, but BIG JOHN is the man!!!
F'ing great work! Great Work!
The Faction graphics are so BEAUTIFUL it gives me chills. Click the little hands and scroll thru a seemingly endless number of shields. All as pretty as Candy. Truly adds to the atmosphere. I don't know how well the other modders have did, but I' be surprised if anyone has done this well.
hey thanks a lot man! i worked pretty hard when i had the time to do so. Aenlic, Rankia and Mouzafphaerre helped me find some faction graphics.. um, the cumans (mostly) where done by VikingHorde (i'm pretty sure). other than that, i did the new graphics. unfortunately i haven't had any time to work on them lately. wes has some specific requests too, but i haven't had time to get to them (soon hopefully!). i haven't even had a chance to play the newest release yet. :bigcry:
-
Re: Medieval mod IV v4 beta: Path to Glory
Glad to hear that the crashes seem to be solved, or at least seem to be few and far between.
I was thinking last night that the problem may have been related to memory as much as anything, though there may still be other issues invloved. This is one of the frustrating aspects of modding, in that we can't see the core code.
Anyway, I noticed last night that the game had a tendency to load very slowly if I had another large program running at the same time, even if there was sufficient ram available. This could well make the game unstable in transition moments, such as entering or exiting the battle screen, or updating the strat map.
Back when I started expanding the game with version three there was definitely an increase in load time, and that has continued with the further expansions for version four, so I figure you need at least 256M of ram available for the system to remain stable. My system has 512M.
Ok, who wants to tell TS that he's been playing the Late era all this time? ~;)
Myself, I generally prefer the High era, but I hope to make all three diverse and interesting. I actually see the Late era as more of a conquest game, as opposed to the Early era when it's more about development and diplomacy. I guess I like the High era the best because you get a balance of the two.
Has anyone loaded up some custom battles so as to check out the units and see if they look right? Thanks for the Ghulam cav info. Like the Kats, the problem was that I didn't update the mod files, as opposed to the ones in my game. There is no way to use either the creation or modified date to see which ones should be included in the mod.
As for faction adjustments, about all I did for the Venetians was remove some of their starting ships and a few infantry units. I also deleted one or two Genoese ships, since all their ports occupy the same sea.
I started a few games as different factions to see how their starting unit production capabilities were, and made some major changes to a few of them. It's surprising to hear about the Portuguese success, since I forgot to give them hardly any starting production buildings (they had plenty of economic structures, though).
It's interesting how the Sicilians have gone from hanging on to rich with the switch from Provence to Sicily.
The Red faction TS referred to is the Bulgarians, I believe, since they always take Serbia in the games I have run.
As for faction behavior, we don't have access to that code, so I can't take a lot of credit for the Venetians' handling of their fleet. However, I did change their personality type, back in version one, I believe, in order to obtain just this type of result.
They were set as Traders, while the Danes were Naval Expansionists. Well, it turns out that the Expansionists tended to spread out their ships more, while the Traders tended to bunch their ships similar to the "war" behavior you described. It would be interesting to view the hard code to see if this was the result of a bug. Things just like this are frighteningly common when you start looking beneath the covers, as it were.
A tremendous amount of work and study has gone into the more subtle areas of the game, such as this, and I honestly don't think you get this in any of the other mods out there, or not nearly to the extent that you find in the Medmod.
The faction graphics are indeed first-rate, and all the credit goes to Big John for that. Not only for the new factions, but he has now re-worked all the original factions which had rather boring flags, like the Muslims and Byzantines. There are several factions which aren't in the Late era, or haven't been implemented yet, and what he has made for them is equally as good as what is already on display.
To see them all, you can go into the MTW\Battle\flags and open those up. These are tgas, so you can open them with most any graphics program.
Now that the crashes seem to be under control, and most all of the graphics implemented, I can turn my attention to Aenlic's and Belasario's work with the new names and heroes.
As for the princes and princesses, there is no way to mod the princes to be governors. As for princesses and marriage, that is apparently set by the availability of the princess "unit" in the units text. This first appeared as a bug when I first started developing v3, but upon discussion there was general agreement that it was a good change for the Muslim factions, so I left it in. Since the Muslim factions had children just as often as the Christian factions, having all males gave them big advantage, especially early in the game and especially in the earlier campaigns. Also, after the Battle of Manzikert, the Turkish sultan requested a Byzantine princess as part of the peace treaty, so there is historical evidence in that regard as well.
-
Re: Medieval mod IV v4 beta: Path to Glory
I noticed several bugs:
-There is not path form Rum to Edessa. I think It is not intentional, because there are data for crossing from Rum to Edessa in Startpos file. So I added Edessa for Rum borders line.
-I abandoned the province of Macedonia and was informed about two uprising there at the same time.The first was some sort of bandits (probably catholic) and second was peasant rebellion. I was surprised, because as I checked rebels, there were a unit of Futtuwas and unit of Orhodox Priest in the stack! I checked Priest in Units datafile, bud did not find any anomaly. I even changed his availability to several factions only (he was available to generic "Orthodox" before) and did some testing , bacause I have save position just before rebellion. He always appeared. The other unit changed, but the Priest was there. :dizzy2:
-Order ManAtArms do not have weapons and shields. It is because of missing files for them in: Medieval - Total War\Textures\Men\CUSTOM2 folder.
-
Re: Medieval mod IV v4 beta: Path to Glory
just a small note on attribution: neither the georgian nor vlach flags in battle\flags are mine. i'm not sure who did those.
-
Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by ToranagaSama
Regarding Marriage, the Hunt is on! It's an aspect of the game, an aspect of Medieval life. Really though, a great thing about the MedMod is that through the changes and improvements, many of the little things, the detail things are somewhat enhanced.
For example, if you take the time to work it and notice, Alliances work exceptionally well. Marriage was an integral part of arranging Alliances. It would be wise to utilize this feature in making and cementing Alliances.
In a general way, last night, I noticed that a Faction which allies with you can be more *trusted* if the Faction also accepts Marriage with you. If the Faction Allies, but refused to Marry, then I would think it less likely to be trusted---or, perhaps, the treacherous Genoans are just particularly suited to betrayal! ;)
The absolute key to marriage is the **Influence** level of your King. Low Influence and nobody wants to marry. High Influence and marriage becomes a lot easier. I've begun to note that 5 or more Influence is what it takes (at least for the MedMod, don't remember Vanilla).
Also, certain Factions are somewhat predisposed to marry and ally with one another, as long as your King has fair Influence (minimum 4 level). For example, as the Sicilians, I've noted that the Spanish are the best Faction for me to approach. I'd wager a 75% or better success rate.
The trick is in discovering *which* faction(s) is/are the one(s). :)
Certain Factions will find your Faction inherently socially beneath them. I believe this behaviour (and marriage in general) is coded to reflect the historic relations between the Factions. Some found others to be contemptable and below their station. It will be hard to marry into such factions---if your faction is viewed as low lifes! :)
Truly, though, you can ignore marriage, if you wish. Your King will always automatically be married, ultimately, thats the only thing you need. Alternately, I think you would be missing out on an interesting and useful aspect of the game.
Another thing about Marriage, marrying your Princesses to your Generals increases their Loyalty.
Marriage is a Strategic element.
So, in answer to you question: Increase the *Influence* of your King!
TS.
Influence of my King was 7 and nobody ever accepted my proposal for marriage. I played Ottomans... It has probably something with being muslim faction.
And my apology. Even in vanilla MTW, muslim princes are not automatically married once they come to age. They are automatically married if they become kings, of course.
-
Re: Medieval mod IV v4 beta: Path to Glory
Umm, I don't know if I did this totally wrong or what, but with the "Merchant" line changed to "LEV1_INCOME" instead of "TRADING_POST", the trading posts/merchant guilds in the game were definitely not producing any kind of income whatsoever.
When the line was changed back to "TRADING_POST", things functioned normally and they were no longer broken. Has anyone else noticed this? Or did I just do it wrong?
DA
-
Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Influence of my King was 7 and nobody ever accepted my proposal for marriage. I played Ottomans... It has probably something with being muslim faction.
Right. The behaviour is hard-coded. I don't recall specific language, but its stated in the Manual regarding the Christian/Muslim relationship.
During Medieval times, it was VERY rare to have cross-religious marriage. Marriage/Succession was viewed, culturally, somewhat differently. The game attempts to reflect those differences.
So, while there are Muslim *Princesses*, because of the hard-coding, it doesn't translate into equal *game* behaviour.
Rightly, there shouldn't be Muslim Princesses in the MedMod; but, it was a glitch that appeared in a previous version(s). Everyone seemed to like the idea (though flawed), and so it was not *corrected*.
I've never played an Islamic faction with the MedMod, so how severly this effects those factions is unknown to me. Just look at it as part of the challenge. :))
---
So, you weren't able to marry with other Muslim factions?
-
Re: Medieval mod IV v4 beta: Path to Glory
Don't change that line if you're playing with the latest update, Del Arroyo! That was only a temporary fix I discovered prior to this last update.
The version now available only needs one minor change. Go into the /campmap/startpos folder, open the beta_MM4.txt file, scroll down to the SetShieldImage lines and change FN_Spanish11 to FN_Spanish1
The merchant bug should be fixed. It apparently had something to do with the order that buildings appear in the build.txt file, and so is probably something hardcoded.
-
Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by WesW
Back when I started expanding the game with version three there was definitely an increase in load time, and that has continued with the further expansions for version four, so I figure you need at least 256M of ram available for the system to remain stable. My system has 512M.
May I know what causes such troubles?
I have 128 MB RAM and didn't have such problems with BKB supermod, even though it has more units and perhaps factions and provices completely rebuilt.
-
Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by Revenant
I noticed several bugs:
-There is not path form Rum to Edessa. I think It is not intentional, because there are data for crossing from Rum to Edessa in Startpos file. So I added Edessa for Rum borders line.
-I abandoned the province of Macedonia and was informed about two uprising there at the same time.The first was some sort of bandits (probably catholic) and second was peasant rebellion. I was surprised, because as I checked rebels, there were a unit of Futtuwas and unit of Orhodox Priest in the stack! I checked Priest in Units datafile, bud did not find any anomaly. I even changed his availability to several factions only (he was available to generic "Orthodox" before) and did some testing , bacause I have save position just before rebellion. He always appeared. The other unit changed, but the Priest was there. :dizzy2:
-Order ManAtArms do not have weapons and shields. It is because of missing files for them in: Medieval - Total War\Textures\Men\CUSTOM2 folder.
Thanks for the bug reports. I continue to find new and creative ways to produce bugs, all for your hunting pleasure! ~D
As for the rebellions, their hardcode must be buggy as hell. You come across all kinds of weird things with them.
I'm curious, though. Was the Priest part of a stack? If not, are you positive he wasn't an existing unit that the AI happened to produce there, or move to that province the same turn the rebellion occured? I've noticed that the AI seems to make a lot of agent-type units in provinces outside its homeland.
Quote:
"May I know what causes such troubles?
I have 128 MB RAM and didn't have such problems with BKB supermod, even though it has more units and perhaps factions and provices completely rebuilt."
Well, the main factor is probably the campaign text. I guess I place a lot more starting buildings, especially in the Late campaign. I checked, and the BKB early file has 4000 lines, while mine has 5600. This is compared with 3000 lines in the original file. There are similar differences in the Heroes text. We both maxed out the number of provinces, factions and units allowed per campaign.
Unless I have missed something, there haven't been any new crashes reported with the latest update, so there may well not be any added system requirements with this mod, now that the buildings are functioning properly.
-
Re: Medieval mod IV v4 beta: Path to Glory
No crashes yet. Looks pretty darn stable to me. Good job!
-
Re: Medieval mod IV v4 beta: Path to Glory
Crashes at the end of a turn, or after a battle, seem to be fixed in this latest version. However, I'm getting CTDs now while taking the strategic map turn itself, with no apparent triggers. :dizzy2: (this is playing as the Turks). I have 512MB of RAM. The new faction shields do look great though ~:cheers: .
-
Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by ToranagaSama
---
So, you weren't able to marry with other Muslim factions?
Yes, I was not. But, to be honest, I wiped out Mamluks early, so there were only Almohads. But they never gave their princess to me ~;)
I see one issue with this situation: There are only three muslim factions in the game and so the chance of marriages between them is quite small. The automatical married status of muslim King is helpful, but christian factions now have one advantage. Married relatives of the ruling King can have children too, even if they are not displayed. And If such relative becomes the King, they can begin with several children.
As muslim, only the King is producing Children.
-
Re: Medieval mod IV v4 beta: Path to Glory
Quote:
Originally Posted by WesW
Was the Priest part of a stack? If not, are you positive he wasn't an existing unit that the AI happened to produce there, or move to that province the same turn the rebellion occured? I've noticed that the AI seems to make a lot of agent-type units in provinces outside its homeland.
The Priest was part of the stack. A one-man unit with three stars ~D After I tried to fight with them, the game CTD (I tried to command the battle personally).
-
Re: Won't start
UPDATE: I've just installed an older version of the beta (one from several weeks ago, sorry don't know exactly when) over a fresh install of MTW:VI, patched 2.01. And it works fine. So it has to be the files I downloaded today that is causing the problems. :(
Hi guys,
Ok, this is weird. I was playing the beta 4 a few weeks ago but then stopped. Recently, I downloaded the beta again and installed it over a fresh install of MTW:VI, patched to 2.01
When I attempted to start the game, nothing happened. The program was not responding and CPU usage was at 100%. I thought that maybe it was a bad install so I uninstalled everything and started again.
To be on the safe side, I installed MTW:VI and patched it to 2.01 again. However, this time I started the game without installing the beta first. Everything was fine, and I could start and play a game of vanilla MTW.
I then installed the beta, and the same problem occurred.
I have attempted reinstalls several times but to no avail. Restarting also does not help.
The only change I have made to this computer since the last time I played this beta, and in fact the change was made today, was getting the latest drivers from ATI (5.8). However, as the problem only occurred after the install of the beta (as noted above), I do not think this is the problem.
I am running an Athlon XP @ 2GHz, 512 RAM, and ATI Radeon 9700 Pro. I don't think it's my computer either as I have played the previous 3.14 and an older version of beta 4 before.
My last option is to do a format, though obviously I am quite reluctant to do this.
Also, I am saddened with every letter I type in this post. (I love this mod, sad panda+++)
I hope this is a problem that can be fixed, or a problem that can be reproduced by someone else (no malice intended).
:(
-
Re: Medieval mod IV v4 beta: Path to Glory
Reconspy, Wes probably hasn't changed the new update to fix the problem he found, ie......
Quote:
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.
Hope this helps.
On another note, I'm currently running a campaign as the Teutonic Order. I should have chosen a faction that is included in the IAN code. The game has been going rather smoothly, with only one CTD, but that was major. In order to eliminate the CTD, I had to go back about 20 turns to keep the AI from repeating. CTD happened about 50 turns into game. I checked with all observable factions (a fortunate auto-save two turns before CTD), and eliminated all buildings and troops from all ques. It still crashed. The only unobservable factons still in the game were Bulgarians, Cumans, Lithuanians, Outremer, and of course, the Portuguese. I don't know what they were doing, but the CTD certainly wasn't caused by what one of the other factions was building. The only "incident" that was occuring in the turn right before the crash (crash occured as I hit end year) that was unusual was an Egyptian re-emergence in Edessa, Syria, and Arabia. Ok, all of the "new" troops were catapults, but that never caused a crash before. I also know it's not a memory problem with my machine. I have a gig of ram and 128 on my card. Everything runs well.
Also, Gotland is too small. I sent an emissary in and he took up position behind a princess. That was the last I ever saw of him, LOL. You can't remove him without moving the princess first.
-
Re: Medieval mod IV v4 beta: Path to Glory
One bug report and one balancig issue:
Bug: OutremerMenAtArms do not have weapon+shield animation (missing files).
Balancing: Two handed, armour cleaving line of western troops (gothic foot knights, Teutonic foot knights, Armoured huscarles..) are very inferior to similar sword+shield type troops (ordonnance men at arms, Ryzerz foot, etc. They always lose horribly in head to head fight with them.
I think they need better attack value. They are using their big weapons double handed and so their skill should not be decreased. Absence of shield and thus vulnerability to missiles+worse defence should compensate their armour piercing ability.
-
Re: Medieval mod IV v4 beta: Path to Glory
Edit: Ok, that fixed the problem. Cheers!
-
Re: Medieval mod IV v4 beta: Path to Glory
Wes, I had intended to request this of you earlier, I think it would be good to *number* or otherwise designate each uploaded ***Update***. If for no other reason than to ensure that EVERYONE is utilizing the SAME files.
As for CTDs, its year 1380 and no CTDs or stability issues whatsoever.
@Lord Ovaat,
Quote:
I also know it's not a memory problem with my machine. I have a gig of ram and 128 on my card. Everything runs well.
[OFF TOPIC]
Memory issues are not normally the consequence of the *amount* of RAM, but the Quality of the RAM itself. For example, in the lastest CTD issue, my system did not CTD, rather it entered into a seemingly endless *debugging* cycle.
My system was fully functional. I opened my browser, went online, did some other task I forget, and my housekeeping program (automatically) loaded and went about its business scanning my drives, and my system was stable. If I recall correctly, CPU utilization was *less* than normal when the MedMod is loaded, which is 50% (and that's with other software up and running).
From this I suggested that those systems that did crash, as a result of the same bug, entered the same debugging cycle, they either were overwhelmed in terms of system resources, and/or the Memory *Space* was overwritten.
Each of which will lead to a CTD or *Freeze. I noted this instance, was the first report of a *Freeze*. Resource crashes are a system quality issue, memory being overwritten (or other such anomalies) are a memory *quality* issue.
The quality of one's memory can be tested with the following programs:
Memtest86 Tried, True and the Original.
Memtest86+ an enhanced *mod* of the original.
Sorry, I can sometimes go into Anal mode regarding hardware issues ~:)
[ON TOPIC]
Quote:
Also, Gotland is too small. I sent an emissary in and he took up position behind a princess. That was the last I ever saw of him, LOL. You can't remove him without moving the princess first.
Ahhh, the vagaries of MTW.
I presumed you've tried *zooming* in as close as possible. If that doesn't work, then try opening the agent parchment (or whatever its called). Click the Icon with the "Dagger"; it opens a list of your Emmissaries, Princesses, and Spys, etc.
Click or maybe its double-click on each item and you will be transported to the province containing the Agent, and the Agent will be highlighted. Now that the emissary is highlighted, you s/b able to get him out with a bit of deft hand eye coordination. ;)
@WesW
Quote:
Ok, who wants to tell TS that he's been playing the Late era all this time?
I heard that!
BTW, Mr. Mad Modder, whennnnnnnn are we getting *Early*?! Hmmmm, or do I mean High? Why was I born so ~:confused: Just joking, LOL!
---
Ok, back to business:
I just took Thrace from my former ally, the Byz, who were besieging the Bulgarians. I had to lose a hundred men taking the castle, cause the Bulgarians had a SINGLE man holed up inside. Anyway....
After taking the Castle, I had [B]FOUR[/i] Offices to distribute. Is this correct so many offices?
Also, one of the offices was titled, "Grand Marshal of Sicily" (+2 command). Should that be Siciliy???? The others were,
"Govenor of Constantinople" (+2 acumen),
"Archbishop of Monreale" (+2 acumen), and
"Grand Marshal of the Treasury (+2 acumen)
---
Regarding ships:
Fire Galley: 30 Attack, 10 Defense, 2 Speed, Strength 0; Support 32
Fire Galley: 30 Attack, 20 Defense, 2 Speed, Strength 0; Support 40
Please note the differences in Defense Value and Support Cost.
They are the same ship type. The first is the ship farthest from Port. Ihave the screenshots. Please explain the differences. Thank you.
Also, from the Build Parchment:
Fire Galley: 30, 20, 2, 0; 20
Gun Galley: 40, 30, 1, 0; 13
Please, are the *relative* support costs, correct? Not only is the Gun Galley superior offensively and defensively, but it is a deep water vessel. Shouldn't the support be reversed??
---
BTW, I received another 1000 Florins from the Pope in 1348. Nothing since. Am I the only one to find the frequency of the Pope's offerings strange?
I noted a couple of other minor errors, but was too involved in the campaign to alt-tab. I'll get them next time.
-
Re: Medieval mod IV v4 beta: Path to Glory
Sorry about causing you trouble due to the Spanish 11 bug. If an update ever fails to load, post in the thread and wait for a reply before you take any drastic action, especially since this is a beta. It's also always a good idea to read through those posts of mine that you may have missed, since they contain all kinds of info.
I'll go ahead and start numbering the updates from now on.
I wonder if rebellions are causing the remaining CTD's. I re-worked the rebellion mixes for the last big update two weeks, and I guess there is a chance I could have messed up something, though explaining sights like a Bishop in a rebellion stack is beyond me.
TS, try using a spy to open the castle gates when there is only one man left, or an assassin to kill him.
Faction Offices are named by faction, regardless of where the buildings are located or if you originally built them.
I didn't realize that ship stats varied so much. I hadn't looked at them in forever. I went in and made them all about equal within a given age, except for the Carrack, which is slightly more powerful, and expensive, than the other Late ships.
I looked at the heavy infantry, and I can't see where the units with shields would have a big advantage over those who don't. The factors get complicated, but I spent a lot of time on the stats back when I was at the height of my knowledge, so I feel good about them.
I'll try and get another update posted this weekend to get rid of the bug, though there haven't been any big changes. I have been getting caught up on emails and tracking down various bugs. I just finished going through all the units in custom battles, and found several more graphics bugs. Surely all of those have been found, unless it's another matter of missing mods files.
I still haven't implemented the new heroes and names from Aenlic and Belasarius.
A couple of items have been brought to my attention by Big John and Revenant, respectvely, which I think everyone can participate in.
The first regards the Russians. Reading their history, Muscovy didn't become important until it through off the Mongol yoke, which wasn't fully accomplished until the end of the Late era.
I had already decided to leave the Novgorods in the High era, instead of the Russians, and the question now is whether this should continue for the Late era as well.
The other item regards Glorious Achievements and the conquest reward for conquering provinces. In my games, expansion seems harder for the larger factions than for the smaller, at least at the start of the game. And, even if you start out small, after you have conquered and built up a few provinces who have become a large faction, so I wonder if the multiplier should be different for various factions, and why.
Finally, I got around to covering the Main Hall last night, for the first time in a couple of weeks, and found the latest thread about who has the best mod. I did a triple-take when I read the guy who said the Medmod actually reduced re-playability, though TS and Del Arroyo were there to defend my honor. Based upon that guy's second post, I think TS was dead-on that he just had a bad case of sour grapes due to getting his butt kicked by the mod.
In recognition of his defense, I hereby grant TS the right to the title of Medmod Standardbearer, or similar such title that he may find appropriate, should he deign to accept the honor.
As far as the other campaigns, I want to wait until we have finished debugging this one before taking those on. Once everything is made and debugged, I hope it won't take a lot of effort to get them out. Putting them out now would cause all kinds of extra confusion with bug reports and balancing issues, and end up delaying the eventual release.
-
Re: Medieval mod IV v4 beta: Path to Glory
On the issue of the Russians/Novgorods, etc.
Muscovy was essentially a little known backwater until after the defeat of the Horde.
In the early era, the Novgorods waffled back and forth between a principality of the grand princes of Kiev and a fully autonomous republic with the princes being only figureheads and the posadniks elected by the veche having the real power. During that period, while the city of Novgorod was itself rather rich, the true power was still with the Kievans, after Oleg moved the Rus capital from Novgorod to Kiev around 900 or so. The principality of Novgorod was usually assigned to the heir of the Prince of Kiev, up until the city itself (not really the province) seceded in 1136 and declared themselves the Republic of Novgorod. Even after the capital of the Kievan Rus was moved to Vladimir, Kiev was still essentially the seat of power for all of the Kievan princes of the various areas, except for the city of Novgorod itself until the Mongol invasion. Many of the grand princes of Kiev actually ruled from their own provinces, like Vladimir Monomakh from Rostov-Suzdal, or Vsevolod III from the city of Vladimir itself in Suzdal. I still maintain that the only reason CA went with Novgorod instead of Kiev/Russians was that it was the only province to escape Mongol rule.
That said, during the period of Mongol rule, Novgorod was the only Rus province independent of the Mongols. So it would make sense, from that standpoint to include the Novgorods in the late era. It wasn't until about midway in the MTW late era that Novgorod's dependence on Muscovy for grain led to its slow downfall and absorption into greater Muscovy. Even then, Novogorod retained a lot of independence and courted the Lithuanians. It wasn't until Ivan the Terrible that the republic finally ended in the 1470's.