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    DaC bugfix for 3.999

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    Bela
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    DaC bugfix for 3.999

    Post  Bela on Fri Jun 25, 2010 12:42 pm

    Dear all,


    Time has come finally. I'm out of time, so some changes were not tested and there are some features left inside (due to lack of my time), but here it is, first of the bugfixes of DaC 3.999.

    link: megaupload.com 7NSNY0DP

    Installation: simply extract to your Medieval II\mods and overwrite everything, then go to your Medieval II\mods\ThirdAgeDac\data\world\maps\campaign\base folder and delete your map.rwm file. The bugfix is not save-game compatible, so you have to start a new game.

    Changed files:
    -TATWDAC.cfg and TATWtest.cfg
    -export_descr_buildings.txt
    -export_descr_unit.txt
    -historic_events.txt
    -campaign_script.txt
    -battle_models.modeldb
    -descr_strat.txt

    Fix list:
    -game starts on full screen
    -special reinforcement units are visible
    -some special units are playable for Gondor, Rohan and Khazad-dum in custom battles
    -Imladris Elves' bodyguard fixed, they are cavalry as they should be
    -Corsair Invasion CTD fixed (hopefully)
    -starting decisive events gained a small, very rough explanation to the end of them (where it was needed, IMO), so it will make life easier to decide if you want them, or not
    -seasoning and aging fixed
    -road bug fixed
    -highest level unit requirement culture levels decreased by 10%, to a maximum of 80%
    -Longbeards have a faction heir in Khazad-dum from the beginning

    Attention my dear scripter friends!

    I was unable to solve the units' stuck bug in some settlements. This is because of the "garrisoned unit" command in descr_strat. I tried to delete these lines and add the units either with a general (see timurids) or with a named character but this did not solve the problem. As I will be away for two weeks, I ask you to check this bug and complete the bugfix, before releasing that on TWC!
    Also, I'd like to ask you to check the fix and if anyone has any further fixed file, please do not hesitate to make the fix complete!

    Special thanks to Archaon, saladin, Aramiteus, the mod leaders, everyone who helped and for those who accepted my delay in the release. I just hope I had more time to this, but when I'm back, I'd like to hear the feedbacks and complete the fix.


    Cheers all,

    Bela

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    Re: DaC bugfix for 3.999

    Post  Squeaky on Mon Jun 28, 2010 12:23 am

    I'll inform them on twc once they've had a peek at this.
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    Archaon
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    Re: DaC bugfix for 3.999

    Post  Archaon on Mon Jun 28, 2010 2:30 am

    excellent, great news for me starting again :-D
    Im very pleased to see this
    I'll help on the scripting part

    Make that task (garrison bug) my first thing to fix.


    Well done Bela!
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    Re: DaC bugfix for 3.999

    Post  Bela on Mon Jun 28, 2010 11:49 am

    Thanks Archaon, it's an honour to get such a feedback from THE Scriptlord himself! Embarassed This week I'm away on my honeymoon, but as soon as I'm back, I'll contact you in order to discuss scripting and other things!

    Once again, it's so good to see you back! cheers


    Bela
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    Re: DaC bugfix for 3.999

    Post  Archaon on Sat Jul 03, 2010 12:31 am

    Hi, im having trouble getting this working, i've got my WIP mod folder
    (from here)

    http://dacmod.forumotion.com/team-discussion-f48/new-dac-package-easiest-install-t210.htm

    which doesnt support your files

    I tried over this build;

    http://dacmod.forumotion.com/team-discussion-f48/new-dac-package-easiest-install-p1754.htm

    Again - no joy!

    So, i need to know which steps you took to install this properly :-D

    Also, i wasted too much time trying to isolate your fixes and manually add them, i should have posted this first!

    thanks!
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    Re: DaC bugfix for 3.999

    Post  saladin on Sat Jul 03, 2010 1:41 am

    unfortunately i havent tried bugfix because of the things i added, but i thought is was meant to be patched right over 3.999. seems not though.
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    Re: DaC bugfix for 3.999

    Post  Bela on Sat Jul 03, 2010 9:28 am

    Don't know what can the problem be... but as you asked it, here's the changelog:

    -.cfg files: simply changed windowed mode to false in both files
    -created an empty logs folder
    -in the historic events.txt, just added some lines in order to make the decisive events in the beginning easier to recognise for the players
    -in modeldb, I changed the following entries (added some more factions for the reinforcement scripts, to avoid invisible units. all changes were tested on my PC):
    -Elf_Archer_Noldor
    -rohan_bodyguards
    -rohan_riders
    -rohan_riders
    -rohan_archers
    -rohan_axemens
    -militia
    -Elf_Spear
    -Elf_Sword
    -Elf_Nobel
    -Elf_Nobel_Mount
    -dunedain_rangers
    -elf_shieldsword

    -edu: changed (added some factions to the ownership of the unit) units list:
    -elf archer3
    -rohan bodyguards
    -rohan riders
    -archers (rohan)
    -Rohan Axemen
    -militia
    -Elf Spear
    -Elf Sword
    -Elf Nobel
    -Elf Nobel Mount
    -Rangers of the North
    -Eldar Shieldsword
    -Dunedain Rangers

    -EDB: lines 2872- (based on Aramiteus' post, see here: http://dacmod.forumotion.com/bugs-errors-troubleshooting-f7/bugs-list-of-3999-t750.htm , post #7), changed entry for the northsouthroad and the castle roads
    -EDB: decreased the 90% culture level requirements to 80% for recruitments.

    -descr_strat: added ai_label catholic to all evil factions (didn't test that, as I had no time for that, sorry)
    -descr_strat: added Ori (line 3539) and removed the garrisoned army lines for the timurids.
    -campaign_script:
    -changed seasoning (didn't test it due to lack of time) in line 7471 (changed to summer in order to have only one winter/year)
    -for special reinforcement script, just added a little help to the player, in lines 7749, 7774, 7791, 7810, 7826, 7843, 7870, 7887, 7901, 7930, 7949, 7967, 8003, 8032, 8050, 8079, 8100, 8129, 8157, 8186, 8204, 8233, 8254, 8283, 8310, 8339, 8357, 8386, 8407, 8436, 8470, 8499, 8523, 8545, 8558, 8591, 8620, 8639, 8668, 8706, 8732. It's a simple move_strat_camera and the spawned army's coordinates from the script, so the player will see that he/she received something
    -Corsair script: as the Invade_Edhellon army caused the Gondor CTD for me all the time, I changed some lines in the script (without testing again, due to lack of time) lines 9239-9259.

    As I remember, that was all. Hope this little explanation helped Very Happy Maybe there are some bugged changes somewhere, as I said, I had not time to check all changes! But when I'm back, I will do that! Very Happy

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    Re: DaC bugfix for 3.999

    Post  Archaon on Sat Jul 03, 2010 6:53 pm

    you dont realize how awesomely helpful this is!

    Your Change log is probably the BEST I HAVE EVER SEEN

    no one ever records the lines they changed!

    Your the best Bela!
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    Re: DaC bugfix for 3.999

    Post  Bela on Sun Jul 04, 2010 3:15 am

    Thanks Archaon! Very Happy (just spent half an hour to search for the correct lines, hehe)

    I just forgot to post that I also changed the Elf Nobel Mount unit in the EDU to cavalry instead of infantry (as they were before.

    Did you check the Corsair Invasion script? I just hope it will fix it (I did a very similar add-on to CoW's Chaos Invasion script, and that works. Although I re-moved the general to the coordinate where they should stand in CoW, which is a bit weird, but at least avoids CTDs)
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    Re: DaC bugfix for 3.999

    Post  Archaon on Sun Jul 04, 2010 3:27 am

    Bela wrote:Thanks Archaon! Very Happy (just spent half an hour to search for the correct lines, hehe)

    I just forgot to post that I also changed the Elf Nobel Mount unit in the EDU to cavalry instead of infantry (as they were before.

    Did you check the Corsair Invasion script? I just hope it will fix it (I did a very similar add-on to CoW's Chaos Invasion script, and that works. Although I re-moved the general to the coordinate where they should stand in CoW, which is a bit weird, but at least avoids CTDs)

    the package i posted before i left had a overhauled version of the Corsair invasion script, that is the one that ill be using, and will use for other purposes.

    before i left i had the gondor ctd so i re-wrote it all again.

    did you try my package? the one with Dorwinion, D-A, ect all coded in?
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    Re: DaC bugfix for 3.999

    Post  Bela on Sun Jul 04, 2010 4:25 am

    No, not yet. I tried to do the bugfix for the version of DaC that is available for the players from TWC, but I'm sure I will try your package! cheers

    Can you provide a link to that?
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    Re: DaC bugfix for 3.999

    Post  Archaon on Sun Jul 04, 2010 5:39 am

    Bela wrote:No, not yet. I tried to do the bugfix for the version of DaC that is available for the players from TWC, but I'm sure I will try your package! cheers

    Can you provide a link to that?
    link in post #5 of this thread my good friend
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    Re: DaC bugfix for 3.999

    Post  Aramiteus on Fri Jul 09, 2010 10:43 am

    Hi

    Back at the modding front
    Tried to get run the bugfix. Crashed.

    changed edb line 2821 to
    levels roads paved_roads greenway northsouthroad westroad
    and
    changed edb line 2912 to
    levels c_roads c_paved_roads c_greenway c_northsouthroad c_westroad

    works.


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    Re: DaC bugfix for 3.999

    Post  Bela on Mon Jul 12, 2010 1:41 am

    Hi all,


    Have just returned. So, after changing the two lines in edb, it works? Perfect! cheers

    I will do these changes in the evening when I arrive home, and then I'll re-upload it on megaupload. So, what do you think, is it ready to be published on TWC, too? (for recent DAC users, who have downloaded the sub-mod from TWC)
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    Re: DaC bugfix for 3.999

    Post  Skeleton Of The West on Mon Jul 19, 2010 9:52 am

    I was unable to solve the units' stuck bug in some settlements. This is because of the "garrisoned unit" command in descr_strat. I tried to delete these lines and add the units either with a general (see timurids) or with a named character but this did not solve the problem. As I will be away for two weeks, I ask you to check this bug and complete the bugfix, before releasing that on TWC!

    I was away for some time(as most of you know Razz), and I have no idea what is the problem discussed here. Can someone explain here what is wrong?

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    Re: DaC bugfix for 3.999

    Post  nhytgbvfeco2 on Tue Aug 24, 2010 3:16 pm

    Aramiteus wrote:Hi

    Back at the modding front
    Tried to get run the bugfix. Crashed.

    changed edb line 2821 to
    levels roads paved_roads greenway northsouthroad westroad
    and
    changed edb line 2912 to
    levels c_roads c_paved_roads c_greenway c_northsouthroad c_westroad

    works.



    thanks for posting that!i did the same and it works! Very Happy

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    Re: DaC bugfix for 3.999

    Post  backstrom on Tue Mar 22, 2011 11:58 am

    Bela wrote:
    Attention my dear scripter friends!

    I was unable to solve the units' stuck bug in some settlements. This is because of the "garrisoned unit" command in descr_strat. I tried to delete these lines and add the units either with a general (see timurids) or with a named character but this did not solve the problem. As I will be away for two weeks, I ask you to check this bug and complete the bugfix, before releasing that on TWC!
    Also, I'd like to ask you to check the fix and if anyone has any further fixed file, please do not hesitate to make the fix complete!

    It actually has to do with the renaming scripts. But I guess you already found it since this topic is very old.

    The Myst-mountain and Morgul-vale renaming script has nothing stopping it from going off indefinetely, which makes it kinda hard for the player to click the unit and then click to move before the computer runs the monitor again. Wink

    I added some counters to stop the monitor checks:
    Code:

    ; >  CHANGE SETTLEMENT NAMES       **TATW redone by Archaon **Edited by backstrom      CORE
    ;-------Moria--------
       declare_counter MM_moors
       declare_counter MM_timurids
       declare_counter MM_hre
       declare_counter MM_other
       
       monitor_conditions I_SettlementOwner Misty-Mountains = moors
          and I_CompareCounter MM_moors = 0
          set_counter MM_moors 1
          set_counter MM_timurids 0
          set_counter MM_hre 0
          set_counter MM_other 0
          change_settlement_name Misty-Mountains Zirakzigil
        end_monitor
       monitor_conditions I_SettlementOwner Misty-Mountains = timurids
          and I_CompareCounter MM_timurids = 0
          set_counter MM_moors 0
          set_counter MM_timurids 1
          set_counter MM_hre 0
          set_counter MM_other 0
          change_settlement_name Misty-Mountains Khazad
        end_monitor
       monitor_conditions I_SettlementOwner Misty-Mountains = hre
          and I_CompareCounter MM_hre = 0
          set_counter MM_moors 0
          set_counter MM_timurids 0
          set_counter MM_hre 1
          set_counter MM_other 0
          change_settlement_name Misty-Mountains Moria
        end_monitor
       monitor_conditions not I_SettlementOwner Misty-Mountains = hre
          and not I_SettlementOwner Misty-Mountains = timurids
          and not I_SettlementOwner Misty-Mountains = moors
          and I_CompareCounter MM_other = 0
          set_counter MM_moors 0
          set_counter MM_timurids 0
          set_counter MM_hre 0
          set_counter MM_other 1
          change_settlement_name Misty-Mountains Misty-Mountains
       end_monitor
    ;-------Minas Morgul--------
       declare_counter MV_sicily
       declare_counter MV_england

       monitor_conditions I_SettlementOwner Morgul-Vale = sicily
          and I_CompareCounter MV_sicily = 0
          set_counter MV_sicily 1
          change_settlement_name Morgul-Vale Minas-Ithil
        end_monitor
       monitor_conditions  I_SettlementOwner Morgul-Vale = england
          and I_CompareCounter MV_england = 0
          set_counter MV_england 1
          change_settlement_name Morgul-Vale Morgul-Vale
        end_monitor

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    Re: DaC bugfix for 3.999

    Post  backstrom on Wed Mar 23, 2011 5:30 am

    Edited a typo in the code above. Typo was:
    set_counter MV_siciliy = 1
    &
    set_counter MV_england = 1

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    Re: DaC bugfix for 3.999

    Post  Aronhar on Thu Aug 04, 2011 9:54 am

    How to install this? -.-
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    Re: DaC bugfix for 3.999

    Post  Bregil on Thu Aug 04, 2011 2:29 pm

    Aronhar wrote:How to install this? -.-
    First, the only release we have is an old one from almost 2 years ago. Second, if you want the old version, you can dowload it here: http://www.twcenter.net/forums/showthread.php?t=262063 Let me know if you have any further questions. Wink

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    Re: DaC bugfix for 3.999

    Post  joshuawood on Sat Oct 18, 2014 6:28 am

    it would help if the link you provided wasn't some cheep ass fucking money making scheme that doesn't actually forward you to the link just 1000 fucking different websites with ads on them!
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    Re: DaC bugfix for 3.999

    Post  Bregil on Sat Oct 18, 2014 12:13 pm

    Hi Joshua,
    I'm sorry you are having problems with finding the download link. As I'm sure you noticed from all of the spam, this forum has been abandoned for several years and any link you find here is almost 5 years old. I can assure you it did not originally lead to an advertising trap as you describe. To be honest, I only found out about your post because I had set this thread to email me alerts.

    If you are wanting to try Divide and Conquer, I recommend you check them out at their new home: http://www.twcenter.net/forums/showthread.php?667436-Divide-and-Conquer-Public-Beta-Release-Patch-0-31-First-Hotfix-Released

    I hope you have a nice day.

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    Re: DaC bugfix for 3.999

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