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Thread: Okay, what fixes do I need?

  1. #1
    Dyslexic agnostic insomniac Senior Member Goofball's Avatar
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    Default Okay, what fixes do I need?

    I'm about to start a new campaign as the Turks, and I'm a little scared, having spent the last few days reading about all the bugs. The main ones I'm worried about are:

    The Two-Handed bug
    The Shield bug
    The Pike bug

    I'd like to install any fixes that are available (or mod the necessary files, if necessary) before I start.

    Can somebody point me in the right direction?

    Also, what specific Turkish units will be affected by those bugs?

    I'd hate to finally tech up enough to build JHI only to find they are bugged and useless...
    "What, have Canadians run out of guns to steal from other Canadians and now need to piss all over our glee?"

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  2. #2
    Master Procrastinator Member TevashSzat's Avatar
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    Default Re: Okay, what fixes do I need?

    JHI are actually incredibly powerful due to the bugs since the have higher than normal in melee defence due to shield bug and that 2h units have slow animations which makes them better and cheaper than varangian guards if u face them against byzantines
    "I do not know what I may appear to the world; but to myself I seem to have been only like a boy playing on the seashore, and diverting myself in now and then finding a smoother pebble or a prettier shell than ordinary, whilst the great ocean of truth lay all undiscovered before me." - Issac Newton

  3. #3
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: Okay, what fixes do I need?

    Medifix, the Pike link is in the Citadel, zxiang's 2h fix, zxiang tower fix, Shaba Wangys Diplomacy fix

    Makes for the best game atm (add shield bug fix if there is one)
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  4. #4
    Member Member Durallan's Avatar
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    Default Re: Okay, what fixes do I need?

    don't forget to turn alliances back on.

    TURNING ALLIANCES ON:
    https://forums.totalwar.org/vb/showthread.php?p=1363790

    don't forget the wall fix (cannon towers will fire cannons, ballista towets fire ballistas), and here is a good vnv fix!

    VICES AND VIRTUES FIX (plus fixes princess starter traits and religion starter traits):
    https://forums.totalwar.org/vb/showt...09#post1356309

    I don't use Wangys diplomacy mod, because it forces the AI to be passive on teh campaign map, I suggest just turning alliances back on and try that first.

    here is the xiangs 2h fix

    http://www.twcenter.net/forums/showthread.php?t=74088

    here is his wall fix

    http://www.twcenter.net/forums/downl...do=file&id=973

    this is what I use and it seems great to use, give it a go!
    Last edited by Durallan; 01-14-2007 at 05:00.
    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

  5. #5
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Okay, what fixes do I need?

    Check my sig for the shield fix. Note though that the issue is still being explored and the fix may change slightly as a result. It isn't perfect, but as the issue is so widespread in number of units affected, consensus seems to be that applying even an imperfect fix is far better than keeping the units bugged. This is especially the case given how much the bugged shields hose the various shield units in melee. If you will be utilizing any other fixes to the EDU (export_descr_unit.txt) file, you can use my exe instead of the fixed EDU. The exe will apply the fix to any given EDU file. You can read my various posts in the thread "The Shield Problem(s)" if you want a better idea of what side effects you can expect from the fix.


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

  6. #6
    Dyslexic agnostic insomniac Senior Member Goofball's Avatar
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    Default Re: Okay, what fixes do I need?

    Thanks everybody.
    "What, have Canadians run out of guns to steal from other Canadians and now need to piss all over our glee?"

    - TSM

  7. #7

    Default Re: Okay, what fixes do I need?

    http://www.twcenter.net/forums/showthread.php?t=72874

    This is almost a one-stop fix which includes many of the above-mentioned fixes. IMO you should only get the VnV fix on top of this one. And the Shield fix if you are bothered by it.

  8. #8
    Member Member Durallan's Avatar
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    Default Re: Okay, what fixes do I need?

    that one doesn't turn the computer trusting alliances back on though, which means the computers don't backstab you if relations are good with that computer and you've been allied longer than 3 turns.
    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

  9. #9

    Default Re: Okay, what fixes do I need?

    Dur: I know that. But I am of two minds about the vanilla AI diplomacy. On one hand it is a bit too simpleton (basically: I'll backstab you if you are weak), on the other it is realistic. I was actually fine with the way it was so I'll leave the decision up to the poster.

  10. #10
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Okay, what fixes do I need?

    I tend to think that turning the AI trusting alliances on doesn't have that big an effect most of the time: this is because, especially on tougher difficulties, you have to work like a dog to keep your relations about the cutoff for those trusted alliances. It's nice to have the option if you really need to keep someone off your back for a little while, but it's not like all the AI countries will suddenly start being nice to you all the time and stop being backstabbers. To accomplish that would eat so many resources you probably couldn't correctly fund your expansion efforts... and you'd probably need to give up on maintaining several trusted alliances in order to focus efforts on expansion against any given neighbor.


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

  11. #11

    Default Re: Okay, what fixes do I need?

    FYI, I'm wrapping up a turkish campaign with the vanilla version, and I didn't noticed being affected by any of the issues the OP metions.

    > The Two-Handed bug -- No Turk units will be affected. Janny Heavies rock in the vanilla game.
    > The Shield bug -- I'm not sure I understand exactly what this issue is but I think Sacaren Militia and Hashisham are the only Turk units with shields, and both seem to work well in my game.
    > The Pike bug -- The turks don't have any pike units.

    I think the one thing to definitely be aware of is the Elephant CTD issue, which is fixed with the patch, since you WILL fight the Timurids as the Turks, guarenteed.

    And then any of the campaign map issues people above have suggested fixes for -- vices would be one in particular if you don't want to move govenors in and out of cities every turn. Your racetracks & shisha houses will all but gaurentee that you end up with with problem gamblers and such.

  12. #12

    Default Re: Okay, what fixes do I need?

    I have tried multiple vices and virtues fixes that place a "export_descr_character_traits.txt" in my data folder including the ones mentioned here. When I load up the modded version of the game, however, none of my character traits are displayed, though each character still has their attributes (command stars, loyalty). Is there something I'm doing wrong?

  13. #13
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Okay, what fixes do I need?

    Yeah you need to ideally start a new campaign as modding the trait files can have unexpected results on saved games.

  14. #14
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Okay, what fixes do I need?

    Also playing as the Turks, beware of the "reforming" bug when you eventually get to build the Janissary Musketeers. Carl's Problemfixer somewhat alleviates this, but it doesn't eliminate this entirely. Basically, when your musketeers come under fire, they will sometimes pause for very long periods of time attempting to "reform" as they lose men to ranged fire. Sometimes it's noticeable, sometimes's it's not. Without Carl's fixer they're just about useless IMO, with it, they're at least useable. This also affects other infantry gunpowder units as well if you play other factions.

    Good luck.

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

  15. #15

    Default Re: Okay, what fixes do I need?

    Sorry I didn't mention this before, but what I posted before is after I've started a new campaign. In fact, I've tried reinstalling the game to see if the fixes would work, but to no avail. The only thing that I can see that is different from my M2TW game is that it is downloaded from direct2drive.com (legit). I don't know if this may have anything to do with responding to fixes (it shouldn't). I am getting this in my error log:

    20:04:58.981 [system.io] [warning] open: data/text/export_VnVs.txt is missing

    20:04:58.997 [script.err] [error] Script Error in data/export_descr_character_traits.txt, at line 14, column 11
    Could'n find level name description string for trait(GoodCommander) level(Promising_Commander).

    20:04:59.012 [script.err] [error] Script Error in data/export_descr_character_traits.txt, at line 15, column 21
    Could'n find description string for trait(GoodCommander) level(Promising_Commander_desc).

    And so on in script errors for traits. Thank you for the help!

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