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  1. #1
    The Dominican Member Wizzie's Avatar
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    Default Re: The Bug Fixes Thread!

    Quote Originally Posted by Schugger
    Maybe it is just me, but something seems odd about how the game is calculating turns (one turn equals two years, alternating seasons) and the age of characters (they age just by one year each turn).
    Wilhelm "Methusalix" the Conquerer deceased in my campaign in 1130. Considering that he was 50 in 1080, he almost became of biblic age.
    Known issue?

    And merry Christmas, guys
    This is not a bug. It's a feature, or perhaps better described as simply the way the game is supposed to work. Since there is such a massive time scale covered in this game, for it to progress at a reasonable rate while still activating all events like Gunpowder, the Americas, etc. in a reasonable timestamp, a turn rate of two years per turn was implemented. However, if characters aged at this rate they would die off in 1/4 of the time they did in Rome. Since character stats and progression mechanics etc. are presumably hardcoded in the game engine, it made more sense to maintain the Rome aging rate of 1 year for every 2 turns - in order for good generals to develop before dying of old age. This has resulted in an abstract aging model which CA left easily moddable.
    Current Campaign

  2. #2

    Default Re: The Bug Fixes Thread!

    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).

  3. #3

    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?!?

  4. #4
    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

  5. #5
    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

  6. #6

    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.

  7. #7
    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

  8. #8

    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.

  9. #9

    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.

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