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  1. #1
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Settlers don't appear and two other things

    Last things it was doing before the crash:

    Code:
    14:52:57.965 [game.script.trigger] [trace] Trigger <general_gains_command_experience_from_battle> fired
    14:52:57.965 [game.script.trigger] [trace] Trigger <AH06b_Battle_Victory_Huge> fired
    14:52:57.965 [system.io] [info] exists: missing mods/ebii/data/ui/generic/eventpics/vnv_traitchange.tga
    14:52:57.978 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/eventpics/vnv_traitchange.tga (from: D:\eb2)
    14:52:57.978 [system.io] [info] exists: missing mods/ebii/data/ui/cul_3/eventpics/vnv_traitchange.tga.dds
    14:52:57.978 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/eventpics/vnv_traitchange.tga (from: D:\eb2)
    14:52:57.978 [system.io] [trace] file open,,204CB6C0,169484
    14:52:57.978 [system.io] [info] open:   found mods/ebii/data/ui/cul_3/eventpics/vnv_traitchange.tga (from: D:\eb2)
    14:52:57.978 [game.script.trigger] [trace] Trigger <Standard_Battle_Crushing_Victory> fired
    14:52:57.978 [game.script.trigger] [trace] Trigger <Standard_Battle_Attacker_Hard> fired
    14:52:57.978 [game.script.trigger] [trace] Trigger <EB_02_Win_Adds_to_Cumulative_Wins> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <High_BattlePoints_Above_Avg_Energy> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <Initial_Star_High_BattlePoints_Above_Average_Energy> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <BecomesBetterTactician_High_Int> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <BecomesBetterLeader_Avg_Cha> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <GoodTactician_Incremented_good> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <GoodLeader_Incremented_good> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <heroicvictory_known> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <heroicvictory_brave> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <Infantry_Commander_Victory_good> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <Attacker_Victory_good> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <BattleOthersVirtue> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <Warmonger_Bonus1> fired
    14:52:57.980 [system.rpt] [error] Unspecified error. Please compress your error log in a zip format and upload it on the EBII technical help forum.
    Looks like a normal run of triggers, not sure why it's crashed.

    Are you using Large Address Aware? That solves most people's memory-related crashes.
    Last edited by QuintusSertorius; 02-27-2017 at 09:41.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  2. #2
    Member Member Lysandros's Avatar
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    Default Re: Settlers don't appear and two other things

    I have used a 4 GB patch (by NTCore) on the .exe, or do you mean something different?
    By the way, I finally got settlers, but they came on turn 33, so I wonder if you have halved the rate at which they are generated?
    "Nous laisserons ce monde-ci aussi sot et aussi méchant que nous l'avons trouvé en y arrivant."

  3. #3
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Settlers don't appear and two other things

    Quote Originally Posted by Lysandros View Post
    I have used a 4 GB patch (by NTCore) on the .exe, or do you mean something different?
    By the way, I finally got settlers, but they came on turn 33, so I wonder if you have halved the rate at which they are generated?
    All those compiler flags work the same way, so that should have sorted your stability issues.

    There's been absolutely no change to the colonisation scripts. Did you have a crash on turn 16 that might have interrupted it?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  4. #4
    Member Member Lysandros's Avatar
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    Default Re: Settlers don't appear and two other things

    As far as I remember, no, not on turn 16, but the game has crashed a few times clearly due to memory leak bug. In my current third campaign I had that Ankyra battle issue on turn 4 or so - after reloading the save I auto-won the battle per console.

    This is also now my third clean installation of the mod (I even downloaded the patch and animations file anew) and apart from memory leak bugs and that battle crash, it's been stable so far. In all my three games however there had been no colonists on turn 17. I quit the first and second game on turn 20-21 because of that, but then continued the third up to turn 39 at the moment.

    As I always spended the initial settlers on building settler towns in Antiocheia, I also wondered if building them in the very same town the metropolis is in could have had that effect, but this is purely guessing. It just seems non-coincidental to me when settlers arrive precisely after the double amount of time as expected.
    Last edited by Lysandros; 02-27-2017 at 17:38.
    "Nous laisserons ce monde-ci aussi sot et aussi méchant que nous l'avons trouvé en y arrivant."

  5. #5
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Settlers don't appear and two other things

    Where you build them has no effect at all, the only thing the script is doing is tracking the creation and expenditure of those "colony points".
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  6. #6
    Member Member Lysandros's Avatar
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    Default Re: Settlers don't appear and two other things

    Yes, I thought that to be true, I'm just not familiar with the last mod version yet.

    I now got settlers on turn 49. So apart from the missing settlers on turn 17 in three different campaigns everything seems fine again (got settlers on turn 1, 1+16=17 missing, 1+16+16=33 and 1+16+16+16=49).

    By the way, battle AI seems quite good on hard/hard setting. Holding a wooden wall city with just a few phalangites and some other troops used to be an easy win, but I had one of the most intense battles yesterday defending Antiocheia Margianes - casualty percentage was 96 % (me) to 98 % (Parthian attackers).
    Last edited by Lysandros; 02-28-2017 at 18:59.
    "Nous laisserons ce monde-ci aussi sot et aussi méchant que nous l'avons trouvé en y arrivant."

  7. #7
    Member Member Lysandros's Avatar
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    Default Re: Settlers don't appear and two other things

    Another bug I found: traits like "indifferent builder" and "censured formered ergepistates" result actually in a reduced building cost, not an increase. Guess this already has been reported.
    "Nous laisserons ce monde-ci aussi sot et aussi méchant que nous l'avons trouvé en y arrivant."

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