Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
Jurand of Cracow
I'd assume Huskarls are Varangian Guards. Otherwise - where they'd come from?
No, they're different because they have different models.
I checked them on custom battle and they're not related.
Here's what it says for me.
mercenary_barracks3 requires factions { byzantium, }
{
capability
{
recruit_pool "Skythikoi" 1 0.25 2 0 requires factions { byzantium, }
recruit_pool "English Huscarls" 1 0.16 2 1 requires factions { byzantium, } and not event_counter HEAVY_MAIL_ARMOR 1
recruit_pool "Alamanoi" 1 0.12 1 0 requires factions { byzantium, } and event_counter HEAVY_MAIL_ARMOR 1
recruit_pool "Latinikon" 1 0.16 1 0 requires factions { byzantium, }
law_bonus bonus -4
law_bonus bonus 1 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4
law_bonus bonus 2 requires event_counter is_the_ai 4
}
material stone
construction 12
cost 6000
settlement_min large_city
Re: Bugs Reports & Technical Help
The unit of saxon huskarls are the old varangian guard, is the same rol and unit but it represent the englishmen,saxons and other peoples that composed this guard,about year 1200( i dont remember the event) you willobtain the unit that you say, the varangian guard unit and the old unit of saxon huskarls will dissapear, you can recruit them in mercenary camp in constantinople
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
j.a.luna
The unit of saxon huskarls are the old varangian guard, is the same rol and unit but it represent the englishmen,saxons and other peoples that composed this guard,about year 1200( i dont remember the event) you willobtain the unit that you say, the varangian guard unit and the old unit of saxon huskarls will dissapear, you can recruit them in mercenary camp in constantinople
Ah, that's why I can't recruit it.
Thanks.
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
j.a.luna
The unit of saxon huskarls are the old varangian guard, is the same rol and unit but it represent the englishmen,saxons and other peoples that composed this guard,about year 1200( i dont remember the event) you willobtain the unit that you say, the varangian guard unit and the old unit of saxon huskarls will dissapear, you can recruit them in mercenary camp in constantinople
This would be somehow strange, hmm.
The name "Varangian Guard" is usually applied to the mercenaries from Rus (Variagoi in Greek) from 9th century on. However, they're disappear from the sources in 13th century (battle of Pelagonia was the last, iirc). In the late empire (say from 13th century, but may be interpreted 12th) there're more and more mercs from England and they actually replaced Varangians. So I'd expect that either Saxons replace Varangians, or the SSHIP team (I assume MWY) had removed Varangian Guards entirely and replaced them with the Saxons.
But I might be wrong on what happens in the SSHIP, of course.
Re: Bugs Reports & Technical Help
For now in the current version of sship mod exist 2 models of units for thisa unit, one of them are called saxon huskarls( at the begining of the game, recruitable in english lands and in byzsntine mercenary camps) and the second model of unit is called varanguiam guard( about available aprox year 1200 and only recruitable for romans in this mercenary camp) with more luxury armours and better in all aspects
Maybe sship could make one unit only with various upgrases models ( represent different centuries), a good roman unit roster was the nikkossaiz unit roster but dont have any news about him...
Re: Bugs Reports & Technical Help
Both vanish from the queue
Re: Bugs Reports & Technical Help
Re: Bugs Reports & Technical Help
I tried to continue my game today and i encountered a major issue.
https://thumb.ibb.co/ebBJnp/111.jpg
I have found a forrum topic that said i need to reinstall direct x and microsoft visual c++ 2010, i did that, updated graphics card, still same problem.
I have to mention that other mods for Medieval 2 still work, i can play Sicilian Vespers just fine
EDIT :::::::::::::
I loaded my 3rd save and it works just fine. It seems i get this error with save 1 and save 2, i don't know what is triggering this on Sicily's turn.
Re: Bugs Reports & Technical Help
It can be due to anything :hmm:
Re: Bugs Reports & Technical Help
Hello dear Lifthasir Moderator
I'm the same one that posted the previous post on the wrong page (in the SSHIP mod in a few of the last games in the early and high stage during the campaign after finishing a fight in castle or city I see a problem - "Medieval2: Total war encountered an unespecified error and will now exit "this just at the time of passing please how can I solve it or what happens with the mod since in Late era this problem does not happen to me.) I have a question which files should I update if the medieval2 I have it for steam as I update and where should I download the respective files or pages? or maybe update the files on my nvidia 950 graphics card.
Re: Bugs Reports & Technical Help
Following these instructions should do the trick to make all mods 'steam compatible'.
Seeing that you don't get the unspecified error with other eras I would assume that the problem lies with that era. If it is an SSHIP era then maybe the installation failed.
Re: Bugs Reports & Technical Help
gigantus thank you very much for the council but that error that I said previously is due to a bad execution of the game or a programming problem? :( haha gigantus you are a legend.
Re: Bugs Reports & Technical Help
If you are on steam I would suggest to re-install the Stainless Steel mod following this guide and then to install SSHIP over it. Simply delete the mods\SS6.3 folder and the desktop shortcuts before re-installing.
Re: Bugs Reports & Technical Help
The bug of death.
It concerns units of fire facing units with swords or spears.
This bug appears when there is a close combat between these types of units.
A far more important death bug is when a unit of swordsmen enters into a melee with a unit of archers.
Only the units with the animation of the pose of the arrow are involved .
Models without this animation do not even seem to be affected by the death bug. See.
https://www.youtube.com/watch?v=xCDf...ature=youtu.be
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
kostic
The bug of death.
It concerns units of fire facing units with swords or spears.
This bug appears when there is a close combat between these types of units.
A far more important death bug is when a unit of swordsmen enters into a melee with a unit of archers.
Only the units with the animation of the pose of the arrow are involved .
Models without this animation do not even seem to be affected by the death bug. See.
https://www.youtube.com/watch?v=xCDf0eiMmcY&feature=youtu.be
Can't help with bug, but what is the music you used?
Re: Bugs Reports & Technical Help
arabiccampaign1 :whistling this comes from Bellum Crusis mod.
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
kostic
arabiccampaign1 :whistling this comes from Bellum Crusis mod.
Thanks, it's beautiful.
Re: Bugs Reports & Technical Help
I get a CTD at turn 276 on the AI turn. This problem showed up just a few days ago. The AI gets as far as HRE and poof.
Running SSHIP under 6.4.
No other mods installed.
Here is the log
22:07:17.457 [system.rpt] [always] CPU: SSE2
22:07:17.457 [system.rpt] [always] ==== system log start, build date: Aug 3 2007 version bld-medieval2-kingdoms-104 (45562) ===
22:07:17.457 [system.io] [always] mounted pack packs/data_0.pack
22:07:17.457 [system.io] [always] mounted pack packs/data_1.pack
22:07:17.457 [system.io] [always] mounted pack packs/data_2.pack
22:07:17.457 [system.io] [always] mounted pack packs/data_3.pack
22:07:17.457 [system.io] [always] mounted pack packs/data_4.pack
22:07:17.457 [system.io] [always] mounted pack packs/localized.pack
22:07:32.144 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS.
22:08:16.916 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
I've looked through threads, but have not seen anything that helps me. Help?
Re: Bugs Reports & Technical Help
On the menu, choose to follow the AI movement and remove the fog with the console command "toogle_fow". It might take a while during the AI turn but you should be able to follow the HRE and to point where the issue comes from. I might be wrong but looks like an unit or FM issue. We just need to find out where/who ;)
Re: Bugs Reports & Technical Help
Which file determines the passage of bodyguards in ug1 ? :hmm:
If it is possible, I would like to make them evolve at the same time as the feudal knights arrive.