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  1. #1

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    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.

  2. #2
    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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  3. #3
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Redux: Debug-Area...

    OK, I've had a look at the rebel name list in DEFAULT_HEROES.TXT, and although I found a few that needed swapping around because you've re-assigned provinces on the new map, I couldn't find any reason for an apparently Portuguese name to crop up in Tripoli (and I do mean Tripoli, not Tripolitania). Wish I had a save game that turn now....

    Anyway, I've done a new SET REBELS section, with the following changes:

    • Frisia - Frisian/Dutch
    • Suzdal - Russian
    • Tripolitania - Egyptian
    • Edessa - Turkish
    • Sivas - Turkish
    • Cilica - Turkish
    • West Africa - Almohad
    • Cordoba - Almohad
    • Flanders - Dutch/Dutch


    Here's the new section:

    Spoiler Alert, click show to read: 
    Code:
    SET_REBELS::	ID_SCOTLAND		14	13
    SET_REBELS::	ID_NORTH_UMBRIA		1	1
    SET_REBELS::	ID_MERCIA		1	1
    SET_REBELS::	ID_WALES		15	14
    SET_REBELS::	ID_WESSEX		1	1
    SET_REBELS::	ID_IRELAND		14	13
    SET_REBELS::	ID_NORWAY		2	2
    SET_REBELS::	ID_SWEDEN		2	2
    SET_REBELS:: 	ID_DENMARK		2	2 
    SET_REBELS::	ID_FINLAND		2	2
    SET_REBELS::	ID_NOVGOROD		12	11
    SET_REBELS::	ID_MUSCOVY		12	11
    SET_REBELS::	ID_LIVONIA		12	11
    SET_REBELS::	ID_SMOLENSK		12	11
    SET_REBELS::	ID_RYAZAN		12	11
    SET_REBELS::	ID_CHERNIGOV		12	11
    SET_REBELS::	ID_LITHUANIA		12	11
    SET_REBELS::	ID_PEREYASLAVL		18	16
    SET_REBELS::	ID_VOLGA_BULGARIA	18	16
    SET_REBELS::	ID_KHAZAR		18	16
    SET_REBELS::	ID_KIEV			18	16
    SET_REBELS::	ID_CRIMEA		18	16
    SET_REBELS::	ID_VOLHYNIA		11	10
    SET_REBELS::	ID_PRUSSIA		16	12
    SET_REBELS::	ID_MOLDAVIA		17	15
    SET_REBELS::	ID_CARPATHIA		17	15
    SET_REBELS::	ID_WALLACHIA		17	15
    SET_REBELS::	ID_BULGARIA		18	16
    SET_REBELS::	ID_HUNGARY		17	15
    SET_REBELS::	ID_POLAND		11	10
    SET_REBELS::	ID_POMERANIA		16	12
    SET_REBELS::	ID_BRANDENBURG		16	12
    SET_REBELS::	ID_SILESIA		16	12
    SET_REBELS::	ID_BOHEMIA		11	10
    SET_REBELS::	ID_SAXONY		16	12
    SET_REBELS::	ID_FREISLAND		20	17
    SET_REBELS::	ID_FLANDERS		20	17
    SET_REBELS::	ID_NORMANDY		5	4
    SET_REBELS::	ID_BRITTANY		5	4
    SET_REBELS::	ID_FRANCONIA		16	12
    SET_REBELS::	ID_LORRAINE		5	4
    SET_REBELS::	ID_CHAMPAGNE		5	4
    SET_REBELS::	ID_ILE_DE_FRANCE	5	4
    SET_REBELS::	ID_ANJOU		5	4
    SET_REBELS::	ID_AQUITAINE		5	4
    SET_REBELS::	ID_TOULOUSE		5	4
    SET_REBELS::	ID_PROVENCE		5	4
    SET_REBELS::	ID_BURGUNDY		5	4
    SET_REBELS::	ID_SWABIA		16	12
    SET_REBELS::	ID_BAVARIA		16	12
    SET_REBELS::	ID_SWITZERLAND		19	17
    SET_REBELS::	ID_TYROLIA		16	12
    SET_REBELS::	ID_AUSTRIA		16	12
    SET_REBELS::	ID_CROATIA		6	5
    SET_REBELS::	ID_SERBIA		6	5
    SET_REBELS::	ID_GREECE		6	5
    SET_REBELS::	ID_CONSTANTINOPLE	6	5
    SET_REBELS::	ID_CRETE		6	5
    SET_REBELS::	ID_RHODES		10	9
    SET_REBELS::	ID_GEORGIA		18	16
    SET_REBELS::	ID_ARMENIA		18	16
    SET_REBELS::	ID_RUM			10	9
    SET_REBELS::	ID_LESSER_ARMENIA	10	9
    SET_REBELS::	ID_EDESSA		8	7
    SET_REBELS::	ID_TREBIZOND		6	5
    SET_REBELS::	ID_NICAEA		6	5
    SET_REBELS::	ID_ANATOLIA		6	5
    SET_REBELS::	ID_CYPRUS		6	5
    SET_REBELS::	ID_ANTIOCH		10	9
    SET_REBELS::	ID_SYRIA		10	9
    SET_REBELS::	ID_TRIPOLI		10	9
    SET_REBELS::	ID_JERUSALEM		9	8
    SET_REBELS::	ID_ARABIA		9	8
    SET_REBELS::	ID_SINAI		9	8
    SET_REBELS::	ID_EGYPT		9	8
    SET_REBELS::	ID_LIBYA		8	7
    SET_REBELS::	ID_AFRICA		9	8
    SET_REBELS::	ID_TUNISIA		8	7
    SET_REBELS::	ID_ALGERIA		8	7
    SET_REBELS::	ID_MOROCCO		8	7
    SET_REBELS::	ID_GRANADA		8	7
    SET_REBELS::	ID_CORDOBA		8	7
    SET_REBELS::	ID_PORTUGAL		7	6
    SET_REBELS::	ID_LEON			7	6
    SET_REBELS::	ID_CASTILE		7	6
    SET_REBELS::	ID_VALENCIA		7	6
    SET_REBELS::	ID_NAVARRE		7	6
    SET_REBELS::	ID_ARAGON		7	6
    SET_REBELS::	ID_CORSICA		3	3
    SET_REBELS::	ID_SARDINIA		3	3
    SET_REBELS::	ID_GENOA		3	3
    SET_REBELS::	ID_MILAN		3	3
    SET_REBELS::	ID_VENICE		3	3
    SET_REBELS::	ID_TUSCANY		3	3
    SET_REBELS::	ID_PAPAL_STATES		3	3
    SET_REBELS::	ID_ROME			3	3
    SET_REBELS::	ID_NAPLES		3	3
    SET_REBELS::	ID_MALTA		9	8
    SET_REBELS::	ID_SICILY		3	3




    Whilst we're in DEFAULT_HEROES.TXT, there's something that I would strongly recommend you change, as in 'I can't believe it hasn't already caused major problems':

    Code:
    FAMOUS_HEROES::	FN_ALMOHAD 5																		
    //hero: Name, Surname	...................
    "Hero",	"Blank",	1370,	9,	9,	9,	9,	9,	no_v,	 GENERAL,	ID_LIMBO,	-1	//Blank hero slot:.......
    The problem being: FAMOUS_HEROES:: FN_ALMOHAD 5 when you only have one hero listed - that '5' should be a '1' to match the number of hero slots listed. Obviously this applies to all the other factions with spare hero slots. This sort of thing would normally cause the dreaded 'no names' error (though that's more often seen when it's the famous kings who have been misnumbered). As I said, I can't see why it hasn't caused the usual problem, but it might be the birth date after the game's end date, but that's just speculation at this stage.

    Obviously, everything here applies to the VI 2.01 version, I can't comment on the 1.1 version
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  4. #4

    Default Re: Redux: Debug-Area...

    Mac, I will certainly try to put your work and efforts here to good use. This in future releases of Redux. I will also expand your (already promised) credits beyond the basic level of "bughunter" in future credits. You have earned it. The work done here is much appreciated, and you should have zero doubt about that.

    I also want to apologize for not having responded to your posts earlier here. It has nothing to do with you in any way and ALL to do with me not being active at da Org, for multiple months (since January or some such). This for various unrelated reasons.

    - A
    Last edited by Axalon; 10-16-2018 at 20:30.

  5. #5

    Default Re: Redux: Debug-Area...

    Folks, I have created a new hotfix for RXB1007 - this one deals with two problems I found.

    1. It improves camp-map AI-performance in general.
    2. It corrects various errors on costs for several buildings/tech.

    Both previous hotfixes 1 and 2, are also included for good measure and player-convenience. I have
    attached the hotfix3 to this very post. Download and apply it for a better game-experience today!

    - A
    Attached Files Attached Files

  6. #6
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Redux: Debug-Area...

    Hi Axalon,

    Hope you're faring well in these trying times.

    I almost hesitate to post this as a bug, it's more of an oddity. So, can you see what's wrong with this picture?

    Click image for larger version. 

Name:	redux_sea_border.jpg 
Views:	191 
Size:	91.9 KB 
ID:	23929

    Yep, even though the rebels have blocked the only sea region that borders on to Flanders, I'm still able to launch a sea invasion! For the record, I'm pretty sure I'm on the latest version, VI install.

    I took a peek at the startpos and everything seems to be defined correctly. The region (renamed from Friesland) only has the one neighbouring sea region defined, and the border info matches it correctly. So this shouldn't be possible. I haven't spent a huge amount of time ferreting through the files, as I was half expecting to see another sea region defined as a neighbour, but that's not so. The only query in my mind is I spot you've sometimes got Freisland and sometimes Friesland, but at a quick glance I think that's all squared up in the names.txt translations. As I said, bit of an oddity.

    Cheers for now.
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  7. #7

    Default Re: Redux: Debug-Area...

    Hello Mac and thanks for reporting this in… In short, it’s a bug and I have confirmed it. Flanders should not be accessible from the English Chanel sea-area in Redux. Furthermore, this is VI/2.01-specific/exclusive and I will fix it in future releases of the Redux beta.

    This is yet another reason for me to credit you as a bug-hunter in future releases of the Redux beta, btw...

    - A

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