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Thread: The Bug Fixes Thread!

  1. #31
    Senior Member Senior Member Carl's Avatar
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    Default Re: The Bug Fixes Thread!

    Combined Fix for the Pikes/Sheilds/2-Handers:

    Version 1.1

    All Furthar infromation on this BugFixer is here
    Last edited by Carl; 01-22-2007 at 23:09.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  2. #32
    Masticator of Oreos Member Foz's Avatar
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    Default Re: The Bug Fixes Thread!

    Bug: Antitraits do not work correctly. This is most prominently seen in agents losing all skill points during a failure (their whole GoodAgent trait line vanishes b/c of the one BadAgent point), but it in fact affects every single antitrait in the game. They are supposed to only cancel an equal number of points from each antitrait not all of the points.

    Fix: I managed to work out a fix using only triggers to simulate the way antitraits are supposed to work. It's not a very user-friendly thing to explain, but suffice it to say that I setup triggers to check pretty much all the time to see if a trait and antitrait both have points, and to cancel them from each other if they do. It bloats the file a lot, but doesn't affect game performance in any noticeable way. The link is in my sig for all who are interested.


    See my Sig+ below! (Don't see it? Get info here)

  3. #33

    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by FactionHeir
    Those fixes would be nice if you actually detailed which file these are in. Otherwise I take it you only meant them as suggestions but don't actually know how to do it.
    sorry - didn't see this

    to change the recruitment slots...
    1. go to: export_descr_buildings.txt (in your data folder)
    2. scroll down slightly until you see the "fortress" building heading
    3. after the long list of troops it makes available you should see:
    Code:
                    wall_level 3
                    tower_level 1
                    gate_strength 2
                    law_bonus bonus 4
                    recruitment_slots 3
    4. change that last line from 3 to 4
    5. do the same thing for citadels, except make the change to 5

    ----
    as for the thing about the spies, assassins etc - just grab Carl's Problem Fixer, or any other minor mod that fixes the trigger(s)


    oh yeah, and finally - you will have had to use the unpacker already too, if you haven't
    Drink water.

  4. #34

    Default Re: The Bug Fixes Thread!

    Bug: Fortress walls disappear at various angles and zooms

    Don't know the fix but that's the most common one I've seen, still have no idea how to fix it....

  5. #35
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by SMZ
    as for the thing about the spies, assassins etc - just grab Carl's Problem Fixer, or any other minor mod that fixes the trigger(s)
    Except that his "Problemfixer" only fixes ancillaries and traits in that regard which I have long modded myself in my game.
    I am trying to fix what you mentioned yourself - making guild buildings (and other recruitment buildings) actually trait AND retrain units at the right experience value.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  6. #36
    Masticator of Oreos Member Foz's Avatar
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    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by FactionHeir
    Except that his "Problemfixer" only fixes ancillaries and traits in that regard which I have long modded myself in my game.
    I am trying to fix what you mentioned yourself - making guild buildings (and other recruitment buildings) actually trait AND retrain units at the right experience value.
    Ummm... so you expect that, once you fix things, you should be able to retrain your spies to get them to the right starting level? Why would you be able to retrain spies or other agents??? It's not like they really have any way to take damage or get upgrades in the usual sense. AFAIK the only way to set things right if you're in the middle of a game that didn't have the triggers working correctly... is to select each agent and use the console commands to give him the appropriate trait(s).

    If, on the other hand, you are talking about units and the the experience glitch that seems to randomly affect them, then my best guess so far is that this glitch is tied to units being in the queue already when a game is saved and subsequently loaded. It seems that once I'm a turn or 2 into things, they'll typically come out with the correct amounts. This can be difficult to tell for sure as there are often old units that are glitched and not glitched present in the same place already, but as I said this is my best guess for the cause of the problem, and so it may be helpful to avoid queuing units in any given turn if you intend to quit - wait to do so until you load it back up next time. I speculate that this may be caused by the data tied to those experience upgrades being lost - it may be checked when the unit is queued, but then not saved in the file since it's often from a source outside the city even. Then if units already in the queue when you next load never check to see how many upgrades they should have, the unsaved ones could easily be lost.


    See my Sig+ below! (Don't see it? Get info here)

  7. #37

    Default Re: The Bug Fixes Thread!

    hmm... i never tried to retrain an agent - if that's the impression you got from my words, sorry... wasn't what i was suggesting
    Drink water.

  8. #38
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Bug Fixes Thread!

    Not retraining agents. Retraining units. As in military troops.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  9. #39

    Default Re: The Bug Fixes Thread!

    I'm sorry, i'm confused - lol, can you spell out what you're trying to ask, for me?

    are you saying for instance your Alchemist Guild isn't giving the proper bonus to your troops?

    cause my initial comment was about agents, not units... hence the confusion
    Last edited by SMZ; 02-21-2007 at 09:35.
    Drink water.

  10. #40

    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Bobalude
    Description of Bug and how to replicate it: Can't build watchtowers or forts / limited movement. Don't know how to replicate, just happens on some regions.
    Probable Cause: Disaster event got stuck or something so the game thinks its still active many turns later.
    Suggested Fix: Wait or cause another disaster in the region that clears up correctly.

    Working Fix (workaround): Edit the disasters file to force a disaster event to occur, run the saved game for a turn or two so the event happens, save, and revert the disaster file back to the original.

    The file is: data\world\maps\base\descr_disasters.txt

    Make a copy of the file first, then edit the original and make a copy of the first entry, for earthquake, and delete the "climate" line. Replace that line with "Position" specifying the affected region. You need to lookup the position of the city with the affected region using "show_cursorstat" in the game console with the mouse cursor over the city.

    Change min/max scale to 1 to reduce the effects of the disaster, and the year/frequency from 20 to either 1 or 2. I'm playing with 2 turns/year (0.50 time scale), so if you are using the default 2 years per turn, I would try 2 instead of the 1 that I used. These numbers appear to be in years, so with a 0.50 timescale, or 2 turns per year, it takes 2 game turns for it to occur.

    Save the file (its read-only so you have to undo that property). Load your game, and run a turn or two. Hopefully an earthquake will properly hit and undo the watchtower/fort bug. Save post-earthquake and then go back and restore the original descr_disasters file.

    --------
    Lastly, I noticed that this oddly didn't work in the odd game turns using 0.50 timescale. That is if the saved game was during a particular season or 1/2 of a year, the disaster event will never trigger for some reason. Simply go back to a saved game 1 turn earlier seems to fix it. Guessing it only counts properly either every even or odd turn number... or if the game starts at a half year, it never triggers (i.e. year 1110.5).

    I followed those orders some time ago and had the promised success.

    But now, I did exactly what I am told to do and no disaster happens.

    Does this "bugfix" still work with 1.2?!?

  11. #41
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Thurak
    I followed those orders some time ago and had the promised success.

    But now, I did exactly what I am told to do and no disaster happens.

    Does this "bugfix" still work with 1.2?!?
    I don't know about his comment in for the 0.50 timescale, but it appears that the events are hard-saved into the savegames when you start a new game. I also run at the 0.50 timescale, and have found where the events are stored in the savegame. Changing descr_disasters or whatever it is and then loading up the save game does not change it in any way.

    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  12. #42
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The Bug Fixes Thread!

    So you can't get around it ?
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  13. #43

    Default Re: The Bug Fixes Thread!

    Great. I found another way to get the bug: change the ownership of the province where a disaster strikes and you have this nice low movement/no watchtowers bug.

    It very much looks like it... my armies advanced towards Vienna at normal speed and everything was fine. I took the city the next turn and when I started to move around to build some watchtowers the next turn, I noticed the reduced movement. Must have missed it the round before because my army laid siege and did not move. And I got no disaster message as it was not my province at that time.

    When I finally noticed the bug my autosave was one turn too new *sigh*


    So how can I get rid of those s***id, f***ing, bugged disasters? There must be some way. I´ll test nearly anything, so let´s hear your brilliant ideas



    @whacker: As I understand it the idea to change the descr_disasters is to cause another event in the province where the disaster bug occured. With that disaster working and especially ending normally the old, bugged disaster should be neglected. No change at the savegame needed.

  14. #44
    Member Member Durallan's Avatar
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    Default Re: The Bug Fixes Thread!

    first post in this thread was made in 2006
    I play Custom Campaign Mod with 1.2!
    My guide on the Family Tree - https://forums.totalwar.org/vb/showthread.php?t=87794
    Kobal2fr's guides on training chars to be
    Governors - https://forums.totalwar.org/vb/showthread.php?t=86130
    Generals - https://forums.totalwar.org/vb/showthread.php?t=87740
    Blue's guide to char development - https://forums.totalwar.org/vb/showthread.php?t=87579

  15. #45

    Default Re: The Bug Fixes Thread!

    If you have any further, more up to date information about the bug where you can't build watchtowers in a province you are welcome.

    Unfortunately not only the bug still exists, but the workaround doesn't work anymore in 1.2. *sigh*

  16. #46

    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Thurak
    Great. I found another way to get the bug: change the ownership of the province where a disaster strikes and you have this nice low movement/no watchtowers bug.

    It very much looks like it... my armies advanced towards Vienna at normal speed and everything was fine. I took the city the next turn and when I started to move around to build some watchtowers the next turn, I noticed the reduced movement. Must have missed it the round before because my army laid siege and did not move. And I got no disaster message as it was not my province at that time.
    I have just started a new game with HRE and in turn 11 i realize Vienna was suffered with the flooding bug. The weird thing was i have NEVER receive any message about disaster in Vienna even it is my province right at start.

    I would like to ask the modder around if we can disable/deleted the flood disaster by mod before starting a new game? Likely it is the only way to prevent the game from this very annoying bug.

    p.s. If this movements points bug only cause by flood or by earthquake as well? If so we might have to disable/deleted both disaster with mod.

  17. #47

    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Thurak
    I followed those orders some time ago and had the promised success.

    But now, I did exactly what I am told to do and no disaster happens.

    Does this "bugfix" still work with 1.2?!?
    I think the workaround for that disaster bug no longer works in 1.2.

  18. #48

    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Durallan
    first post in this thread was made in 2006
    Omg......

    If we are supposed to talk about bugs post patch 1.02 here then??

    Anyway, we need a thread like this to discuss the bugs post 1.02 and try to fix them by the community since very likely 1.02 will be the last patch released by CA.

  19. #49

    Default Re: The Bug Fixes Thread!

    I *think* my newest try to prevent the disaster bug works.

    As Whacker pointed out: the disasters seem to be hard saved to a new campaign so every later change of the descr_disasters doesn´t help. So if you have one disaster that is buggy you can only hope for another one happen in the same region.

    So I tried to delete those earthquakes and floods by deleting the entries in the descr_disasters.txt file completely. That didn´t work. In my newly started Egypt campaign I got 2 random earthquakes at ikonium - bug-free but still I gopt them although I though I disabled them. *Sigh*

    Then I tried to change the frequency of the random disasters to 998. If the game waits until the year 2078 before it fires another earthquake or flood I should be save

    So far no earthquake or flood happened in a new Milan campaign. The trick seems to work. But I don´t know for sure as I had too few turns to be sure.

    This only works if you change the ...\MedievalII\data\world\maps\base\descr_disasters.txt file, save it and then start Medieval2 and start a new campaign. Of course you should make a backup of the file first!

  20. #50

    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Thurak
    Then I tried to change the frequency of the random disasters to 998. If the game waits until the year 2078 before it fires another earthquake or flood I should be save

    So far no earthquake or flood happened in a new Milan campaign. The trick seems to work. But I don´t know for sure as I had too few turns to be sure.

    This only works if you change the ...\MedievalII\data\world\maps\base\descr_disasters.txt file, save it and then start Medieval2 and start a new campaign. Of course you should make a backup of the file first!
    Nice try, but let me tell you my story.

    Before i started my new HRE game as mention, i already edited the frequency of flood to 1000 that means once 1000 years there will be 1 flood occur.

    As i was just in turn 12 of my new HRE game and Vienna already suffered from the flooding bug, it means:


    1. I am "lucky" enough to hit the random flood trigger of 1/1000 chance in turn 12, or

    2. The frequency 1000 didnt work as expected (perhaps there is a frequency cap i dont know), or

    3. There was actually no flood occur but some other unknown cause (as i said, i didnt receive any disaster warning. Not sure if i will receive a warning if the flood happen in "fog" area of my province??)



    I am now thinking of another workaround is to create a new road type which will double up the movement points on it. This supreme road will be only available to the players faction as a quick fix to the bug on movements point penalty.

    However i have searched the data folder and cant find which file to mod this in...

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