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  1. #1
    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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  2. #2

    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.

  3. #3

    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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  4. #4

    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. #5
    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. #6
    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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  7. #7

    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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  8. #8
    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. #9

    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.

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