See i just use this in LTC:
@echo off
cls
copy headercfg.txt+medieval2.preference.cfg landstoconquer.cfg
See i just use this in LTC:
@echo off
cls
copy headercfg.txt+medieval2.preference.cfg landstoconquer.cfg
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Managed to solve it, on my own. I just took the space out of PFP Heading and it worked fine, but thanks for the help.
I have another issue though.
Everytime i start a campaign i get an unspecified error. Yet removing the Traits file seems to cure it.
the problem is their aren't any clues as t the problem in the error log.
Any ideas guys?
Try enabling error tracing and see which trigger fired last.
I only know that stuff from scripting where you have to be careful you don't trigger on stuff that is not yet in the game, but that can hardly be the case in the trait file because you have to trigger on a character export.
How do you enable error tracing?
Sorry for the dumb question.
The annoying thing is that the exact same file works without a hitch in my Rebuild ProblemFixer. It's actually the same file with a couple of traits and their respective triggers commented out.
Managed to fix it. I uncommented the traits I'd commented out, but left the triggers commented out and it worked.
Not a Descr_Strat file issue though as i checked. The best guess I can make is that something in the ancillaries file needs one of those traits. can't think what it could be though as I've barely touched it.
Thanks for the help Alpaca.
As a quick last question: What are the various levels of error checking and is any one best? I was advised to always leave it on debug, (although i tried it on trace setting like you suggested with no luck).
The progression is trace<info<warn<debug<err<fatal<always
Usually, the most useful one is level = * err or level = * error because it will show you the errors you make (like spelling mistakes and so on) without giving a lot of unnecessary info. However, if you're creating triggers or scripts and want to test them you should use level = game.script.* trace as it will yield all the info about the scripting side of the game, including triggers.
I don't think there are any debug messages in the retail exe so debug is the same level as err
The warn level can be useful sometimes if you want info about missing files and so on but you'll have to dig through a lot of stuff to find it.
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