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  1. #1

    Default Re: Redux: Debug-Area...

    Over at the TWC William reported...

    Quote Originally Posted by William the Silent
    Serbia has no armourer.
    Confirmed... Thus, noted and logged... And it has no metalsmith either... This bug/error is present in ANY version of Redux. For his find, William will (also) be included in the credits of Redux (as of the next major release), as
    a Redux betas bughunter... Well done.

    ***

    I created a Hotfix2 for this bug, and it is attached and available below... Unfortunately,
    it will require you to start a completely new campaign in order for the fix to go active.


    - A
    Attached Files Attached Files

  2. #2

    Default Re: Redux: Debug-Area...

    Btw. I had that CTD on the right-click again with my new english campaign.
    I had saved it during about 100 turns, but always went to "resume game" after I saved it.
    I don't know if that counts as starting a saved game.
    Just to let you know.

    I play the Supreme Campaign on standard. Some observations:
    The other factions develop very slow. Maybe I should go the highest level.
    Portugal had turned into rebel faction and was just producing ships. There was already a full stack in front of Portugal with 5 stars plus a new one with six ships when I started noticing. I took Portugal for a few turns and destroyed the shipyard to stop it, but I don't know how far they would go in building fleets otherwise. That's hard to beat: a full 5-star stack.

  3. #3

    Default Re: Redux: Debug-Area...

    Sadly I got CTD in the "taking moves phase" from my new supreme-veteran campaign in turn 793.
    I had made saves in between but never quit the game.
    Reloading in an earlier save resulted in the same outcome.
    I saved the "save".
    Only moves that I made was attacking pirates.

    The English 793.zip
    Last edited by William the Silent; 12-23-2017 at 00:49.

  4. #4
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Redux: Debug-Area...

    Hi again,

    I finished my English campaign, fixed the portraits (yes, I had omitted deleting the old folder during install ) and have done a Russian campaign and am now giving the Saracens a whirl.

    A couple of observations which may or may not be pertinent here:

    • Armour & weapon upgrades +2 and +3 both have the same icon (silver), so it's hard to distinguish the troops at these levels
    • Rebels in Tripoli seem to have Portuguese names


    Would it be much of a job to re-instate boiling oil as per the VI original? I've never messed with this end of things, so I'm not sure what it would entail. I'm afraid I have the opposite preferences - I do like it, and find castles are way too easy to assault now (especially with souped-up longbow stats out-ranging the artillery).
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  5. #5

    Default Re: Redux: Debug-Area...

    Hello again everyone...

    Quote Originally Posted by William the Silent View Post
    Btw. I had that CTD on the right-click again with my new english campaign.
    I had saved it during about 100 turns, but always went to "resume game" after I saved it.
    I don't know if that counts as starting a saved game.
    Just to let you know.
    There are a few things that you need to get straight here...

    First, it is the MTW-game/engine itself that generates anomalies - NOT the act of saving (or Redux for that matter). Saving only means that the anomaly/error is "imprinted" on the save and then is more or less made permanent - unlikely to disappear after that point. Essentially it is made permanent because of the save.

    Second, if you want to avoid such anomalies you have too save often, preferably at the very beginning of each turn - before you do anything.

    Third, playing plenty of turns without re-starting (the game) or re-loading (a healthy save) is virtually begging for anomalies/errors to happen - which are generated by the game itself. The more you play and do stuff on the map, the greater the chance of anomalies and errors happening basically. It is that way because CA did a poor job when they crafted the game-engine in the first place, and they didn't clean up their code, designs and did too little "Quality Assurance" - as a result we (who use that engine) constantly get various kinds of anomalies and weirdness - that should not be there in the first place. It is possible, that if MTW is modded that such anomalies get "extra visible" even though the mod itself is not generating any errors as such. It is possible, but I do no know that for sure. If true, it probably would include Redux as well.

    Quote Originally Posted by William the Silent View Post
    I play the Supreme Campaign on standard. Some observations:
    The other factions develop very slow. Maybe I should go the highest level.
    Portugal had turned into rebel faction and was just producing ships. There was already a full stack in front of Portugal with 5 stars plus a new one with six ships when I started noticing. I took Portugal for a few turns and destroyed the shipyard to stop it, but I don't know how far they would go in building fleets otherwise. That's hard to beat: a full 5-star stack.
    Again, there are some aspects that you should fully understand...

    First, the slow development - while still fully possible - is actively forced thru/encouraged due to you playing on max (or possibly large) size-settings which do slow down the development of AI-factions - as troops are more expensive to get, AND take longer time to produce. As simple as that. A human player will always handle that circumstance better then any AI - no matter what. If you actually want better AI-development and tougher resistance you should go down to "default"-size settings, as that is what Redux is designed for. Ergo, that will always provide a better performing AI compared to max size. Battles will also be harder to fight and the overall challenge will increase (as a result).

    Secondly, while the are little doubt that such a rebel-armada will cause lot of problems, it is there because the designs encourage the rebel-AI (in general) to be active on the seas as well as land. Which what that very stack is a result of, it would not be there otherwise. As for the five stars, such a ship can only show up if it has fought a lot of previous battles - and that before it ended up leading that stack (no rebel ship has ever started with 5 stars).

    BTW, you did the exact right thing, captured Portugal and shut down that pirate-spawning port. I would have done the same thing myself...

    Quote Originally Posted by William the Silent View Post
    Sadly I got CTD in the "taking moves phase" from my new supreme-veteran campaign in turn 793.
    I had made saves in between but never quit the game.
    Reloading in an earlier save resulted in the same outcome.
    Again, see previous reply above.

    Quote Originally Posted by William the Silent View Post
    I saved the "save".
    I have examined that save and it seems to be an engine-freeze - due to some damn rebel-stacks in Venice. Rebels are often involved in screwing up the game somehow or generating freezes. Anyhow, I have (luckily) fixed it - using some secret magic - so that you can continue your game at turn 794. It should work know.

    - A
    Attached Files Attached Files
    Last edited by Axalon; 12-31-2017 at 16:23. Reason: details..

  6. #6

    Default

    Hi Mac...

    Quote Originally Posted by macsen rufus View Post
    I finished my English campaign, fixed the portraits (yes, I had omitted deleting the old folder during install ) and have done a Russian campaign and am now giving the Saracens a whirl.
    Maybe you should try the Norse next? Poland and Spain are typically the toughest factions to play in Redux...

    Quote Originally Posted by macsen rufus View Post
    Armour & weapon upgrades +2 and +3 both have the same icon (silver), so it's hard to distinguish the troops at these levels
    No they don't... Its just that you are not accustomed to it...

    Look closer... Its dark iron (level 1), grey silver (level 2) and bright/white silver (level 3). Anyhow, yes it is "harder" (but not impossible) to determine "excellent" from "extra excellent" essentially - especially if we look from afar. The RX-designs certainly reflects that somewhat, unlike the candy-like stuff in raw MTW. Besides, you always have the option to revert to that, or you could use the "blue silver" of level4, for level 3 or something... You are a modder, you know how to make it happen. The GFX is already done, you just need to shuffle it around some.

    Quote Originally Posted by macsen rufus View Post
    Rebels in Tripoli seem to have Portuguese names
    Its an (old & known) V.1.1-engine problem that (via the files) carried over to the V.2.01 as well. The names attached to Portugal (as a faction) and Tripolitania (old Malta) are screwed up. I suspect that it is actually possible to fix in that in the V.2.01 version - although I have never examined or explored that any closer. The VI/V.2.01 never was my primary engine, but it is yours. I am open for any suggestions you might have or better still you fix it - as you are better on that engine then I am - that would be my honest guess anyways.

    Quote Originally Posted by macsen rufus View Post
    Would it be much of a job to re-instate boiling oil as per the VI original? I've never messed with this end of things, so I'm not sure what it would entail. I'm afraid I have the opposite preferences - I do like it, ...
    Nah, its quite possible to do... I just don't remember the details... I'll give you a hint and you can probably take it from there - check inside "models"-folder. Once inside that, look for "Islamic" and "Western European". In both cases look for "gate"-folder. You need to change or add some line in there. That is all I remember at this point. (By all means post again, if you have problems on this stuff somehow).

    Quote Originally Posted by macsen rufus View Post
    ... and find castles are way too easy to assault now (especially with souped-up longbow stats out-ranging the artillery).
    Obviously it all depends on the troops and circumstances for that assault. With enough serious and capable troops, and enough fortunate circumstances during to the given assault in question - any castle will fall. This, regardless of any lowbowmen or not.

    Personally, I always felt that the fate of a province is already determined in battle prior to any withdrawal to any keep/castle/citadel. Besides, longbowmen are only available to the English anyways, so that unit is hardly a problem (for you) if you play any other faction, right?

    - A
    Last edited by Axalon; 12-31-2017 at 18:06.

  7. #7
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Redux: Debug-Area...

    Hi Axalon,

    Thanks for the reply and Happy New Year, of course.

    Quote Originally Posted by Axalon View Post
    Hi Mac...



    Maybe you should try the Norse next? Poland and Spain are typically the toughest factions to play in Redux...
    I was planning on the Norse next - I like to try all the different ciltures for my first few - done catholic, orthodox and muslim so far, so it has to be a pagan faction next


    No they don't... Its just that you are not accustomed to it...

    Look closer... Its dark iron (level 1), grey silver (level 2) and bright/white silver (level 3). Anyhow, yes it is "harder" (but not impossible) to determine "excellent" from "extra excellent" essentially - especially if we look from afar. The RX-designs certainly reflects that somewhat, unlike the candy-like stuff in raw MTW. Besides, you always have the option to revert to that, or you could use the "blue silver" of level4, for level 3 or something... You are a modder, you know how to make it happen. The GFX is already done, you just need to shuffle it around some.
    Yeah, I have reverted to the original - I can see the difference in ReadBIF, but in-game it's just too subtle for my eyes these days.

    Its an (old & known) V.1.1-engine problem that (via the files) carried over to the V.2.01 as well. The names attached to Portugal (as a faction) and Tripolitania (old Malta) are screwed up. I suspect that it is actually possible to fix in that in the V.2.01 version - although I have never examined or explored that any closer. The VI/V.2.01 never was my primary engine, but it is yours. I am open for any suggestions you might have or better still you fix it - as you are better on that engine then I am - that would be my honest guess anyways.
    Yeah, it's easily fixed in VI 2.01, there is an entry for every province to define rebel names. I'd be happy to run through it and let you have something to insert for that version


    Nah, its quite possible to do... I just don't remember the details... I'll give you a hint and you can probably take it from there - check inside "models"-folder. Once inside that, look for "Islamic" and "Western European". In both cases look for "gate"-folder. You need to change or add some line in there. That is all I remember at this point. (By all means post again, if you have problems on this stuff somehow).
    OK, I'll take a look there, I'm sure I'll figure it out.

    One other observation: every time I invade Sicily by sea I get the default battle map. I haven't checked the startpos but this usually happens because the declared border type does not correspond to an existing battle map.

    (Sicily keeps changing hands in my Saracen campaign - my empire has too many borders and not enough ships I had to pick a war with the Moors, and that was the signal for the Byz to lay into me from the other end. It's been a bit difficult to afford ships, and the AI seems able to sink four of my galleys with a single tradegalley of its own.... Anyway, I have taken Constantinople, so the cash is flowing much better and I can afford to throw plenty of wood into the sea now.)
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