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  1. #1

    Default Re: The Bug Fixes Thread!

    ^ Agreed with Kraxis, based on the description and the unit size, Forlorn Hope is definantly supposed to be a 2HP unit. I made a few changes myself but for the most part I try to only make changes where the description or just plain common sense dictates the developers intended something... or just balance issues in rare cases. I was huge fan of Player1's work... so with that in mind:

    1. Sherwood Archers are described as being able to hide in any terrain, but lack the equivalent trait...

    add "hide_anywhere" to the list of traits

    2. Demi Lancers are equipped with lighter armor for the purpose, as described, of being more mobile. However they have neither greater stamina or speed than the majority of cavalry units...

    switch mount type to "fast_pony"

    3. Russian, Polish and Hungarian Spear Militia are described as having long spears, but lack the anti-cavalry trait...

    add "spear bonus 8" to primary attributes for weapon

    4. Heavy Billmen have the same stats as Heavy Bill Militia...

    increase attack, charge and defense skill values by 1 (16,6,11)

    5. Venice and Sicily both get Mortars in their unit rosters, Milan for reasons unknown does not...

    add "Milan" to Mortar unit description and to equivalent building description

    6. Geneose Militia have the same missile attack as regular Pavise Crossbow Militia...

    add 1 point to missile attack (13)

    7. Retinue Longbowmen have the same missile attack as previous Yeoman Archers, while Yeoman Archers were 2 points higher than the previous Longbowmen...

    add 2 points to missile attack (10)

    8. Egypt despite being an advanced and powerful state has no high level artillery...

    add "Egypt" to Monster Bombard unit description and to equivalent building description

    9. Janissary Heavy Infantry while expensive, late developments and descriped as being trained to be the greatest infantry in the world - have pitiful stats. English Billmen, essentially farmers turned soldiers, consistently beat Janissary Heavy Infantry; crack regiment soldiers who have gone thru grueling training since they were small boys...

    increase attack, charge and defense skill values by 3 (15,7,13)

    10. The various Knightly Orders are basically identical. Knights of Saint John buildings give a health bonus, and Teutonic Knights have maces as secondary weapons. However the Templar, Teutonic and Knights of Santiago Chapter Houses have no equivalent bonuses. Templars are descriped as running a commercial empire in addition to their warlike abilities. Teutons are described as being noted for their success in forcefully converting the populace. Knights of Santiago are described as having a strong maritime tradition. The Templars, despite being described as fierce fighters, and having a charge without orders trait - do not have their ferocity reflected in their stats. For a little flavor, it would be nice to differentiate the Knights of Santiago a bit as well...

    add "trade_base_income_bonus bonus" trait to Templar buildings; add "religion_level bonus" to Teuton buildings; add "navy_bonus" to Knights of Santiago buildings; add 1 point to Templar Knight unit attack, charge and secondary attack (14,9,15); replace "hardy" trait with "very_hardy" for Knights of Santiago unit

    11. Kataphractoi are severly handicapped for supposedly being elite cavalry, and described as being very heavily armored. Tsars Guards in Russia, while equipped basically the same have significantly higher attack and defense...

    increase attack and defense values by 1 (11,17)

    12.High level Castles and Cities have the same number of recruitment slots, despite one of the main supposed benefits of Castles being rapid troop production...

    increase Fortress recruitment slots to 4; increase Citadel recruitment slots to 5

    13. Northern Peasants are too good, Southern Peasants are too bad...

    decrease Northern Peasant attack and defense by 1 (3,2); increase Southern Peasant attack and defense by 1 (2,2)
    Last edited by SMZ; 12-19-2006 at 23:20.
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  2. #2

    Default Re: The Bug Fixes Thread!

    Re 1 above, It might possibly be an incorrect description rather than the ommision of the hide_anywhere trait.

    Scanning thru the EDU file only has 2 other units with the hide_improved_forest trait, and both of them already have the hide_anywhere trait. They are Battlefield_Assassins and Hashishim. both of which are referred to as assassins. This tends to make me think they are the only ones that should be capable of the hide_anywhere trait. (being assassins)

    However, I am curious what the difference is between hide_forest, and hide_improved_forest traits
    Last edited by Gray_Lensman; 12-19-2006 at 03:50.

  3. #3
    Cynic Senior Member sapi's Avatar
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    Default Re: The Bug Fixes Thread!

    Hmmm - just guessing, but maybe it's the range that they can be spotted at?

    Either that or improved_forest is long grass?
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  4. #4

    Default Re: The Bug Fixes Thread!

    you're right, editing the descr for Sherwood Archers would probably fit the unit idea better... anybody know how to do that?



    1. The higher level agent Guild buildings do not appear to have their triggers functioning correctly. An Assassins HQ for instance will give an assassin trained in any city +2 to skill, however it will not also give the local +1 bonus that a 1st level guild building does. Thus, counter-intuitively, better spies, etc are produced in the lower level city. It appears the 'greater than or equal to' sign is not working properly...

    Duplicate the 1st level trigger, and tie the duplicates to the 2nd and 3rd level agent guild buildings

    2. A Bishop ranking is given to priests produced from a cathedral, however no trigger exists to cause the trait for huge cathedrals...

    add a ">" to the priestinit4 trigger or duplicate the trigger and switch out "cathedral" for "huge_cathedral"

    3. Pagan Magician ancillary spawns entirely too often, due to the trigger simply calling for a province with less than 90% your religion - which means basically every province, especially in the early game...

    change trigger to fire when "PopulationPagan > 10"
    Last edited by SMZ; 12-19-2006 at 23:15.
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  5. #5
    Cynic Senior Member sapi's Avatar
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    Default Re: The Bug Fixes Thread!

    Oh, and to clarify #2 - a bishop is created in any city with a cathedral; but it's broken as only the cathedral gives it, not the grand cathedral as well
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  6. #6
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: The Bug Fixes Thread!

    Yes, just add a '>' to the line and it should work.
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  7. #7

    Default Re: The Bug Fixes Thread!

    sorry, I should've tested those last few before submitting, but the last #3 I posted doesn't work... any clue as to why that command line doesn't function? I saw a "PopulationHeretic" command line somewhere, so I figured there should be equivalents for each religion... connecting the appearance of a Pagan Magician to any other criteria seems a bit non-sensical...

    1. unlike all other merchant guild HQ's - the English version does not give a +1 to experience for Merchant Cavalry trained there. I am unsure if this is supposed to reflect englands weaker cavalry, or if it is an oversight, thoughts? in any case, if it is an oversight...

    replace the "0" with a "1" in the equivalent merchant cavalry listing within the building list
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  8. #8
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by SMZ
    High level Castles and Cities have the same number of recruitment slots, despite one of the main supposed benefits of Castles being rapid troop production...

    increase Fortress recruitment slots to 4; increase Citadel recruitment slots to 5

    The higher level agent Guild buildings do not appear to have their triggers functioning correctly. An Assassins HQ for instance will give an assassin trained in any city +2 to skill, however it will not also give the local +1 bonus that a 1st level guild building does. Thus, counter-intuitively, better spies, etc are produced in the lower level city. It appears the 'greater than or equal to' sign is not working properly...

    Duplicate the 1st level trigger, and tie the duplicates to the 2nd and 3rd level agent guild buildings
    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.
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  9. #9

    Default Re: The Bug Fixes Thread!

    I am posting the link to a patch mod that fixed most of the problems

    http://www.twcenter.net/forums/showt...=72874&page=16

    This mod however, did not fixed the spy guild problem. You can get this mod to fix all the other problems and get Kobal2fr's outstanding fixed VnV's (posted earlier in this thread but I c/p for completion) : https://forums.totalwar.org/vb/showthread.php?t=75505

    Just copy the text file to the litemod data folder. If yoou own a good text editor you can also try to compare and merge the two.

  10. #10

    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
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  11. #11

    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....

  12. #12
    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.
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  13. #13
    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.


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  14. #14

    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
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  15. #15
    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)

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