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Thread: ProblemFixer Pure V1.0

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    Senior Member Senior Member Carl's Avatar
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    Default ProblemFixer Pure V1.0

    This is the Same thing as my Old BugFixer, it's just under a diffrent name.

    I decided to change the name after learning that a well known RTW was present under this name, i didn't want to cause any confusion by making anyone belve I had anything to do with that mod or the team behind it. Indeed until I was told of it I was unaware of said mod. However In the intrestes of not causing confusion or offending the origional members of that RTW mod team i've changed the name to:

    Carl's ProblemFixer


    As a result of this and the old thread once again becoming over long i've decided to create a new thread.

    Where now at V1.13, Links Below:

    FileFront Link

    FileFactory Link

    SaveFile Link


    You only need to Download the contents of ONE of the links, each link contains the same file, i've simply mirriored them so that if one download site goes down, people can still get this.


    README below:

    CHANGES

    Below is a list of the various things done in each version of this fix.


    1.00

    All animation bugged 2-Handers eithier use the Halberd-Militia, (Bills and DEK/DPK only), or Voulgier, (all others), animation set now. No units have been re-priced so a few units, (mostly Bills and DEK/DPK), are underpriced ATM.

    The Pike fix simply removes all Pike units secondery weapons.

    The Sheild fix is the same as Foz's, and move the sheild value into the armour, then zeros the sheild.

    2-Handed Swords have been found to be weak with their Vanillia stats once the Bugged 2-Handers where fixed, (in relation to the price diffrances between the two), so the Changes listed in the next line have been applied/

    2-Handed Swords have been given +4 Attack, increased to 8 Charge Stat, and have been given the AP attribute.



    1.01

    Dismounted French Noble Knights, (DFNK), have now had the 2-Hander animation Fix applied to them. I missed them the first time round

    All 2-Handed Swords have had their extra attack raised from +4 to +6 as DEK/DPK/DFNK where still beating them too hard considering their reletive prices.

    JHI have now had the 2-Handed Sword Fix applied to them as they, like 2-handed Swords, they where proving underpowered vs. Animation Fixed 2-Handers of a similar or lower price.



    1.02

    Sheild Fix updated to the same as that used in the 1.2 version of "THE_FOZ_4's Sheild Fix".



    1.10

    Animation Bugged 2-Handers have had their animation changed to that of ME_Halberd_Militia as apposed to the old Halberd_Militia animation. This produces more natural looking animations that the origonal fix.

    2-Handed Swords have had their animation changed to the ME_Halberd_Militia animation as it looks as good as their defualt animation, and raises their animation speed to the same as the bugged Animation 2-Handers.

    2-Handed Swords have had the re-balancing fix applied to them changed to the following, AP attribute added, +10 attack added, Charge Stat increased to 8, they where fopund to still be wanting in terms of opower for price.

    All Eastern Halberds, (those Halberds that lack the Spear Wall ability), have also had the 2-Handed Sword Fix listed above applied to them, (with the exception of the AP attribute as they allready had this), as they where found to be underperforming.

    All Western Halberd units, (those with the Spear Wall ability), where found to be underperforming for their price in relation to every unit in the game now as they where also balanced against the Bugged 2-Handers/Pikes, (which they are a Hybrid of),

    Western Halberds have had their unit size increased to 60, have gained +5 attack, have had the Spear attribute Aapplied to their primiary "pike" weapon, and the Light_Spear attribute applied to their secondery weapon. Due to the nature of the "Pike" part of their weapon, and the Light_Spear attribute they suffer no penalties when fighting infantry.



    1.11

    Furthar Formation tweaking has taken place to improve the defualt formation performance of units, and thus the AI.

    An Eastern Halberd unit, (Transylvanian Peasants), was omitted from the 1.1 changes to Eastern Halberds. This error has been corrected.

    Cav Charge distances have been tweeked to make formed cav charges easier for the player.

    Infantry cav charge distances have ben tweaked to increase AI countercharge response sucsess rates.

    The spears of Spear Units have had their Skeleton oCmponsation Factor tweaked to raise cav charge resistance to a level matching that implied in the advisor descriptions.

    The changes to Skeleton Componsation factor should also aid them vs. peseants.


    1.12

    Western Halberds and Pikes have had their attack reduced by 2 points when compared to V1.11. This should hopefully reduce their kill rates somewhat and make them somewhat more vulnrable to attack by non-pike units.

    Western Halberds Have had their secondery Weapon removed, thus transforming them into AP Pikemen. They have also had their animation changed to the same one used by Pikes. The result of these changes is that they can now compete on an even footing with Pikemen, who, before, where quite soundly beating Western halberds in-spite of the better supiriour stats and highier cost of Western Halberds in general.

    A modified "Descr_Pathfinding" file has been included, changes to this should somewhat help with formation keeping for all units.


    1.13

    Orientis's Vices & Virtues Fix v1.2 for Medieval 2: Total War have been included.

    See the "TRAIT README" file for more info, this is a slightly modified verison of Orientis's own README.



    INSTALLATION

    To install copy the SEGA Folder into C:/Program Files:

    If it asks you if you want to Overwrite, click "yes to all". Then Copy the Medievil 2 Total War Mod Shortcut to your desktop and use that to play the game with the fixes in place. No data is overwritten, it mearly places the contents of the SEGA folder into the existing SEGA folder in Program Files automaticly.



    MEDMANAGER INSTALLATION

    For the purposes of MedManager, the only file that has been modified is the "export_descr_unit" file.


    COMMENTS AND BUG REPORTING

    You can Find my online thread relating to this fix at the following web address:

    https://forums.totalwar.org/vb/showthread.php?t=78069


    CREDITS

    CARL BARRASS (me)

    THE_FOZ_4 (For the Sheild Fix)

    DOPP (For the Pike Fix)

    LUSTED (For charge distance changes)

    STLAIND (For help with testing)

    ORIENTIS (Trait and Ancillary Fixes)

    AND EVERYONE ELSE AT THE GUILD (For the 2-Hander Fix and Support)

    Also the TRAIT README

    Orientis's Vices & Virtues Fix v1.2 for Medieval 2: Total War

    --------------------------------------v1.2------------------------------------------------

    ==NEW FEATURES==

    Two new versions of the ancillaries files, for those mods/players which set the game at a different number of years per turn. This ensures many ancillaries will appear at the correct times in modded games.
    To check and use:
    Go to medieval2/data/world/maps/campaign/imperial_campaign
    Open descr_strat.txt
    Read the value for "timescale" near the top of file.
    If timescale 1.0 RENAME the enclosed file export_descr_ancillaries[TURN=1.0].txt to export_descr_ancillaries.txt and place it in your medieval2/data/ folder (or modswitch /data folder)
    If timescale 0.50 RENAME the enclosed file export_descr_ancillaries[TURN=0.50].txt to export_descr_ancillaries.txt and place it in your medieval2/data/ folder (or modswitch /data folder)
    NOTE: the standard export_descr_ancillaries.txt file included with the mod is set for a timescale of 2.0

    ==TRAITS==

    Added hereditary triggers for wives as well as generals (ie if general marries a beautiful princess, his children are more likely to be beautiful)
    Stopped Faction Leaders being loyal / disloyal to, er, themselves.
    Lots of little adjustments to previous fixes (including: BadDisciplinarian again (bloody autoresolve), princesses ageing & becoming desperate less quickly, etc)
    Removed antitraits for StrategyChivalry and StrategyDread - this is a hotfix, but will stop the two traits being constantly wiped out. You will get them both at the same time, sorry, there are too many triggers for these two to do by hand. There is a better fix on the way...
    Added non-existant triggers for Hates N Fears vs religions
    Fixed all hates n fears copy & paste errors, they all have the same effects now (with one deliberate exception)

    ==MARRIAGES==

    Fixed princesses tended to give many more positive traits than negative. To rebalance, I've developed and linked some ancilliaries and traits to make an 'unhappy marriage' function over time. This includes:
    Cuckold trait now based more on princess traits
    Changed adultress ancilliary triggers: the more charming a general's wife, the less likely he is to wander. Of course, if he's looking for Narnia, finding himself unexcited by such a desirable wife may hasten his journey out of the closet.
    Cuckolded generals more likely to look for adultresses
    Generals with adultresses more likely to become cuckolded
    Self-perpetuating relationship between the above
    Shouldn't be game-changing (but the probabilities are very low) just take a little edge off your uber-general as he ages; but the possibility is there for things to get quite nasty, so I would check the traits of eligible princesses carefully, charm alone might not tell the whole story.

    ==ANCILLARIES==

    Re-wrote armour ancillary triggers
    Fixed broken condition for adultress triggers
    Created trigger for Taticius (byzantine military ancillary)
    Fixed trigger for Copernicus to give him to agents instead of generals, as his effects suggest
    Checked complete ancillary file for errors & corrected minor fluff errors (text etc)

    ==BROKEN==

    Many relic triggers won't work because the hardcode conditions seem to be broken:

    Characters cannot inherit relics when their father dies
    Characters cannot take relics from generals who die in a battle where they were present

    Sorry, tried many alternative solutions for quite some time, no luck. Ask CA to fix their code ;)


    --------------------------------------v1.1a-----------------------------------------------

    Fixes / rebalance for some of the previous alterations
    1/3 of ancillary file fixed

    ==TRAIT FIXES==

    BadDisciplinarian coming up too much from autoresolve - raised % of soldiers routed to trigger, and disabled trigger if battle was won
    Balanced Good/Bad Disciplinarian traits from activity / inactivity
    Fixed GoodCommander / BadCommander antitraits like GoodAssassin/BadAssassin and agents etc. Who knows how I missed that, perhaps I win too much.
    FactionKiller trait not working. Seems to be problem with hardcode event condition 'LeaderDestroyedFaction' - does anyone know where I can find the event triggers which define this? Or are they hardcoded and unalterable?
    Tried making FactionKiller work with other conditions (ie taking faction capital when factionsettlements = 1, linking trait to message Faction Destroyed appearing), but no luck. Annoying.
    Restored original Factionleader / Factionheir changeover triggers. They don't actually make sense, but my amended triggers somehow allowed characters to have both Factionheir and Factionleader. Will try again in 1.2
    Activated AdoredByPope trait rewards for papal missions (incomplete triggers in original)
    Deleted duplicate Berserker trigger, upped thresholds a little
    Deleted governing9 trigger - this was a 'moral corruption' trigger that meant no generals could keep Fair In Rule / Noble In Rule traitline for more than a few turns when treasury > 50000. Those traits have plenty balanced against them as it is, this was stupid imo.

    ==GENERAL ANCILLARY FIXES==

    Checked all standard ancillaries to make sure they work etc.
    Making many more standard ancilliaries transferable: my tests were this: 1) Is it a family member? 2) Is it linked or specific to the character? 3) Is it unique enough to control its own destiny? 4) Does the owner have reason to hide/disown it (ie criminal)? If the answer to any of those were YES, then it's not transferable. The transferable questions were: 1) Is it an item? 2) Is it professional military or servant & thus under orders? If the answer was YES, then they were transferable (aside from some unique relics etc). Most historical/fictional figures left alone & non-transferable. In the end, it is YOUR CHOICE to use transferability or not (ie don't bitch at me about changing it, just don't transfer them!). Some ancillaries have been kept non-transferable for balance reasons (ie priest ancillaries mostly non-transferable as they can seriously influence chance of becoming Pope).
    Made common ancillaries slightly less common, rare ancillaries slightly less rare - you should now see more variety, instead of 100s of artists, alchemists, etc and nothing else. Unique / named ancillaries still v rare, but you will see a larger range of standard ancillaries.
    Removed some odd trigger conditions (ie triggers which rewarded for winning battles when slightly outnumbered, but not when more outnumbered)
    Removed some bizarre blocks to northern_european cultures having some basic ancillaries

    ==SPECIFIC ANCILLARY FIXES==

    Apothecary trigger now gives apothecary instead of alchemist
    Added triggers for two armour ancillaries: characters coming of age may recieve a gift of armour from their father, if the father has an ancillary skilled enough for the job.
    Biographers now only pay attention to slightly more accomplished generals
    Added black stallion triggers for assassins and dreaded generals
    Added bodyguard triggers for assassination attempts
    Counterfeiter now appears for merchants created in settlement with alchemists lab OR BETTER
    Added trigger for eunuch for Islamic generals in cities with advanced administration
    Changed trigger for explosives, so they appear only after the gunpowder discovered event, instead of based on turn (which will be wrong if you or a mod have altered the number of years per turn)
    Added faithful servant trigger - princesses coming of age with a noble or charming mother now may gain a loyal family servant from her
    Fixed knight reward imbalance from crusades: previously hre, spain, portugal only got 1 knight (santiago or teutonic) and everyone else got 2 (templar + stjohn). Now France & England only get 1 Templar, and everyone else gets 1 StJohn.
    Removed anti-ancillary condition from 'master' ancillaries (no logical reason you can't have more than one)
    Added triggers for FactionLeaders with guild HQ in kingdom, they have a small chance to get the appropriate master ancillary as an advisor
    Inappropriate ancillaries no longer given to princesses (ie mentors, tutors)
    Added trigger for nun on priest creation from Abbey or above (Same for orthodox)
    Fixed trigger for pet bloodhound, now can be given to spies and assassins on creation
    Added triggers for royal escort for princesses
    Made siege and military engineers mutually exclusive (they double up too much and waste space)
    Added trigger for slaver for Byzantine & middle eastern cultures (because they don't get much unique to themselves)
    Added triggers for smothering bodyguard for princesses

    ===BROKEN===

    Not my area, but if you look in descr_missions.txt and descr_faction_standings.txt you will find that faction standing rewards for regicide missions don't exist. Might be of some interest to diplomacy modders (or heaven forbid CA actually fix something in a patch)

    --------------------------------------V1.1------------------------------------------------

    This version has now (hopefully) fixed 99% of the traits file. Ancilliaries & fluff (typos etc) to come in v1.2

    ==MAJOR FIXES==

    Added many fixes I missed from KOBAL2's traits fix, so big thanks to KOBAL at www.totalwar.org. Find his mod at: https://forums.totalwar.org/vb/showt...09#post1356309
    Ambush triggers created.
    Added missing/eliminated DiscontentGeneral triggers: renowned generals in charge of great cities in far off lands might start entertaining thoughts of independence, unless they are very loyal...on the other hand, less skilled generals might be happy that you gifted them with walls. PLAYTEST & FEEDBACK PLEASE!
    Crusader/Jihad levels now harder to get. Becoming a Grand Crusader/Holy Warrior now requires generals to do more than simply win one crusade.
    Added new self-perpetuating "education" triggers for some traits which were near impossible to reach top levels: characters who ALREADY possess academic / culture traits who spend time in settlements with appropriate academic / cultural buildings may spend some time educating themselves.
    Fixed Sobriety / Prim trigger thresholds to a) make them appear correctly on birth / marriage, b) eliminate anti-traits (Drink and Arse/Girls/Feck/etc) as intended on marriage / fatherhood. NEEDS PLAYTESTING
    BETAing a new gain/loss code for GoodDenouncer/BadDenouncer, please see how your priests move up and down the scale from Good/Bad on killing heretics/witches. This should work better than the current gain/loss code for other agents, but I don't want to risk breaking those until this has been thorougly tested. NEEDS PLAYTESTING

    ==GENERAL FIXES==

    Added new Berserker battle trigger.
    Changed 'HatesX' birth triggers to see them appear a little more often. Hates'n'fears a little more common.
    Insane and Angry generals can now become Berserkers
    Left corruption alone (though severely tempted to remove doubling up of traits such as Epicurean from having theatres etc & large treasury)
    Castles now REALLY don't give BadTaxman
    Added 10% chance for Sane on birth to make mad traits a little less common
    Added 10% chance on birth for Objective/Subjective and assigned various anti-traits to them. Effect should be to ensure random births don't produce too many characters with conflicting traits. If this works, will expand these traits further in v1.2. PLAYTEST!
    Added trigger to GloriousFool, generals who narrowly lose a battle where the odds are against them may get this trait.
    Made adultresses slightly less common, especially for men with charming wives.
    Added HasAdultress trait. Doesn't have any extra effects than the ancilliary, just for sake of completion.
    Removed Ignorance as anti-trait to tactical & logistical skill (plenty of great generals with no education in medieval times). Increased chance of trait appearing in military generals to balance.
    Added trigger for non-faction leaders to get PoliticsSkill
    Generals whose troops rout often are liable to be blamed for bad discipline. (general note about Disciplinarian & BadDisciplinarian: generals who keep their troops active will gain the former, generals who leave them idle will get the latter)
    AssassinMaster slightly harder to get (in line with SpyMaster).
    Last level of AssassinCatcher slighty easier to get (in line with CounterSpy)
    Checked & fixed all trait thresholds in triggers - should see more coming of age traits
    Many more trait and trigger fixes

    ==AGENTS==

    Princesses now convert their traits into General traits on marriage correctly.
    Fixed merchants gaining / losing GoodMerchant/Badmerchant
    Lowered thresholds for Monopolist (because I've never seen it in higher levels)
    Created trigger for ExoticTastes for merchants trading exotic goods
    Priests who become heretics should now base their hereticskill level on their previous piety rating. NEEDS PLAYTESTING
    InquisitorFailure will now activate when intended (if this was meant to be the patch fix for inquisitors, well they bugged the fix too...)


    --------------------------------------V1.0------------------------------------------------

    ==MAJOR FIXES==

    Assasssins / Princesses / Diplomats losing all Good- traits instead of one point on unsuccessful mission: Now working as intended, failed missions now only reduce trait by one point.
    Princesses completely fixed, see below.
    All generals/family start with base Piety of 3 (ReligionStarter trait now fixed)
    Many traits assigned to incorrect character types have been corrected or replaced (ie triggers trying to give family members SmoothTalker trait, a diplomat trait, have been replaced with RhetoricSkill).
    Many trait errors giving incorrect values fixed.
    Restored trait triggers for generals who are active & leading armies to balance traits triggered by sitting around in cities

    ==PRINCESSES==

    All now spawn with default Charm 3 (neutral traits to character on marriage)
    Princesses now get random traits at coming-of-age like characters
    Appropriate Princess traits now self-perpetuating
    Secret Love ancillary slightly less common
    Inital Princessess on starting a new campaign WILL have +2 Charm too much. To change this I would have to alter the descr_strat.txt file, which would then conflict with most other mods.
    (Princesses may in fact now have too much charm, feedback welcome for v1.1)

    ==GENERAL FIXES==

    Non-family generals can now get traits for administration / tax etc while governor. Since non-family generals only seem to exist at the start of the game, it hardly matters. Correct me if I'm wrong.
    Good / Bad Taxman trait now linked tax level of city that general is governing. Castles unaffected (since tax level unalterable).
    GoodAdministrator trait now linked to being an active governor
    BadAdministrator trait now linked to having an unneccessarily unhappy population. Trait now is opposite of GoodAdministrator, instead of opposite of GoodTrader...
    Being an InspiringSpeaker once again inspires your soldiers as well as your population (possibly this wasn't a mistake by CA, please complain if you want this removed from the fix mod)
    Being a BoringSpeaker now actually has consequences
    No more 20 yr old 'Scarface's, BattleScarred trait now takes considerably longer to max
    FertileWife trait now given to family members on marriage (if appropriate to Princess married) instead of, er, admirals...
    Radically reduced likelyhood of brothels or above to give Drink/Feck/Girls traits
    Fixed threshold for Prim trait so it works correctly with triggers
    PublicAtheism trait now working, generals who wander too long among heretics or slaughter innocent co-religionists beware...
    Balanced ExpensiveTastes trait thresholds (Extravagent, Royally Extravagent etc) to be more in line with similar traits & antitraits.
    Balanced Ignorance trait to be more in line with Intelligence anti-trait.
    GoodDiplomacy and BadDiplomacy traits now active in limited way, more to come.
    VictorVirtue trait triggers fixed, generals can now develop the Victor line of traits correctly.
    Admirals now gain command stars more reliably, and gain retinues from winning battles.
    Admirals no longer gain command stars or retinue on creation (no more 1star fleets appearing from training and being unable to merge)

    ==UNFIXABLE==

    Good/BadArtilleryCommander and Good/BadGunpowderCommander seem to be unfixable, as there are no unittype parameters for those units. Please PM me (site details below) if you know otherwise.


    ==v1.3 (FINAL) COMING SOON==

    Bug-fixing for current versions
    Hopefully a permanent solution to the anti-traits problem - no more traits being wiped out by earning one point in an antitrait!


    ==QUESTIONS for fellow modders==

    Some things I haven't worked out yet which would really help. If you can help, please PM me (Orientis) at www.twcenter.net, or post in this thread: http://www.twcenter.net/forums/showthread.php?t=74566

    Is there any code / condition to find out whether character married within family?
    Anyone know where MissionID & PaybackID parameters can be found? (not in docudemon_conditions files from CA)
    Is there any code / condition which defines a character's age?
    Something very strange: character leading army outside settlement getting Corrupt trait regularly...tested to see if this is from corruption triggers, it's not. No idea what is was happening. Please bug report if you see this occurring (no general without Corrupt trait (first level: Dubious) should ever get the trait without being in a city)


    ==BUGS & FEEDBACK==

    Please post feedback & bugs in this thread at www.tw-center.net forums: http://www.twcenter.net/forums/showthread.php?t=74566
    Tell me what I have missed or what you think needs fixing so I can include it in future versions.



    I'm going to do furthar experimenting with the Pikes to try and get them to be less Uber for the next release. Lusted has given me some ideas, many thanks to him for those.

    Now Download, Enjoy, and tell me what i've got wrong.
    Last edited by Carl; 02-24-2007 at 17:33.
    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. #2
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    Quote Originally Posted by Econ21
    Carl has requested that this thread be locked so that further discussion will be in a new thread he has opened.
    Could ya try not to make them keep doing that, Carl? I don't know about anyone else, but it's pretty annoying to me to have threads really start to get off the ground... and then get them locked up, replaced with new empty threads. Really makes it difficult to keep the train of thought rolling or have anything resembling continuity in discussions on here.

    That said, I think I'll have a look at your recent work on keeping the units in formation better. Maybe it'll prompt some comments. If not, then hopefully something will get this thread rolling...


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

  3. #3
    Cynic Senior Member sapi's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    @Carl -

    @Foz - locking of threads like this doesn't really make a difference - if you've ever visited the official oblivion forums you'll know that they've got a 200post limit per thread, and posts flow quite nicely over multiple threads.

    To be honest, doing so can focus discussion on the real issues (if you can't get a new discussion started on a topic it may not have continued for long anyway)
    From wise men, O Lord, protect us -anon
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  4. #4
    Senior Member Senior Member Carl's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    @Foz, I had intended to leave that one open longer TBH, but with the renaming and my inability to change my thread titles for some reason I decided to start a new one.

    I'll still do it from time to time, but i'll wait till their are a lot more posts in it in future, (6+pages probably, more if the discussion is still going along strong and on topic), as, (as Sapi mentioned), it was just for the purposes of clearing dead wood the first time, It just got done sooner than was perhap best this time round, their wasn't too much dead wood really.

    Let me know how you get on with the changes BTW, i'd be intrested, I've found that with a formation of the right width and Guard Mode on I can even get cav to charge uphill in castles, so it sounds like an improvment to me as i couldn't even get them to stay in formation before.
    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

  5. #5
    Senior Member Senior Member Carl's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    Right, I was wnating to include fixed trait/ancillary/guild file in this release but somone didn't get back to me, (can't spell the name), so i'm going to make my own files.

    But I need a bit of help, Whilst i've heard of a lot of bugs with these files and noticed a few myself i'd like a comprahensive list.

    Thus could people please list all the stuff thats not working right (e.g. Bishops from Huge_Cathedral's).

    Traits that don't have triggers or have incomplete Triggers (this is really hard to check manually).

    Anything thats really bugging you, E.G. I know lot of people are fed up with the Pagan Magian, and Secret Love ancillarys. Stuff for this category should be specificlly marked as stuff thats bugging you () as apposed to actual bugs, as I will only include stuff from this category if a lot of people ask for it.
    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

  6. #6

    Default Re: Carls ProblemFixer (V1.12)

    Want to get more benefits from explorers guild to the city + ability to build horse breeder guild in castles. Or atleast 100% chance to get guild after you reach points required for getting it or upgrading.

  7. #7

    Default Re: Carls ProblemFixer (V1.12)

    I understood what you say, but it is not a normal behaviour, that my unit being inside the tower, which shoot at it, remotelly controled from outside by a horse. Of course it helps you when on the other side, but I guess you have already some advantages.

    I really need a fix from this, can someone?

  8. #8
    Senior Member Senior Member Carl's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    As far as I know the distance is Hardcoded, so I can't do anything about that, sorry.
    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

  9. #9
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    Quote Originally Posted by Carl
    Let me know how you get on with the changes BTW, i'd be intrested, I've found that with a formation of the right width and Guard Mode on I can even get cav to charge uphill in castles, so it sounds like an improvment to me as i couldn't even get them to stay in formation before.
    Yeah it appears to help charging quite a bit: I fought a battle recently with 6 squads of knights against some Spaniards in a forrest. The cavalry didn't fail to charge correctly even once during the battle, in spite of trees typically passing through the unit at regular intervals. They appear to get back in formation much more quickly when disrupted by obstacles. While the formations don't always look perfect still, they seem to count as "good enough" for charges very much more often than they had been. The effect on the unit formation doesn't appear (visually) to be that profound, but in practice it makes quite a few things work a lot better. I too had noticed troops of all sorts keeping much better formations in those narrow city streets, which is another breath of fresh air as it was painful before.

    Of course I may just have hit some luck with these experiences... so it would be nice to have some other people give feedback so we know the change has actually done something substantial.


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    Senior Member Senior Member Carl's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    Of course I may just have hit some luck with these experiences... so it would be nice to have some other people give feedback so we know the change has actually done something substantial.
    Yeah, i'd like feedback from other too, I also felt that units became less strung out when turning, they actually turned as one mass of men as apposed to those at the far edge lagging like mad.

    Glad you found it helped with charges, also had a similar situation myslef, had a triangle of rocks around a Schiltrom unit of spears, they where on a hill and it got shallower in angle just before them and the enemy cav conducted perfect charges into them every time in my expiriance. On the other hand the AI is quite good at formed charges so...
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    Default Re: Carls ProblemFixer (V1.12)

    Can this be used with 1.61? I looked and didn't notice any reference to it so I'm hoping that it can be.

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    Default Re: Carls ProblemFixer (V1.12)

    Oh gosh, ignore me. I bought Civ4 and MTW2 on the same day... hehe. Sorry.

  13. #13
    Senior Member Senior Member Jambo's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    What were the formation changes again Carl/Foz? Was it the pathfinding change only?
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    Senior Member Senior Member Carl's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    Yeah, just the Pathfinding File Change, If you want a copy of the file I used just download my mod and grab the Descr_Pathfinding File from in it, you don't need anything else.
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    Senior Member Senior Member Carl's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    So, any comments anyone, what are you making of it, is it fun are you enjoying it?
    Find my ProblemFixer Purehere.

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    Masticator of Oreos Member Foz's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    With the pathfinding change, my units seem to have a sudden propensity for running directly away from a unit I've ordered them to engage. Don't know why it would go like that, but I'll play a little more with the number - I think it's making the unit wig out because it updates formation too often. Something like 1 m might be good enough.


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    Senior Member Senior Member Carl's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    hmm, I never got that, but then, I tend to like getting the enemy to charge me so...

    Thanks for the warning though, is anyone else getting this while using my mod?
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    Senior Member Senior Member Carl's Avatar
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    Default Re: Carls ProblemFixer (V1.12)

    V1.13 Now up guys, includes Trait/Ancillary fixes.

    As ever, tell me what you think, (I really need the feedback guys, I know theirs lots of you downloading it).
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    Masticator of Oreos Member Foz's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Huzzah! They (cavalry) chase routers better now (for me at least). Instead of dispersing in every direction, they seem to regroup now and move toward the routers en masse (even after wading into them, killing most, and having some escape, they will tighten up and move on them again). They will sometimes stop cold and look like they're refusing to obey the order... but a little patience usually yields the unit forming up more or less cleanly, and riding straight into the hapless cowards you've targeted. End result seems to be that they take longer getting there due to adjusting the formation, but correctly engage the routing unit and therefore are actually effective once they get there. It's far from perfect, but what I'm noticing is markedly better than it was.


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    Senior Member Senior Member Carl's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Thanks for the update, i though chasing routers felt better but I wasn't sure TBH.

    Thanks for the update.
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    Senior Member Senior Member Carl's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Double-Post, sorry.
    Last edited by Carl; 02-03-2007 at 13:11.
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    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Nice work Carl. It's appreciated.

    I've one problem so far. DFK are severely beaten my DPK, a unit that is cheaper and fights without shield and has less armour. I agree that they have a powerful weapon and DFK should take losses but I don't agree that they should loose.
    I guess it's a deliberate design descision. Could you give your reasons, please?

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    Senior Member Senior Member Carl's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    No specific reason at all, I simply kept the basic stats for these units, the balance in this games seems to run something like this, (with all the fixes in place):

    S&S are missile resistant and resistant to light and medium Cav charges, so they make good all rounders with specific benefits vs. infantry.

    Spears: Highly Cav resistant for their price and somewhat missile resistant, however they are very weak in melee vs. other infantry and thus S&S beat them.

    2-Handers: They tend to have reversed stats compared to S&S units and also have AP attacks, thus they tend to beat S&S units. Their low defense makes them VERY vulnerable to missiles/Cav however with even Mailed knights able to inflict substantial losses with a frontal charge.

    Cav: Fast maneuverable and very powerful on the charge, very vulnerable to units with the Spear attribute and the lighter kinds can have severe issues with S&S units too. Very effective vs. both missile units and 2-Handers though, also good at flank attacks.

    The basic rules are:

    S&S beat spears, 2-Handers beat S&S, Cav bat 2-Handers, Spears beat Cav.


    Fairly basic RPS balance, although missiles, missile Cav, and Pikes throw Spanners into the works with Pike being utterly unbeatable from the front, but vulnerable to flank/rear attacks as well as missiles, and missiles being effective vs 2-Handers/Pikes but vulnerable to S&S/Cav.

    Thus I don't worry too much about DFK being beaten by DPK/DNK/DEK, (they are all identical except in name BTW), as thats exactly what these units are supposed to do, although like many I think the speed at witch they beat S&S is a bit high.

    A few last points:

    1. They have one of the highest upkeep values in the game so their is plenty of arguments for them to be good, (bearing in mind that CA have decided to use upkeep as part of the primary balance mechanism, something i don't agree with as it messes up custom/quick battle balance).

    2. After the effects of AP are factored in the DFK only have 15 defense, so they are only 1 point of defense better than the DPK and the DPK has 8 points better attack so it's hardly surprising the DPK are winning so easily.

    TO SUMMARIZE

    The reason boils down mostly to me liking the RPS balance that emerged after all the bug-fixing, coupled with the fact that DPK have severe disadvantages in some areas compared to DFK and thus having the DFK beat the DPK in melee would probably be IMBA. Lastly the stats difference isn't as big as it looks like and neither is the cost difference, AP negates much of the DFK's good defense whilst CA have, (stupidly IMHO), chosen to factor upkeep into the balancing act and as a result they only look right in the campaign where it becomes much more difficult to get large numbers of them.

    In custom However it's quite possible for Portugal to bring along 4 unit of them, and 4 units of Dismounted Conquistadors and 4 units of Pikes on top of Missile Cav and Foot missiles, so I agree it probably looks a bit OTT as Portugal is getting some seriously powerful combinations there.

    Hope that explanation Helps, and thanks for the appreciation, let me know of anything else you spot that worries you though, and tell me what you think of the above, (sure you will though).
    Last edited by Carl; 02-03-2007 at 14:00.
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    Senior Member Senior Member Carl's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    I've just updated the links again as some of them had gone down for some reason, not sure why. The FileFactory one WAS working though so I think I must have copyed the links wrongly when putting them in. Sorry for the inconviniance.

    EDIT: Just to make sure no one thinks i'm being dismissive of the 2-Hander concerns, i'd like to add that R'as al Ghul is mearly the latest in a line of worriers and it's beginning to make me worry that so many people are concerened. So please, keep giving feedback, i might be a stubbourn young fool , but if i get a lot of people expressing concern then WILL change things, i'm just hard to convince.
    Last edited by Carl; 02-03-2007 at 14:35.
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    has a Senior Member HoreTore's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Carl, regarding my campaign as the moors with thieves guild changes, the result was as following(drumsolo):

    It failed. Horribly. It did change what I as the player got offered, but every AI city still had a thieves guild. I've checked Italy, germany and france, and all of them had thieves guilds...

    It seems the problem comes from the AI mass producing, as opposed to mass using spies.

    However, I'll have another go with a new campaign now. I'll halve the spytraining trigger down to 5, and the "ended in settlement" down to 1.

    And I'll cross my fingers on this one....
    Still maintain that crying on the pitch should warrant a 3 match ban

  26. #26
    Senior Member Senior Member Carl's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Thanks HoreTore. i'm also going to have a look at Foz's free Upkeep fix so that might make the next version too.
    Find my ProblemFixer Purehere.

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    has a Senior Member HoreTore's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Free upkeep fix? For castles, ie. tourney fields?
    Still maintain that crying on the pitch should warrant a 3 match ban

  28. #28
    Senior Member Senior Member Carl's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Yeah...
    Find my ProblemFixer Purehere.

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  29. #29
    Masticator of Oreos Member Foz's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Quote Originally Posted by HoreTore
    It seems the problem comes from the AI mass producing, as opposed to mass using spies.
    I doubt it. I think the problem is with the AI mass of everything-to-do-with-spies. They make so freaking many, and send them on missions, and all sorts of crap, that you'll probably have to make spy recruitment AND use entirely non-related to the guilds in order to make the AI have other guilds at all. At the least you probably have to nerf everything really hard - and possibly tweak with the thresholds for getting the thief's guild.

    Just had another thought though. I think we're approaching the problem poorly. Maybe we can check each settlement at turn start to see if it has at least 150 thief's guild points, and if it does then it could severely hammer the points of all other settlements. Or maybe hammer the other settlements based on whether this one has any level thief's guild. That way once the first one is erected, the other settlements are immediately slammed, and thus prevented every turn from gaining enough points to get the guild. If that settlement with the guild was then lost, you'd gain your points normally again (because the trigger trying to find a thief's guild house of any kind would then fail to find one). Come to think of it, maybe thief's guild can be set to exclude itself! Since this mechanic seems to mean that as soon as you have one of that kind of guild the excluded kind cannot be built, it may actually be possible to turn the mechanic on itself and use it to restrict thief's guilds to one per empire. This would be the absolute best solution, as the settlements presumably gain the guild points normally, but are just prevented from recruiting one if one already exists!


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    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: CarlsProblemFixer (V1.13 Last Updated 02/02/2007)

    Quote Originally Posted by Carl
    I'm also going to have a look at Foz's free Upkeep fix so that might make the next version too.
    Foz has this great program in his signature. The beauty of it is that it can automatically add the required changes to the unit_prod file, any unit_prod file no matter what you changed before.
    However, that's not all that needs to be done. You still need to edit the building file. I've done that and could send you the file but it's easy to do yourself, too.

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