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In all the Barbarossa Missions except 5, I get these error messages when the scenarios start:
Barbarossa 1:
Player 6 AI Script Error
AI file Error: 'Barbarossa-scn1 player 6' line 14
ERR2004: Missing indentifier: boyar-line
Barbarossa 2:
Player 2 AI Script Error
AI file Error: 'Barbarossa-scn2 player 2' line 307
ERR2004: Missing indentifier: boyar-line
Barbarossa 3:
Player 6 AI Script Error
AI file Error: 'Barbarossa-scn3 player 6' line 1919
ERR2004: Missing indentifier: genoese-crossbowman-line
Barbarossa 4:
Player 4 AI Script Error
AI file Error: 'Barbarossa-scn4 player 6' line 1787
ERR2004: Missing indentifier: genoese-crossbowman-line
Barbarossa 6:
Player 4 AI Script Error
AI file Error: 'Barbarossa-scn6 player 3' line 54
ERR2004: Missing indentifier: genitour-line
For some reason, only Barbarossa 5 has no error.
When these error messages show, I click ok and then it gets back to the campaign menu, so I can't play the scenarios.
Google Translate:
ahh and in mission 6, I give the payment to the Bedouins, but passing the regulatory time they still attack me ... in short, it remains the enemy of all, except Ricardo xD
I think this was caused by not updating to the latest version. Remember to un-subscribe, then re-subscribe, to get the latest version, always.
Lastly, I did get that fixed. Also, pushed Assassinating Saladin to mission top level.
Just uploaded with your wonderful suggestion. I added Frederick Barbarossa to this 5th Mission: Barbarossa's March. I added a new twist though. Every 5 minutes, Barbarossa loses 10 HP, as a sign of his failing health. If you as a player take too long, he will die and you will lose the mission. So to make it harder and add a sense of urgency to the proceedings. I hope you enjoy this change.
Mission 1: Frederick Barbarossa unit. Keep him alive or else you lose
Mission 5: Some changes to Seljuks
Mission 6: Added Saladin unit. If you manage to kill him, then your troops get a significant morel boost but only single-time, to simulate a breakthrough past the enemy lines to reach Jerusalem. Fixed an issue with Bedouins (PURPLE) where they turned on you even if you had paid them (my oversight, forgot to deactivate that trigger). Richard the Lionhearted does come back with reinforcements now, spaced out, in that palisade area. Moved the sheep out of it.
Mission 1: Austria as Goths recruiting Huskarls, Bohemia as Slavs recruiting Boyars, Burgundy as Franks recruiting Throwing Axemen. Mission 6 added Bedouins as Berbers who may join the player in fighting Saladin only or not. This effectively adds Genitours to Saladin and Damascus (and triggers support creating these units)
1) How did you extract the original maps , considering that Campaign Extractor won't work?
2)Do you intend on remaking all the campaigns? The simple fact that by doing so they acquire all the elements of the latest expansion makes them much more fun.
Thanks!
As soon as I get a job and start working regularly, I'll get on that and updating most of my mods, before I start my planned Marco Polo and Rus Khaganate custom campaigns!
For my TK versions, I'm going to redo all maps even with higher population and larger map size. That is... IF and WHEN I'll get to modding again. Wasteland 2 has been consuming all my free time lately haha.
Well noted on Barbarossa Mission #1 History and Aftermath. Now, I included some research into that with this updated file.
@Dzemoglowy. I've already edited Genghis Khan and Attila. Next will probably be Saladin, I think. Yet, I just want to jump into my TK versions (200pop, LudiKris map size, new maps) for a new campaign. I'm thinking to do either a Marco Polo or Russian History from the time of Rus Khaganate to Kievan Rus to Muscovite Rus up until victory over Napoleon.
Otherwise, for Joan of Arc and William Wallace, it's better just to do TK versions instead of old campaigns to FE since those two campaigns have no new civilizations to be placed there. Saladin has only the last mission where Genoese should be Italians, that's about it, in terms of FE civilizations.