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Rapporter et oversættelsesproblem
As for the big random crash that I haven't been able to fix yet. Thanks to @Crawlers, I was able to isolate where the crash was coming from, but I still don't have total faith that I got it. But, I managed to play 20 turns and not have it crash on me.
Known Issues:
1. This mod doesn't work with the HUNG mods. But I'd like to get them working together sometime in the next month.
2. The empire and dwarves are still missing their regiments of reknown.
Please let me know if you find any other issues, and I'll see what I can do to fix them. Especially if the game just suddenly crashes out on you, especially if it's on a chaos warriors faction turn.
Tested empire works fine
2 dwarf factions, both have the infrastructure section and crash
only this mod active
None of my slaves, hobgoblins, or bull centaurs are replenishing, no matter how many battles I win or which provinces I conquer.
The mod creator said he'll look into it once he's back from his trip.
It's disheartening to kill 30 AI doomstacks just for the wounded faction leader to happily return 5 turns later with more 15 doomstacks like nothing happened.
Besides, I love Three Kingdoms' campaign map stuff and Paradox games, so this mod seems to have come from heaven.
I have only one question before I test it on my second Immortal Empires playthrough: Can the AI handle the mechanics?
As long as they have positive food in the area, they should grow. Population growth is based off the base size, so a 100 population area might only gain 1 or 2 dudes, 1,000 pop should grow by 10-20 while a 10,000 population area will gain 100 to 200 pops.
This varies by race. Skaven are much higher, elves and dwarves are much lower.
Only Deamons, Undead, and Beasts randomly spawn from nothing if they have the right corruptions. (Chaos, Vampires, and Uncorrupted, respectively.)
That and the random crashes, which may be coming from mercenary tables are my two top issues for when I'm back.
"Exception Code: 0xc0000005
This is a Windows Access Violation.
It means the game tried to read/write memory that it didn’t have access to → usually because it was told “look up this thing” and the thing didn’t exist.
At the exact point of crash, the AI faction (Khorne in your test) was:
Spawning or checking units/pools (Random Army Manager + recruitment).
Or evaluating a landmark/building slot (since MMM + slot/landmark mods edit these)".
I hope this helps somehow!
First of, I think your mod is incredible and I have been using it for as long as I can remember playing the game.
It took me a while to figure it out and what was causing the CTD, I used windbg to analyse the crash report files and fed it into chatgpt.
chatgpt:
"The crash happens during AI turns when MMM is active. It stops if MMM is disabled. I’m also running Immortal Empires Expanded and landmark/slot-expansion mods, so it may be a compatibility issue.
It looks like MMM’s recruitment/mercenary pool logic is pointing the AI toward invalid entries (e.g., regions or building slots changed by IEE/landmark mods (especially mercenary_pool, building_units_allowed, and related recruitment tables)."
Sadly, disabling IEE bricks the entire save game and Im unable to do any other testing at the moment. Also not asking for a fix as I can just disable IEE
However, there are quite a few log files, which one are you looking for that your mod makes? Let me know so I can upload the right information.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2789857593
@TheFatherLulu. Thanks for the bug report! Honestly, this bug has been bugging me for weeks now. Sadly I won't be able to get back to modding until early next month. If you get a crash report let me know!
I think I've found a bug.
On several campaign starts, the game crashes at different turns passage, sometimes on a specific faction and sometimes randomly. It doesn't necessarily happen on every turn.
Tested after the update with a large mod list.
Also tested with the mod alone, re-downloaded.
Hoping this helps!
I could not find this on workshop, I had to ask redditors. To make it easier to find, I suggest several keywords such as "manpower", and why not "grand strategy" etc. This is not to boast about the mod, but to make it more easily found - I have been looking for a manpower kind of mod for some time!
And thank you very much for having updated it for 6.3!
It looks like your mod doesn't account for Ostankya to count Beasts as subjests. Beasts are all considered only as refugees, so I can't even replenish my spiders in my own territory.
I'm checking your mod myself to change that, but consider it for the next fix you make for the mod.
May still be a little buggy, but it should work! I'm hunting down a couple crashes, but they don't have error logs.