X
 
  • Filtre
  • Heure
  • Afficher
Tout nettoyer
nouveaux messages

  • manixbe
    a répondu
    Spoiler:
    16:43:43.612 [system.rpt] [always] CPU: SSE2
    16:43:43.625 [system.rpt] [always] ==== system log start, build date: Aug 3 2007 version bld-medieval2-kingdoms-104 (45562) ===
    16:43:43.715 [system.io] [always] mounted pack packs/data_0.pack
    16:43:43.764 [system.io] [always] mounted pack packs/data_1.pack
    16:43:43.793 [system.io] [always] mounted pack packs/data_2.pack
    16:43:43.843 [system.io] [always] mounted pack packs/data_3.pack
    16:43:43.885 [system.io] [always] mounted pack packs/data_4.pack
    16:43:43.921 [system.io] [always] mounted pack packs/localized.pack
    16:440.295 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction normans has gap in building prior to restored_crypts (unavailable at level zero)
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction turks has gap in building prior to restored_crypts (unavailable at level zero)
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction timurids has gap in building prior to huge_stone_wall
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction teutonic_order has gap in building prior to huge_stone_wall
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction aztecs has gap in building prior to huge_stone_wall
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction united has gap in building prior to restored_crypts (unavailable at level zero)
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction normans has gap in building prior to restored_crypts (unavailable at level zero)
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction turks has gap in building prior to restored_crypts (unavailable at level zero)
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction timurids has gap in building prior to fortress (unavailable at level zero)
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction timurids has gap in building prior to citadel (unavailable at level zero)
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction saxons has gap in building prior to fortress (unavailable at level zero)
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction saxons has gap in building prior to citadel (unavailable at level zero)
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction egypt has gap in building prior to fortress (unavailable at level zero)
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction egypt has gap in building prior to citadel (unavailable at level zero)
    16:440.296 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction mongols has gap in building prior to fortress (unavailable at level zero)
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction mongols has gap in building prior to citadel (unavailable at level zero)
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction ireland has gap in building prior to fortress (unavailable at level zero)
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction ireland has gap in building prior to citadel (unavailable at level zero)
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction teutonic_order has gap in building prior to fortress (unavailable at level zero)
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction teutonic_order has gap in building prior to citadel (unavailable at level zero)
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction aztecs has gap in building prior to fortress (unavailable at level zero)
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction aztecs has gap in building prior to citadel (unavailable at level zero)
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction england has gap in building prior to fortress
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction england has gap in building prior to citadel
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction poland has gap in building prior to fortress
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction poland has gap in building prior to citadel
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction france has gap in building prior to fortress
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction france has gap in building prior to citadel
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction hre has gap in building prior to fortress
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction hre has gap in building prior to citadel
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction portugal has gap in building prior to fortress
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction portugal has gap in building prior to citadel
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction papal_states has gap in building prior to fortress
    16:440.297 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction papal_states has gap in building prior to citadel
    16:440.298 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction ents has gap in building prior to fortress (unavailable at level zero)
    16:440.298 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction ents has gap in building prior to citadel (unavailable at level zero)
    16:440.298 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 14372, column 2
    Building DB error - faction united has gap in building prior to restored_crypts (unavailable at level zero)
    16:440.406 [script.err] [error] Script Error in mods/Third_Age_3/data/descr_missions.txt, at line 1471, column 1
    No or invalid resource type specified
    16:442.871 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_character_traits.txt, at line 15284, column 43
    Building level name printing_press not found as a level in building database
    16:442.871 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_character_traits.txt, at line 15295, column 43
    Building level name bimaristan not found as a level in building database
    16:443.209 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_ancillaries.txt, at line 7428, column 43
    Building level name bimaristan not found as a level in building database
    16:443.210 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_ancillaries.txt, at line 7503, column 43
    Building level name printing_press not found as a level in building database
    16:443.211 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_ancillaries.txt, at line 7858, column 40
    Building level name bimaristan not found as a level in building database
    16:44:28.131 [script.err] [error] Script Error in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2135, column 130
    You already have a faction leader
    16:44:28.531 [script.err] [error] Script Error in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3754, column 1
    The character record Lord Glorfindel is set as faction heir but is not in the family tree.
    16:44:28.764 [script.err] [error] Script Error in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5241, column 1
    The character record Chieftain Agorolg is set as faction heir but is not in the family tree.
    16:44:28.766 [script.err] [error] Script Error in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5354, column 1
    The character record Chieftain Lagbug is set as faction heir but is not in the family tree.
    16:44:28.996 [script.err] [error] Script Error in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 6615, column 12
    You have chosen an invalid tile(505, 482) for the settlement of Forodwaith.
    It will mean not being able to reach this settlement and is a bug.
    For now we'll ignore it.
    16:452.536 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS.
    16:453.991 [game.script] [error] Script execution error for <kill_character>, at line 116, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character "the doesn't exist.

    16:461.159 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS.
    16:46:58.004 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS.
    16:49:39.317 [game.script] [error] Script execution error for <console_command>, at line 18238, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    create_unit Kings-Land "Westron_Volunteers" 2 0 0 0
    err: cannot add unit(s) because the garrison already contains the maximum number of units

    173:49.667 [game.script] [error] Script execution error for <kill_character>, at line 116, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character "the doesn't exist.

    17:13:59.657 [game.script] [error] Script execution error for <kill_character>, at line 116, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character "the doesn't exist.

    17:196.250 [game.script] [error] Script execution error for <console_command>, at line 23204, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    create_unit East-Mirkwood "Snagas" 2 0 0 0
    err: cannot add unit(s) because the garrison already contains the maximum number of units

    17:21:19.073 [game.script] [error] Script execution error for <console_command>, at line 15851, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    create_unit Carn-Dum "Snagas" 2 0 0 0
    err: cannot add unit(s) because the garrison already contains the maximum number of units

    17:21:19.073 [game.script] [error] Script execution error for <console_command>, at line 15886, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    create_unit Carn-Dum "Snagas" 2 0 0 0
    err: cannot add unit(s) because the garrison already contains the maximum number of units

    17:21:45.043 [game.script] [error] Script execution error for <kill_character>, at line 116, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character "the doesn't exist.

    17:26:20.258 [game.script] [error] Script execution error for <kill_character>, at line 116, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character "the doesn't exist.

    17:34:14.392 [game.script] [error] Script execution error for <kill_character>, at line 116, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character "the doesn't exist.

    17:419.876 [game.script] [error] Script execution error for <kill_character>, at line 116, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character "the doesn't exist.

    17:53:41.623 [game.script] [error] Script execution error for <kill_character>, at line 116, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character "the doesn't exist.

    17:56:21.724 [game.script] [error] Script execution error for <console_command>, at line 17489, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    create_unit Gladden-Fields "Westron_Volunteers" 2 0 0 0
    err: cannot add unit(s) because the garrison already contains the maximum number of units

    180:43.795 [game.script] [error] Script execution error for <kill_character>, at line 116, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character "the doesn't exist.

    182:16.663 [game.script] [error] Script execution error for <spawn_army>, at line 13089, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character with label random_name could not be created, label alreay exists!
    183:59.713 [game.script] [error] Script execution error for <spawn_army>, at line 8728, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character with label Theoden could not be created, label alreay exists!
    18:21:58.687 [game.script] [error] Script execution error for <kill_character>, at line 116, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character "the doesn't exist.

    18:30:53.382 [game.script] [error] Script execution error for <spawn_army>, at line 13013, in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Character with label random_name could not be created, label alreay exists!
    18:31:53.681 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Laisser un commentaire:


  • coldblood
    a répondu
    j'ai foutu les trésor royal du gondor à 9000 et celui de Dol amroth à 4500

    sans sa ils se font balayer, faut attendre environ 40 tours pour voir le malheur arriver, mais c'est inéluctable, ente Umbar, l'enedwaith qui les attaques à l'ouest, Harad et Mordor qui attaques à l'Est c'est pas tenable pour eux. après je joue en Veryhard, du coup je pense qu'en difficulté moindre sa met plus de temps. Moi j'équilibre pour le VH.

    d'ailleurs faudra m'expliquer pourquoi l'Enedwaith s'acharne autant sur eux, dans chacune de mes parties ils prennent le gondor, vous avez mis le ratio diplomatie envers le gondor et Dol Amroth aussi fort que celui des Lindon et Bree, je cite

    faction_standings teutonic_order, -0.10 saxons, egypt, mongols, milan
    faction_standings teutonic_order, -0.40 normans, turks, sicily, denmark

    Turks=Lindon
    normans=Bree
    Sicily, Denmark= Gondor & cie

    c'est voulut ou c'est un oublie ? car du coup cette faction (IA) priorise le Gondor du à sa proximité, faudrait t'il pas augmenter le ratio du Lindon et de Bree afin que l'Enedwaith dirige ses conquête vers le nord en premier lieu autrement que vers le Sud ? et cela permettrait au Gondor de n'avoir plus que 3 adversaire, 4 si l'on compte le Khand qui commence à bouger vers 80 tours, mais sa évitera qu'il ait directement: 1 front Ouest avec les Clans, Umbar sur les Côtes Ouest, Harad au Sud (Dol Amroth les ralentie bien si on les Boost un peu) et Mordor à l'Est comme d'hab.

    je ne fait que proposer, mais selon moi, on respecte l'histoire de cette façon; à moins que l'Enedwait ait un gros diffèrent avec le Gondor auxquelles cas j'abdique; et on rééquilibre le jeu pour le gondor, car techniquement avec vos valeur de base, si on joue Gondor, même en medium c'est Ultra chaud et j'ai perdu tour 86 en Hard CQFD.

    Wait & see

    par contre c'est casi impossible de vérifier si toute les unité sont dispo en Campagne, avec les scripts des unités particulière selon la province, faudrait vérifier à partie du export building et export unit mais j'ai la flemme, mais pour l'instant je n'ai repéré aucun coquille la dessus et vous êtes bien le premier mod ou je n'ai pas a trifouiller pour pouvoir utiliser une unité

    EDIT
    Dernière modification par coldblood, 12-12-2013, 18h49.

    Laisser un commentaire:


  • Arandir Tur-Anion
    a répondu
    Essaye. Je ne peux rien te dire

    (en même temps il ne se passe rien, pour le moment ...)

    Laisser un commentaire:


  • Hourstak
    a répondu
    Essaye et tu nous diras

    Laisser un commentaire:


  • Imperator-Purple
    a répondu
    Ok, se passe t-il quelques choses si on capture toute la forêt de Mirkwood avec le royaume de Tranduil ?

    Laisser un commentaire:


  • Arandir Tur-Anion
    a répondu
    Pour le Gondor, c'est "normal" dans la sens où l'équilibre est encore mal fait

    Pour Legolas je vais voir ça.

    Laisser un commentaire:


  • Imperator-Purple
    a répondu
    Normal que le Gondor est perdu
    Spoiler:
    sa capitale aussi tôt ?



    Et Legolas n'a pas de compétence spécial à part les fléches enflammées, il n'a pas de corne de ralliement:

    Spoiler:
    Dernière modification par Imperator-Purple, 12-12-2013, 11h30.

    Laisser un commentaire:


  • van fannel
    a répondu
    J'ai aussi remarqué que les piquier sindar du havre gris forme un mur de boucliers au lieu d'un mur de piques.

    Laisser un commentaire:


  • laroche
    a répondu
    Avec dol Amroth, je mets en déroute des corsaires light infantry avec les gardes du corps, mais j'ai jamais pu finir l'unité, ils couraient plus vite que à pied que mon général à cheval haha

    Laisser un commentaire:


  • Tatane38
    a répondu
    J'ai aussi remarqué que les archers corsaires d'Umbar sont comptés comme skirmisher.

    Laisser un commentaire:


  • Arandir Tur-Anion
    a répondu
    OUi, le script est buggué à ce moment là. ce sera corrigé dans le prochain patch.

    Pour le diplomate c'est lié au fait que l'on a pas de voix spécifiques (pour le moment)

    Laisser un commentaire:


  • laroche
    a répondu
    Dès que la construction mine de mithril de la moria est plus qu'à 1 tour, le jeu crash au passage de tour. (en reportant la construction ca marche, et dès que je remets la mine ca crash) Avec la faction Khazad bien sur.

    Et sinon le diplomate qu'on reçoit après la prise de la moria, il dit des petits "for Scotland" de temps en temps

    Laisser un commentaire:


  • coldblood
    a répondu
    pour les villes en simple j'ai augmenter leurs population comme j'en avait envie, je me suis imposer certaine régle histoire d'éviter le n'importe nawak.

    sinon maintenant que j'ai fait les bugs des unité jouable, je vais test la campagne pour vous donner les bug de script etc...
    pour l'instant aucun problème avec isengard. à part le fait que Bregnas est un village Hobbit quand on l'attaque.

    Edit: surfeur d'argent chez les haradrim spearmen et muhad beast master chez les rebels
    Dernière modification par coldblood, 11-12-2013, 17h25.

    Laisser un commentaire:


  • Madwarrior
    a répondu
    Salut salut! Alors je suit ce forum depuis un moment pour différents mods et j'attendait impatiemment la sortie de celui-ci.
    Enfin bref, j'ai vu que personne n'a encore signaler les 2/3 "bugs" que j'ai vu (enfin je suppose que s'en est).

    -Dans une partie avec le Gondor, j'ai remarquer que les écuries de niv1 construite dans les villes nous permet de recruter des unités de cavalerie alors que dans les châteaux, on est obligé d'avoir une écurie de niv2. Est-ce normal? (je croit que ça le fait aussi pour la faction de l'Isengard puisqu'il faut les cages a wargs niv2 pour en recruter dans l'isengard (la citadelle))

    -Lors de ma conquête d'Isenmouthe juste en dessous des portes noires, j'ai remarquer qu'un bâtiment "town watch" appartenant a la culture "northmen" est présent dans cette cité... qui fait la meme chose que la baraque construite par le mordor. En vérifiant avec une partie avec le mordor, cette battisse existe des le début mais le mordor est obligé de bâtir une nouvelle baraque appartenant a sa propre culture pour évoluer et recruter des unités plus performante. Je pense donc que ce bâtiment devrait être remplacé par le bâtiment du mordor.

    Voila c'est tout ce que j'ai vu pour le moment. Encore merci pour votre mod il est excellent!

    Laisser un commentaire:


  • Arandir Tur-Anion
    a répondu
    Merci beaucoup coldblood pour tout ceci. Je vais vérifier ça

    Laisser un commentaire:

Chargement...
X