Re: ReallyBadAI Overhaul v1.36 >Major Update July 31< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
So,i should tick the first line(acept line)
Is that all or should i do something more?
Thanks in advance
August 03, 2009, 10:51 AM
Germanicu5
Re: ReallyBadAI Overhaul v1.36 >Major Update July 31< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
Yea, you should click accept, but there's another issue with Vista - it keeps copies of your MTW files in a "compatibility folder", so if you update your RR or RR/RC, those changes most likely won't be reflected ingame, coz old files will be in use (it's in the FAQ too, read it throughly).
Regards
August 03, 2009, 11:44 AM
blabar
Re: ReallyBadAI Overhaul v1.36 >Major Update July 31< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
Quote:
Either the battle_config.xml or the config_ai_battle.xml seems to cause problems(21:26:57.593 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.) when the ai has cannons in a field battle. The problem occured in the Hundred Years War(bgr IV, VH/VH, no battle time limit) when attacking the french army close to Bordeaux. That army has two NE Bombard.
My own army were composed like this: Edward Plantagenet (move_character from London), the general allready in Bordeaux, 2 Heavy Billmen, 2 Yeoman Archers, 1 Levy Spear, 1 Spear Militia, the three mercs available in Bordeaux region (1 Free Company Longbowmen, 1 Mercenary Pavise Crossbowmen, 1 Mercenary Knights) Stakes were deployed by my archers.
My previous problem during the loading of battles in the Italian_City_States were a bit random. Sometimes battles loaded in both field and settlement scenario, sometimes not. But using the descr_formations_ai.txt from 0.886/1.36 was a definite no go.
Thanks for all the work you do. It is really nice to see the constant progression.
Quote:
@blabar
I tried to crash the game using the combination of armies given by you (BGRIV, same campaign, same characters etc), I didn't succeed. Either it was formations error (which I already corrected) or some random issue not connected to my AI.
Regards
Thanks for having a look at my problem.
Here are two excerps from the logs of the crashed battle:
Spoiler Alert, click show to read:
21:03:57.359 [game.script.exec] [trace] exec <label_unit> at line 11140 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:03:57.359 [game.script] [error] Script execution error for <label_unit>, at line 11140, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
label_unit referenced non-existent army
21:03:57.359 [game.script.exec] [trace] exec <label_unit> at line 11141 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:03:57.359 [game.script] [error] Script execution error for <label_unit>, at line 11141, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
label_unit referenced non-existent army
21:03:57.359 [game.script.exec] [trace] exec <label_unit> at line 11142 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:03:57.359 [game.script] [error] Script execution error for <label_unit>, at line 11142, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
label_unit referenced non-existent army
21:03:57.359 [game.script.exec] [trace] exec <label_unit> at line 11143 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:03:57.359 [game.script] [error] Script execution error for <label_unit>, at line 11143, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
label_unit referenced non-existent army
21:03:57.359 [game.script.exec] [trace] exec <label_unit> at line 11144 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:03:57.359 [game.script] [error] Script execution error for <label_unit>, at line 11144, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
label_unit referenced non-existent army
21:03:57.359 [game.script.exec] [trace] exec <define_unit_group> at line 11146 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:03:57.359 [game.script] [error] Script execution error for <define_unit_group>, at line 11146, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'General3'
21:03:57.359 [game.script.exec] [trace] exec <define_unit_group> at line 11147 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:03:57.359 [game.script] [error] Script execution error for <define_unit_group>, at line 11147, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'General4'
21:03:57.359 [game.script.exec] [trace] exec <ai_active_set> at line 11148 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:03:57.375 [game.script.exec] [trace] exec <set_counter> at line 11150 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:03:57.375 [game.script.counter] [trace] counter <reinf_arrive> = 1
21:03:57.375 [game.script.exec] [trace] exec <battle_wait> at line 11151 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:03:57.375 [game.script.timer.battle] [trace] Battle timer started 60.00 @ 574, line number 11151
21:04:10.578 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Spoiler Alert, click show to read:
21:26:48.515 [game.script.exec] [trace] exec <label_unit> at line 11140 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:26:48.515 [game.script] [error] Script execution error for <label_unit>, at line 11140, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
label_unit referenced non-existent army
21:26:48.515 [game.script.exec] [trace] exec <label_unit> at line 11141 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:26:48.515 [game.script] [error] Script execution error for <label_unit>, at line 11141, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
label_unit referenced non-existent army
21:26:48.515 [game.script.exec] [trace] exec <label_unit> at line 11142 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:26:48.515 [game.script] [error] Script execution error for <label_unit>, at line 11142, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
label_unit referenced non-existent army
21:26:48.515 [game.script.exec] [trace] exec <label_unit> at line 11143 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:26:48.515 [game.script] [error] Script execution error for <label_unit>, at line 11143, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
label_unit referenced non-existent army
21:26:48.515 [game.script.exec] [trace] exec <label_unit> at line 11144 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:26:48.515 [game.script] [error] Script execution error for <label_unit>, at line 11144, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
label_unit referenced non-existent army
21:26:48.515 [game.script.exec] [trace] exec <define_unit_group> at line 11146 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:26:48.531 [game.script] [error] Script execution error for <define_unit_group>, at line 11146, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'General3'
21:26:48.531 [game.script.exec] [trace] exec <define_unit_group> at line 11147 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:26:48.531 [game.script] [error] Script execution error for <define_unit_group>, at line 11147, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'General4'
21:26:48.531 [game.script.exec] [trace] exec <ai_active_set> at line 11148 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:26:48.531 [game.script.exec] [trace] exec <set_counter> at line 11150 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:26:48.531 [game.script.counter] [trace] counter <reinf_arrive> = 1
21:26:48.531 [game.script.exec] [trace] exec <battle_wait> at line 11151 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Hundred_Years_War/campaign_script.txt
21:26:48.531 [game.script.timer.battle] [trace] Battle timer started 60.00 @ 391.9, line number 11151
21:26:57.593 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
I dont know if I should have included more or less information from the logs?
Maybe I´m a bit hasty in my assumptions about the cause of the problem, but I have been playing SS 6.2 rc/rr and TATW 1.1 rc/rr without any hiccups in battles. What have changed since earlier is bgr IV. Could it be that my computer has reached som kind of memory bottleneck?
I will test a new campaign with your updated code.
Regards
August 03, 2009, 02:23 PM
Germanicu5
Re: ReallyBadAI Overhaul v1.36 >Major Update July 31< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
@blabar
Thx for the detailed info, the formations in 1.361 should be fine (I corrected an error in one of formations used at battle startup), I'll check them again when I'm back (should happen on Wednesday).
I'll definitely check the cannons issue and see if I can repeat the crash.
Regards
August 06, 2009, 05:37 AM
Anatorax
Re: ReallyBadAI Overhaul v1.36 >Major Update July 31< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
Hi, Germanicus! I just downloaded your new BAI and can't wait to start a new campaign with that.
However I have one suggestion: Could you make AI "see" the stakes somehow? Last evening a Lithuanian general sieged my city, I sallied out, his archers deployed stakes, and... the general died on his own stakes.
August 06, 2009, 06:20 AM
Germanicu5
Re: ReallyBadAI Overhaul v1.36 >Major Update July 31< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
@Anatorax
That's a downside of using stakes, AI will incidentally impale on them (even if it only happens when passing through in one direction), not much can be done, formations are alredy adjusted, general's engage range is low, stakes deployment is maximally delayed, the rest is up to hardcoded AI features.
If you have the savegame, please post it, maybe I can figure something out.
Regards
P.S. Any feedback on reinforcements run ppl?
August 06, 2009, 05:22 PM
Anatorax
Re: ReallyBadAI Overhaul v1.36 >Major Update July 31< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
Sorry, don't have that save - I reloaded to give that general another chance. But don't worry - there was no problem with "direction of movement against stakes" - everything worked out properly, he was coming back to line just through them.
P.S. Just started a new campaign, and I must say AI defends cities much better: AI quickly retreated to plaza where blocked my infantry with his militia while shooting at me with his 2 units of crossbows AND kept another unit of spear militia in one of the rear "corridors" to block my general from charging into crossbows!!! It was totally great - that's exactly what I would do (if I had to retreat from walls).
August 06, 2009, 07:47 PM
Germanicu5
Re: ReallyBadAI Overhaul v1.37 >Update August 7< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
New AI is up, RR/RC formations adjusted, brand new formations available for SS.
@Anatorax
Thx, I think siege behaviour is somewhere close to what I wanted it to be from the beginning.
Regards
August 07, 2009, 01:20 PM
Germanicu5
Re: ReallyBadAI Overhaul v1.37 >Update August 7< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
@blabar
I tried to crash the game using the combination of armies given by you (BGRIV, same campaign, same characters etc), I didn't succeed. Either it was formations error (which I already corrected) or some random issue not connected to my AI.
Regards
August 07, 2009, 07:03 PM
Loose Cannon
Re: ReallyBadAI Overhaul v1.37 >Update August 7< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
Hi Germanicu5, great work you've been doing. Installed v1.37 for RR/RC+stakes+reinforcements run today and I've got a little problem. Early Kwazie vh/vh campaign 1st field battle on turn 4 crashes the game. First time caught me off guard so I reloaded and tried again. Here's the log from the second crash.
Spoiler Alert, click show to read:
8:05:44.140 [game.script] [error] Script execution error for <define_unit_group>, at line 6916, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'General4'
18:05:44.140 [game.script.exec] [trace] exec <ai_active_set> at line 6917 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
18:05:44.140 [game.script.exec] [trace] exec <set_counter> at line 6919 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
18:05:44.140 [game.script.counter] [trace] counter <reinf_arrive> = 1
18:05:44.140 [game.script.exec] [trace] exec <battle_wait> at line 6920 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
18:05:44.140 [game.script.timer.battle] [trace] Battle timer started 60.00 @ 89.7, line number 6920
18:05:44.843 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
I noticed this time the crash occuried at the one minute mark so I tried a third time-this time with no action on my part except clicking "start Battle"1
Spoiler Alert, click show to read:
8:22:00.046 [game.script] [error] Script execution error for <label_unit>, at line 6912, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent army
18:22:00.046 [game.script.exec] [trace] exec <label_unit> at line 6913 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
18:22:00.046 [game.script] [error] Script execution error for <label_unit>, at line 6913, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent army
18:22:00.046 [game.script.exec] [trace] exec <define_unit_group> at line 6915 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
18:22:00.046 [game.script] [error] Script execution error for <define_unit_group>, at line 6915, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'General3'
18:22:00.046 [game.script.exec] [trace] exec <define_unit_group> at line 6916 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
18:22:00.046 [game.script] [error] Script execution error for <define_unit_group>, at line 6916, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'General4'
18:22:00.046 [game.script.exec] [trace] exec <ai_active_set> at line 6917 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
18:22:00.046 [game.script.exec] [trace] exec <set_counter> at line 6919 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
18:22:00.046 [game.script.counter] [trace] counter <reinf_arrive> = 1
18:22:00.046 [game.script.exec] [trace] exec <battle_wait> at line 6920 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
18:22:00.046 [game.script.timer.battle] [trace] Battle timer started 60.00 @ 80.1, line number 6920
18:22:00.843 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
The rebel Ai army was 1 GB (Mamluk Archers) 1 desert archer, 1 Nubian spearman, 1 peasent nfantry vs. one Kwazie GB, 3 turkoman calvery, 1 Kwazie Nobleman.
Installation was just unzip to SS6's data file and overwrite any files or did I do something wrong? It seems like the stakes timer caused the crash. I had played 8 turns earlier today as Hungray with no problems (only one battle-a seige)
August 08, 2009, 03:56 AM
Germanicu5
Re: ReallyBadAI Overhaul v1.37 >Update August 7< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
@Loose Cannon
Thx for the report, good methodology :thumbsup2. I was convinced it was definitely fixed. The cause of the crash is connected to battle timer running out - which launches reinforcements script when necessary. Theoretically there's no reason for a crash, but game core seems to have problems with the "script mass" launching when the timer runs out (there's a slight lag at the point).
I managed to crash the game once in ~20 repeats for now.
Please provide a savegame if possible.
General request: Plz upload savegames and/or logs when reporting a bug, it'll make my work a lot easier.
Regards
August 08, 2009, 07:38 AM
Andrew1994
Re: ReallyBadAI Overhaul v1.37 >Update August 7< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
Is the new version (1.37) save game compartible or do i need a campaing restart?
I don't know why but i cant upload the savegame file.(SAV file)
August 08, 2009, 09:35 AM
Loose Cannon
Re: ReallyBadAI Overhaul v1.37 >Update August 7< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
Here's the autosave if I did the upload right.
August 08, 2009, 11:00 AM
Germanicu5
Re: ReallyBadAI Overhaul v1.37 >Update August 7< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
@Andrew1994
It's not savegame compatible, but you can install it anyway. You'll only miss AI Reinforcements run script (cool feature, but not 100% stable yet), but you'll benefit from the new AI.
You need to zip the savegame file first before you can upload it to twcenter.
@Loose Cannon
Thx, I'll have a look (actually I'm having a look at it right now).
Everything is ok code-wise, it's just script parser's lack of stability I need to tackle atm. Maybe even some "wait" commands will help.
Update: :thumbsup2 This is great success :thumbsup2 - it crashes :tongue:... Update 2: ...sometimes :/
Regards
August 09, 2009, 07:45 AM
Andrew1994
Re: ReallyBadAI Overhaul v1.37 >Update August 7< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
Here you are.
What can you do with my savegame?
August 09, 2009, 08:00 AM
Germanicu5
Re: ReallyBadAI Overhaul v1.37 >Update August 7< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
Improved Reinforcements and Stakes script are ready, I'm trying to make them run via external file, so that they're always savegame-compatible.
@Andrew1994
That's some cool battle. I assume it crashed on your PC... runs fine on mine, try this:
Quote:
Originally Posted by Germanicu5
@OdinX
Copy symbols4.tga.dds and symbols7.tga.dds (found in MTW\mods\Stainless_Steel_6) to your MTW\Data directory. I managed to produce the ctd you described and eliminate it.
Regards
August 09, 2009, 12:48 PM
Germanicu5
Re: ReallyBadAI Overhaul v1.38 >Update August 9< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
Scripts version on hold, sry for any inconvenience.
Updated standalone Stakes Deployment Scripts are available in 1st post.
Regards
August 09, 2009, 03:02 PM
Andrew1994
Re: ReallyBadAI Overhaul v1.37 >Update August 7< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
Quote:
Originally Posted by Germanicu5
Improved Reinforcements and Stakes script are ready, I'm trying to make them run via external file, so that they're always savegame-compatible.
@Andrew1994
That's some cool battle. I assume it crashed on your PC... runs fine on mine, try this:
No it is not crashing,runs fine on me too.
It is my fault,that i didn't explained what exactly i wanted.
I updated the game with your latest patch and i wanted to know if i can continue playing withour starting a new campaing
August 09, 2009, 03:16 PM
Germanicu5
Re: ReallyBadAI Overhaul v1.38 >Update August 9< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
@Andrew1994
Oops... yea, you can play it, actually I'm still testing reinforcements script I put up for about an hour today (and managed to crash it once in the meantime), your ongoing campaign will work well ofc, you can always download the latest AI - changes to scripts won't work until you start a new campaign though (but new battle AI itself and formations will).
Make sure you download new AI (whenever it happens) before you start another campaign, I'm still improving stability of reinforcements script.
Regards
EDIT: People that downloaded ReallyBadAI incl. reinforcements script, please redownload for more stability.
August 13, 2009, 11:05 AM
Germanicu5
Re: ReallyBadAI Overhaul v1.38 >Bugfix August 10< - Stainless Steel, RR/RC Battle AI/Battle AI Switcher/Scripts
New AI files are available, reinforcements script is very stable now, all possible crash issues've been eliminated. Previously undiscovered code added as well - I hope definitive confirmation can be obtained via further testing.
Some reinforcements script info:
- makes AI reinforcements (1 army atm) rush towards the other AI army, maintaining combat ability in case player decides to attack them
- more challenging battles, river crossing in particular