Here is link https://drive.google.com/file/d/1FQy...ew?usp=sharing
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Might've found an error in the descr_strat at line 5786, I think "character Robert, general, named character, age 50"
is supposed to read "character Robert,general,named character, male, age 50". With that little correction, he shows up as a proper English family member instead of a NE General's Bodyguard with no character attached.
No worries, I just thought I'd give updates when I come across something new. This is the first time since vanilla that I've come across this problem.
Is it a princess trait issue or a general trait issue? I understand that the traits of the princess get reflected onto the general, so maybe the "disinherited" is a hidden trait of the princess, but from the language it sounds like the general is the problem (the nobles don't like the general the princess has married)?
actually, you may be right to point out at this trait. It seems Kilo11 might have misunderstood this trait while working on the descriptions two years ago. What I see in the code is:
Code:{WifeWasFactionHeir_desc}This man's wife could have produced possible heirs, but thanks to the character of this man the nobles won't accept his sons anymore.
{WifeWasFactionHeir_effects_desc}No effects
{WifeWasFactionHeir}Wife Disinherited
Code:;------------------------------------------
Trait WifeIsFactionHeir
Characters family
Level WifeWasFactionHeir
Description WifeWasFactionHeir_desc
EffectsDescription WifeWasFactionHeir_effects_desc
Threshold 1
Level WifeIsFactionHeir
Description WifeIsFactionHeir_desc
EffectsDescription WifeIsFactionHeir_effects_desc
Threshold 2
Code:;------------------------------------------
Trigger valid_heir_43 ; Characters who marry such daughters are given a trait telling the game they did that
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait PrincessFactionHeir = 1
and Trait Factionleader = 0
and not CharFactionType venice
and not CharFactionType pisa
Affects WifeIsFactionHeir 1 Chance 100
;------------------------------------------
Trigger valid_heir_5 ; Biological sons of men married to daughters of valid claimants receive automatic weak claims if not in republic
WhenToTest CharacterComesOfAge
Condition FatherTrait WifeIsFactionHeir = 1
and Trait Factionleader = 0
and Trait Usurper = 0
and Trait BastardSon = 0
and Trait WeakClaimant = 0
and not CharFactionType venice
and not CharFactionType pisa
Affects WeakClaimant 1 Chance 100
;------------------------------------------
Trigger valid_heir_41b ; Daughters of claimants give their claims to their children
WhenToTest CharacterTurnStart
Condition FatherTrait WifeIsFactionHeir > 0
and AgentType = princess
and Trait PrincessWeakFactionHeir = 0
and not CharFactionType venice
and not CharFactionType pisa
Affects PrincessWeakFactionHeir 1 Chance 100
Hi Everyone
Been playing this for some time, and then I started getting a CTD that won't go away no matter how many times I restart the game, which usually worked in previous cases.
I'm playing as the Abbasids, and here's my save and crash log:
Attachment 367734
Attachment 367735
Thanks in advance.
hmmmmm, no indication in the log other than it's during Rum turn... I've run it on my comp, and it crashes as well... doesn't look I can help, at least not quickly.
Code:14:07:21.002 [game.script] [always] ------ testing rum leader for policies14:07:21.002 [game.script.exec] [trace] exec <if> at line 50632 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.002 [game.script.exec] [trace] exec <if> at line 50635 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.002 [game.script.exec] [trace] exec <if> at line 50639 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.002 [game.script.exec] [trace] exec <if> at line 50642 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.002 [game.script.exec] [trace] exec <if> at line 50645 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.002 [game.script.exec] [trace] exec <if> at line 50648 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.002 [game.script.exec] [trace] exec <if> at line 50651 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.002 [game.script.exec] [trace] exec <if> at line 50656 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.002 [game.script.exec] [trace] exec <if> at line 50660 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.002 [game.script.exec] [trace] exec <if> at line 50668 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.002 [game.script.exec] [trace] exec <if> at line 50678 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.003 [game.script.exec] [trace] exec <if> at line 50684 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.003 [game.script.exec] [trace] exec <if> at line 50687 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.003 [game.script.exec] [trace] exec <set_event_counter> at line 50687 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.003 [game.script.exec] [trace] exec <if> at line 50690 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.003 [game.script.exec] [trace] exec <if> at line 50697 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.003 [game.script.exec] [trace] exec <log> at line 50763 in mods/SSHIP098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
14:07:21.003 [game.script] [always] ------ Script end
14:07:21.003 [game.script.trigger] [trace] Trigger <Update_AI> fired
14:07:21.003 [game.script.trigger] [trace] Trigger <Update_AI_islam> fired
14:07:21.003 [game.script.trigger] [trace] Trigger <rum> fired
14:07:21.003 [game.script.trigger] [trace] Trigger <0083b_Update_Allies> fired
14:07:21.003 [game.script.trigger] [trace] Trigger <0084b_Update_Enemies> fired
14:07:21.003 [game.script.trigger] [trace] Trigger <0085_Update_Religion> fired
14:07:21.003 [game.script.trigger] [trace] Trigger <0108_Update_Untrustworthy_Factions_Minor> fired
14:07:21.003 [game.script.trigger] [trace] Trigger <0049_P_Normalise_Non_catholic> fired
14:07:21.003 [game.script.trigger] [trace] Trigger <Global_DecreaseOverTime> fired
14:07:21.003 [game.script.trigger] [trace] Trigger <Theologians_No_Guild_Bonus> fired
14:07:21.004 [game.script.trigger] [trace] Trigger <Merchants_No_Guild_Bonus> fired
14:07:21.004 [game.script.trigger] [trace] Trigger <Thiefs_No_Guild_Bonus> fired
14:07:21.004 [game.script.trigger] [trace] Trigger <Assassins_No_Guild_Bonus> fired
14:07:21.004 [game.script.trigger] [trace] Trigger <Woodsmens_No_Guild_Bonus> fired
14:07:21.004 [game.script.trigger] [trace] Trigger <HorseBreeders_No_Guild_Bonus> fired
14:07:21.227 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Qattos, you may try to open the console and type 'surrender_regions rum' - it allowed me to pass to the next turn. Rum faction will disappear though, but they may reemerge later.
Thanks Jurand for at least testing it, and thanks Macaras for the solution, not the best of solutions but a solution nonetheless, besides it gets rid of those pesky Rums :D
0981 fixes coming up soon, or are you working on sth specific for the next update? :)
asking for a friend :-p
Actually we're working on a new "one-folder" version of 0.98, and it should come soon: Jurand merged all the team's works and I'm putting the build through various checkers and fixing small stuff here and there.
No major breakthrough from the previous April version, but a steady progress and improvements!
Something weird just happened, Im playing Byzantium and masons guild builded a small catholic church for me in Caesareahttps://ibb.co/g4pg9sQ
https://ibb.co/ZBh1Lgf
https://ibb.co/g4pg9sQ
https://ibb.co/g4pg9sQ
@Tomek2000s: Thanks for the report!
@Jurand: I had a quick look at descr_missions, didn't find anything suspicious but I don't know the file well.
It seems to me there's only the rewards coded here, not the gifts.
I'm reading this to see if I finde somehing: https://www.twcenter.net/forums/show...ide-for-Guilds
Can some one explain the evolution script for the byzantine pronoia?