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Thread: ProblemFixer Pure V1.13

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    Senior Member Senior Member Carl's Avatar
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    Default ProblemFixer Pure V1.14 (updated 12/05/07)

    I'm releasing an update of ProbemFixer Pure V1.13.

    ProblemFixer Pure is the the Pure Bug-fixing Version, and this release is identical to the old version in all key respects, it simply includes an auto-extracting file for easier installation. If you already have the old Version from here successfully installed then their is no need to re-download this.

    I'm only currently using FileFront as it's the only hosting site that actually keeps the file on system for more than a week. If anyone else knows of anywhere else that keeps the file on system then i will be eternally grateful if they could give me the address.


    FileFront Link


    INSTALLATION

    The Installation Method is slightly different now.

    Uncompress the Zip file and copy the Shortcut to the Desktop. Then simply double left-click on the RaR archive and click install and it will auto extract the files to your M2TW folder.

    I'm afraid I forgot to change the README in regards to the Installation. I'll do that next time.


    README'S 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 found to still be wanting in terms of power 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 keeping 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.


    1.14

    Removed the Sheild fix and the anti-traits fix as the 1.2 patch fixes these itself.

    Added a variation Foz's Free Upkeep Fix: Free upkeep castle units are: All archer units avalibile at the bowyer, and all units avalibile at th first 2 levels of castle barracks.

    Reduced all ship upkeep prices by 100 florins to make a decent navy less bankrupting.

    I have currently left the 2-handers exactly as they where under V1.13 rather than applying the 1.2 patch animations as these leave 2-handers distinctly underperforming. I hope to include the new animations with some sort of addittinal fix, (to bring things into line), at a future date.

    Added addittinal Explorers Guild effects as this seemed to be underperforming, i've also added a new merchant related trait as the first guild level was having no effect on the finance level of merchants, (unlike assasins/thives guilds with spies/assasins).

    I've also tweaked the Guild points triggers and a few other guild related things, especially Masons Guilds and Knightly Order Chapter Houses.


    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=81928


    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.

    Info and link updated to V1.14. The file is actually marked WIP, but it's not, that just happens to be the name of the folder i was compressing, so don't worry about that. V1.14 is fully compatibile with the 1.2 patch.


    Many Thanks to everyone fr their support and help.

    Carl.
    Last edited by Carl; 06-11-2007 at 14:20.
    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
    Senior Member Senior Member Carl's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Please, Don't hesitate to drop any suggestions or thoughts you have in this thread. Thats what it's for.
    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

  3. #3
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Yeah... I was wondering if anyone was alive in here. Maybe it's better to start this thread in the Citadel as well ?.

    This mod is great !

    Ok here's my thought for now.

    I'm no Manchester United fanboy or something but the Billmen are still lame with no comparison. I guess that's ok since they were farmers and all and essentially they are supposed to be spear militia with billhooks. Having said that make me a farmer and give me a billhook and as long as no Knight or Sipahi comes closer than 1.5 meters away I'm pretty sure I'll chop him up right off his horse AT LEAST one of them will fall with me and if there's 60 of me, then my unit wins against 40 knights/sipahi/mamluk etc.

    Actually the Sipahi or Mamluk would be an issue since they would not bother using their hands, they'd just shoot you up from a distance with a nice shot from a composite bow straight through the temple.

    I think they need to be a bit better against cavalry. I've basically realised (after much delay) that RPS is out since MTW/VI. It's not really out, it's there all right but now it's... intelligent... should we say ?

    Therefore Billmen should really be a low cost two hander which can deal with other low cost infantry and cavalry but can also deal to some degree with elites. By some degree I mean at least kill 10 of them. Currently they are utterly annihilated by cavalry in particular.

    This applies to Halberds as well. Anyone agree ?
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  4. #4
    Senior Member Senior Member Carl's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Therefore Billmen should really be a low cost two hander which can deal with other low cost infantry and cavalry but can also deal to some degree with elites. By some degree I mean at least kill 10 of them. Currently they are utterly annihilated by cavalry in particular.

    This applies to Halberds as well. Anyone agree ?
    Just to clarify something here as it's a common misconception i see.

    Yes, HISTORICALLY speaking Halberds/Bills WHERE anti-Cav.

    However in GAME they, (well the non spear wall Halberds and Bills anyway), are all lumped under the 2-hander heading. This means that Cav are actually one of the units that are supposed to COUNTER THEM. Thus Cav destroying is actually the RPS working as intended.


    What Bills are good against is OTHER INFANTRY.

    Put them basic Billmen up against DFK and the results will be impressive. Yes the Bills will lose, but they'll take a hell of a lot of the DFK with them, especially when you consider that the DFK cost nearly 5 times as much as the bills.
    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
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Ok. Thanks for clearing that up ! So Halberd Militia is anti-cav yeah ? Both Eastern and Western ?
    If you remember me from M:TW days add me on Steam, do mention your org name.

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  6. #6
    Senior Member Senior Member Carl's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Western is as they are spear wall capable. Eastern is a 2-hander and isn't anti-Cav.
    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

  7. #7
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Thanks.
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  8. #8

    Default Re: ProblemFixer Pure V1.13

    Let me reply here to JeromeGrasDyke's post in the earlier (locked) thread on ProblemFixer:

    Quote Originally Posted by JeromeGrasDyke
    But in this context I would have to add that it's unlikely that the Med2 autoresolve takes account of the effect of the animation set on battle outcome. Certainly the Rome one did not, which was appropriate at the time as the animation influence was largely eliminated from actual fought battles through the use of time-to-next-attack penalties.
    So are you saying that animations in RTW were pretty much just for show, and battles were calculated using a mathematical model? Or is that only for autocalc?

  9. #9

    Default Re: ProblemFixer Pure V1.13

    Carl-
    Great work... one thing I noticed... You aer missing the tower fix... without it, certain size cities and citadels shoot cannon balls instead of ballista bolts and vice versa. There are a variety of other minor issues I've noticed, too, but that is the biggest. I've found a more complete list of bugs at twcenter.net-- but none of those modders have made a "pure" problem fixer like you. Thanks for the effort and keep up the good work.

  10. #10
    Slaying Pagans near you! Member TeutonicKnight's Avatar
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    Default Re: ProblemFixer Pure V1.13

    I noticed this too. Is there an easy way to fix this?

  11. #11
    Senior Member Senior Member Carl's Avatar
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    Default Re: ProblemFixer Pure V1.13

    It will be added, don't worry.
    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

  12. #12

    Default Re: ProblemFixer Pure V1.13

    Not sure if this is a bug with PFP1.13 or an option I just don't know how to change, but any siege battle that takes place during the AI turns autoresolves.

    So, I'll end up taking a settlement with no battle but my troop stacks will be dented (sometimes significantly) or alternately my army will be beaten back or I'll have a besieged city taken without opportunity to defend.

    I've fired up vanilla M2TW and this does not occur. The AI always sallies on the last turn before they are starved out or if the enemy assaults my town, I get the opportunity to go to the battle map.

    I've also tried changing the "skip AI move" setting (I set to skip, I thought it may have changed so it auto resolves battles as part of that skip) but it doesn't make a difference.

    I'm running a clean M2TW patched from 1.0 to 1.2, no other mods.

    Any ideas?

    ps. Please forgive me if this is in a FAQ or something but I've found that given the number of posts about "ai" "autoresolve" etc that it's almost impossible to actually find anything on these forums...

  13. #13
    Senior Member Senior Member Carl's Avatar
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    Default Re: ProblemFixer Pure V1.13

    You've somehow enabled Hotseat mode PFP dosen't do that by defualt so i'm not sure how you've managed that for PFP and not done it in vanillia.

    V1.14 is out now anyway (link at the top), so download and install that and it should fix 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

  14. #14

    Default Re: ProblemFixer Pure V1.13

    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)
    I guess that might fall to these triggers, which i have disabled them in my game:


    ;------------------------------------------
    ;Trigger family3
    ;WhenToTest BrotherAdopted


    ;Affects Paranoia 1 Chance 5
    ;Affects HarshRuler 1 Chance 10
    ;Trigger family1
    ;WhenToTest BrotherAdopted


    ;Affects Anger 1 Chance 0
    ;Affects Arse 1 Chance 0
    ;Affects Corrupt 1 Chance 5
    ;Affects Slothful 1 Chance 4

    ;------------------------------------------
    ;Trigger family2
    ;WhenToTest BrotherAdopted


    ;Affects Girls 1 Chance 5
    ;Affects Gambling 1 Chance 5
    ;Affects ExpensiveTastes 1 Chance 5
    ;Affects Disloyal 1 Chance 8
    ;Affects Unjust 1 Chance 10
    There is a bug/game fault that even a charactor's sister (the princess) get married, that count as an adoption of brother and hit these triggers.

  15. #15

    Default Re: ProblemFixer Pure V1.13

    Quote Originally Posted by Carl
    You've somehow enabled Hotseat mode PFP dosen't do that by defualt so i'm not sure how you've managed that for PFP and not done it in vanillia.

    V1.14 is out now anyway (link at the top), so download and install that and it should fix it.
    Ahh, this makes much sense as I started the game and selected a faction and ended up playing two factions. I killed that and restarted selecting only one but could select multiple factions.

    Thanking you kindly for the info.

  16. #16
    Barbarian of the north Member Magraev's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Let me start by saying that the problemfixer pure is the reason M2TW is still on my harddrive, the game was utterly broken before 1.02. thank you Carl for that!

    I'd love to get the new problemfixer, but I really don't want to use a version that removes the now functioning 2-hand animations.

    My question therefore is: How long until a version of problemfixer that doesn't change those animations?
    Nope - no sig what so ever.

  17. #17
    Senior Member Senior Member Carl's Avatar
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    Default Re: ProblemFixer Pure V1.13

    My question therefore is: How long until a version of problemfixer that doesn't change those animations?
    Well it doesn’t actually stop 2-handeers from working, it just makes them more effective. Right now, (for example), units like DEK have DCK/Noble Swordsmen massively out-stated when you factor in the effects of AP. Yet because the animations are still so poor DEK and the like get pretty soundly beaten. This when combined with the existing balance within ProblemFixer leaves the 2-Hander units as underpowered now as they where with the old bugged animations.

    As to a fix. Well that’s going to be VERY difficult, I could add extra attack, but that raises a few issues: 1. I don't actually know if I can fix the issue with attack buffs. 2. Even if I can it's going to play holy merry hell with autoresolve which takes no account of animations. That’s going to make those AI races with no late game 2-handers very underpowered. Extra defence creates issues with them being too effective vs. Cav, (and still has autoresolve issues). That in fact is my biggest concern right now, I just don't know weather I can fix the issue without destroying auto-resolve.


    As I say I’ll look into it, but unless something unexpected comes up where going to have issues with whatever we do. Although I DO also understand why you’d like to see the new animations in game.
    Last edited by Carl; 05-20-2007 at 11:48.
    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

  18. #18
    Barbarian of the north Member Magraev's Avatar
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    Default Re: ProblemFixer Pure V1.13

    I didn't know they were still so much worse than other 2-handers. In that case I'll just take the fixer as it is now i think - thanks for the reply.

    I wonder how my varangians are going to look with a halberd animation - exciting! They look awesome with their present animation, but I must say they haven't impressed. Now I guess I know why.
    Nope - no sig what so ever.

  19. #19
    Barbarian of the north Member Magraev's Avatar
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    Default Re: ProblemFixer Pure V1.13

    I tried installing it today, but I can't get it to work :(

    I got the file and installed it, and it made a folder called "ProblemFixer pure V1.14 WIP".

    I tried running the pfp.bat file and the shortcut (after changing the "program files"-bit to the danish "programmer"), but all they seem to do is copy some files, the line is like this:

    "copy PFPHeading.txt+medieval2.preference.cfg ProblemFixerPure.cfg"

    How do I start the game with problemfixer? I had it working before the patch, but I can't remember how
    Nope - no sig what so ever.

  20. #20

    Default Re: ProblemFixer Pure V1.13

    Getting the same results as Magraev. After a clean install, and 1.02, i extracted the rar to my Medieval2 folder. Running the bat gives me nothing than a tine commandline flash, then nothing.
    It's better to do and die, than die and don't

  21. #21
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: ProblemFixer Pure V1.13

    That means the installation is not complete as the CMD is unable to complete the launch. I forgot what the solution is now... trying to remember.... happened to me as well.
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  22. #22
    Barbarian of the north Member Magraev's Avatar
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    Default Re: ProblemFixer Pure V1.13

    It looks like the same problem, I get the same flash, when it copies some files.

    Please put on the thinking cap then Sinan and remember.

    I was wondering if we need some version of mod-switcher, but I don't know if that's it?

    Last edited by Magraev; 05-21-2007 at 10:08.
    Nope - no sig what so ever.

  23. #23
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Well that's not it... you only need the files in the zip...

    but first of all if you are using 1.20 you should be using PureFixer 1.14.
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  24. #24
    Barbarian of the north Member Magraev's Avatar
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    Default Re: ProblemFixer Pure V1.13

    That is the version I downloaded.
    Nope - no sig what so ever.

  25. #25

    Default Re: ProblemFixer Pure V1.13

    Same here, 1.14 over fresh 1.02
    It's better to do and die, than die and don't

  26. #26
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: ProblemFixer Pure V1.13

    I'm gonna try and install today so I can go through it and then I'll remember.

    Carl if you're around give us a shout.
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  27. #27
    Barbarian of the north Member Magraev's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Thanks for the help Sinan!

    Nope - no sig what so ever.

  28. #28
    Senior Member Senior Member Carl's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Give me a few minutes to check stuff, i'm notorious for messing up my .bat files, so it's probnably a problem with them.

    I was right, I thought when you posted the text from the .bat file somthing was missing.

    It should have the following text in the file, (missing bit highlighted):

    Code:
    @echo off
    cls
    copy PFPHeading.txt+medieval2.preference.cfg ProblemFixerPure.cfg
    medieval2.exe @ProblemFixerPure.cfg
    I'll release an updated link ASAP.

    Sorry for the slow reply. Recently got a new game and we all know what new game syndrome is like .


    EDIT: uploading the file to Filefront now. In case your intrested, the missing peice of code is what actually cuases M2TW to start with the ProblemFixerPure setting in place. The code above it enshures it uses your graphics and sound settings.
    Last edited by Carl; 05-21-2007 at 22:39.
    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

  29. #29
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Thanks Carl. Hey what game did you get ?
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  30. #30
    Senior Member Senior Member Carl's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Thanks Carl. Hey what game did you get ?
    Company of Heroes. Honestly with it's morale and flanking systems in it I believe it's more or less identical to what CA would produce if they created a WW2 setting, fast paced, base building RTS with the M2TW combat engine as the inspiration for the fighting mechanics.

    M2TW and CoH have been absolute breaths of fresh air for me. Some actual tactics in battle instead of endless micro (at last ).

    I'm already modding it though.


    They look awesome with their present animation, but I must say they haven't impressed. Now I guess I know why.
    They actually look fairly similar, theirs one or two attack types unique to the new animations, but in reality the new animations look to be mostly modified JHI animations, (they grip their weapons slightly differently and swing a LOT slower). Also, if you thought Vargarian Guard where bad, they actually outperform DEK by about 20-30% with the new animation, and DEK and Vargarian Guard are the best of the units with said new animation, so every other 2-hander is much worse. he reason Vargarians are so good is their high defense. Simply put the new animation is slower than the sword animations of S&S units resulting in them often having to do blocking animations mid swing, (which interrupts their attack), and/r them getting killed mid swing. Vargarians due to their higher defense do less blocking and get killed less meaning they complete more swings and are vastly more powerful offensively. To mention nothing of the survivability increase they get from said higher defense in terms of having more men to swing at given points in the battle.
    Last edited by Carl; 05-21-2007 at 23:17.
    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

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