Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
Sllhouette
horse riding accident. into 100 pikes. damn, what a tragedy
This fella... true spymaster!
Thanks Gigantus and Jurand too!
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
Timotheus
This fella... true spymaster!
Nah he's probably a CKII / CKIII expert. :)
It's brutal but the interests of keeping the bloodline untainted sometimes require harsh decisions.
Re: Bugs Reports & Technical Help
Mind that I was aware of that brutal way of solving the issue, and I wanted to prevent it (to some extent), so there're also additional financial costs of the change of FL/FH.
Selecting heir - see this post for the SSHIP-localized mechanism.
Re: Bugs Reports & Technical Help
Hi, I am on SSHIP_098 doing a Georgia campaign (turn 291) and I can't get past the end-turn, no matter what action I take in the previous 2 turns. The first time I encountered an unspecified error, and every time after that I get a Microsoft Visual C++ Runtime Library error, R6025 - pure virtual function call. I already tried all three of these ways of installing the latest version of C++: https://www.youtube.com/watch?v=qGVkamEfY1A&t=8s . I suspect that having the latest version might actually be what causes the issue, since I installed the "Desktop development with C++" module for Visual Studio 2022 today, and I got the error shortly after.
Here is a drive link with my save file, as well as the logs when I get the unspecified error and when I get the T6025 error.
https://drive.google.com/drive/folde..._9?usp=sharing
Hopefully someone can help me out, I'm almost 300 turns in and enjoying the mod, would hate to lose my progress haha
Re: Bugs Reports & Technical Help
Hi SubutaiV321,
this is just to confirm, I'm getting an error, too. Something's gone wrong there. Hopefully someone can figure it out.
Re: Bugs Reports & Technical Help
@SubutaiV321 :Indeed... I have the same curious, unusual error:
Quote:
RunTimeError!
R6025
-Pure Virtual Function Call
After the 3rd try, I got the black panel with the classic message displayed:
Quote:
Medieval 2: Total War encountered an unspecified error and will now exit.
The end of the log:
Quote:
ript.txt
12:41:00.613 [game.script.exec] [trace] exec <if> at line 44724 in mods/SSHIP_098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
12:41:00.613 [game.script.exec] [trace] exec <log> at line 44732 in mods/SSHIP_098/data/world/maps/campaign/imperial_campaign/campaign_script.txt
12:41:00.613 [game.script] [always] ------ done
12:41:00.847 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
What is curious about your campaign is that the Mongols have disappeared :hmm:
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
SubutaiV321
Hi, I am on SSHIP_098 doing a Georgia campaign (turn 291) and I can't get past the end-turn, no matter what action I take in the previous 2 turns. The first time I encountered an unspecified error, and every time after that I get a Microsoft Visual C++ Runtime Library error, R6025 - pure virtual function call. I already tried all three of these ways of installing the latest version of C++:
https://www.youtube.com/watch?v=qGVkamEfY1A&t=8s . I suspect that having the latest version might actually be what causes the issue, since I installed the "Desktop development with C++" module for Visual Studio 2022 today, and I got the error shortly after.
Here is a drive link with my save file, as well as the logs when I get the unspecified error and when I get the T6025 error.
https://drive.google.com/drive/folde..._9?usp=sharing
Hopefully someone can help me out, I'm almost 300 turns in and enjoying the mod, would hate to lose my progress haha
hmmm, same for me - Pure virtual...
tough luck, maybe @Belovese would come one day and try to move it on...
for the moment, I've added your game here
Re: Bugs Reports & Technical Help
i know you guys were able to change the strategy AI to be more aggressive on the campaign map. i don't know how much control you have over the battle AI. when i siege and battle a settlement that has enemy reinforcements nearby, i can set myself up at whatever direction the reinforcements are coming in from, and cut them off from the main body. its a decent strategy. the problem is, they run straight for the gate and then the town center, they don't even try to fight me even if i'm 20 steps from them. i can overwhelm them and cut them down, and they don't even try to fight back, they are solely focused on running to the center. i killed an entire supporting army that way, 0 losses.
i think i remember in vanilla, they would fight back if they made contact, i think even in SS 6.4 too. the only thing i can think of, is that maybe its because my army was too large and they were a small-to-medium sized force, and the AI decided it couldn't risk open battle and instead had to run to meet the main army. that makes sense, but it should realize that its been cut off, and fight instead.
what would be even better is if AI was smart enough to sally out and pin the player between two armies. but even im smart enough to know medieval 2 AI can't do that, no matter how good the modders are
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
Sllhouette
i know you guys were able to change the strategy AI to be more aggressive on the campaign map. i don't know how much control you have over the battle AI. when i siege and battle a settlement that has enemy reinforcements nearby, i can set myself up at whatever direction the reinforcements are coming in from, and cut them off from the main body. its a decent strategy. the problem is, they run straight for the gate and then the town center, they don't even try to fight me even if i'm 20 steps from them. i can overwhelm them and cut them down, and they don't even try to fight back, they are solely focused on running to the center. i killed an entire supporting army that way, 0 losses.
i think i remember in vanilla, they would fight back if they made contact, i think even in SS 6.4 too. the only thing i can think of, is that maybe its because my army was too large and they were a small-to-medium sized force, and the AI decided it couldn't risk open battle and instead had to run to meet the main army. that makes sense, but it should realize that its been cut off, and fight instead.
what would be even better is if AI was smart enough to sally out and pin the player between two armies. but even im smart enough to know medieval 2 AI can't do that, no matter how good the modders are
Relevant reflection. Although this is a fairly rare situation, it seems to have happened to me before.
The AI is probably set to "defense" mode. His main objective is to reach the city. Perhaps it would be possible to code a change of objective in case of interception...
Among our modders, I see @Belovčse or @Macaras capable of looking at this :rolleyes:
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
kostic
@SubutaiV321 :Indeed... I have the same curious, unusual error:
After the 3rd try, I got the black panel with the classic message displayed: The end of the log:
What is curious about your campaign is that the Mongols have disappeared :hmm:
They never actually appeared for some reason? At which turn should that have happened?
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
SubutaiV321
They never actually appeared for some reason? At which turn should that have happened?
around turn 180
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
Radosław of Bielitz
Hey there,
I am playing Polish faction. 2 turns ago I received notification that Prussian region (Królewiec, can't remember how it was called before I conquered it) will rebel for sure unless I will give them 3000 florins and even that sum of money does not guarantee they will stay peaceful. I didn't receive any options to confirm that I agree or not, btw.
The game crashed while trying to get to the next turn, however I restarted it and managed to pass that turn. Sadly though the game crashes everytime now. My guess is that the rebelion is starting, but it's bugged.
Note: when they first rebelled many turns ago (without any warning), they rebelled as Lithuania, despite I didn't claim the city from than faction, but from the "gray rebels". But at that moment Lithuania is gone, because they choose to pick a fight with me :shifty:
Some logs, not sure if it's relevant:
Code:
10:26:44.326 [game.script.trigger] [trace] Trigger <0055_T_Invasion_Neutral_AI> fired
10:26:44.326 [data.transgression] [info] Applied transgression TC_INVASION from transgressor faction 1E3F9CB0 against faction 1E431186
10:26:44.329 [game.script.trigger] [trace] Trigger <0055_T_Invasion_Neutral_AI> fired
10:26:44.329 [data.transgression] [info] Applied transgression TC_INVASION from transgressor faction 1E3F9CB0 against faction 1E431186
10:26:44.333 [game.script.trigger] [trace] Trigger <0055_T_Invasion_Neutral_AI> fired
10:26:44.333 [data.transgression] [info] Applied transgression TC_INVASION from transgressor faction 1E3F9CB0 against faction 1E431186
10:26:44.337 [game.script.trigger] [trace] Trigger <0055_T_Invasion_Neutral_AI> fired
10:26:44.337 [data.transgression] [info] Applied transgression TC_INVASION from transgressor faction 1E3F9CB0 against faction 1E431186
10:26:44.341 [game.script.trigger] [trace] Trigger <0055_T_Invasion_Neutral_AI> fired
10:26:44.341 [data.transgression] [info] Applied transgression TC_INVASION from transgressor faction 1E3F9CB0 against faction 1E431186
10:26:44.344 [game.script.trigger] [trace] Trigger <0055_T_Invasion_Neutral_AI> fired
10:26:44.344 [data.transgression] [info] Applied transgression TC_INVASION from transgressor faction 1E3F9CB0 against faction 1E431186
10:26:44.348 [game.script.trigger] [trace] Trigger <0055_T_Invasion_Neutral_AI> fired
10:26:44.348 [data.transgression] [info] Applied transgression TC_INVASION from transgressor faction 1E3F9CB0 against faction 1E431186
10:26:44.351 [game.script.trigger] [trace] Trigger <0055_T_Invasion_Neutral_AI> fired
10:26:44.351 [data.transgression] [info] Applied transgression TC_INVASION from transgressor faction 1E3F9CB0 against faction 1E431186
10:26:44.354 [game.script.trigger] [trace] Trigger <0055_T_Invasion_Neutral_AI> fired
10:26:44.354 [data.transgression] [info] Applied transgression TC_INVASION from transgressor faction 1E3F9CB0 against faction 1E431186
10:26:44.427 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
10:26:44.427 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
10:26:44.492 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Saved fame file:
Attachment 369733
Did anyone had any luck with checking that one? I would really like to finish that particular gameplay. So any tips about getting through that scripted event would be very appreciated.
Re: Bugs Reports & Technical Help
@Radosław from Bielitz: Your attachment does not go through. The file is seen as "dangerous" and I cannot open it. Could you post it on another server?
Re: Bugs Reports & Technical Help
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
kostic
@Radosław from Bielitz: Your attachment does not go through. The file is seen as "dangerous" and I cannot open it. Could you post it on another server?
Sure thing. I uploaded it to my GDrive: https://drive.google.com/file/d/1Hj5...ew?usp=sharing
Please let me know if that works.
Re: Bugs Reports & Technical Help
@@Radosław from Bielitz : THANKS. I was able to download your backup.
Alas yes, the game crashes as soon as I pass the turn.
Is this related to the naval invasion script ? My full log also ends on the same lines as you :(
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
Radosław of Bielitz
Did anyone had any luck with checking that one? I would really like to finish that particular gameplay. So any tips about getting through that scripted event would be very appreciated.
I cannot open the file, but what may work is to check what factions turn is it that the crash appear. Then you can try console command: surrender_regions 'faction' . If you are lucky that's a faction that you don't border with.. Then after some turns the faction may reemerge anyway. I can check what faction it is if you send the whole log.
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
Macaras
I cannot open the file, but what may work is to check what factions turn is it that the crash appear. Then you can try console command: surrender_regions 'faction' . If you are lucky that's a faction that you don't border with.. Then after some turns the faction may reemerge anyway. I can check what faction it is if you send the whole log.
That would be amazing! I archived my logs and launched the crashing campaing to get you the logs just for that context. Here's a link: https://drive.google.com/file/d/1mEs...7ZnHjInWw/view
As for the game file save, just a FYI, I re-uploaded it here: https://drive.google.com/file/d/1Hj5...Ht4Fg_mnC/view
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
Radosław of Bielitz
Try open console and type: surrender_regions abbasid and then next turn, maybe it will pass the error.
Re: Bugs Reports & Technical Help
Quote:
Originally Posted by
Macaras
Try open console and type: surrender_regions abbasid and then next turn, maybe it will pass the error.
Thanks for the suggestion Macaras. By destroying Abbasid faction I managed to get pass that turn (up to 2-3 turns more) and then the game became extremely unstable for me. Frequent "Medieval 2: Total War encountered an unspecified error and will now exit." and occasional "pure virtual function calls". Even during the game save or... load!
I can provide a saved game that fails to load if that would be useful for you (note: I managed to create more than one such "corrupted" saved game), but I wonder if you guys can trigger that by yourself with my original saved file and Macaras`suggestion (i.e you should not be able to pass a third turn for some reason).