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checking something before starting, if starting in 753 does the greek or italic invasions of later bookmark happen and does the colonial lands still split in cities? im not expecting to have a carthaginian invasion after 300 years of gameplay but its really interesting to have a larger narrative experience on a sandbox campaign.
Stack trace:
[C]:-1
[string "resources/scripts/asdhistoricevents/breakas..."]:9
Non-stop spam over 30 second
https://steamcommunity.com/sharedfiles/filedetails/?id=3366968408
I know the vanilla scripts sometimes use it on brigades prior to modifying them.
I try to use it to be on the safe side, if I remember to :-p
I don't have time to test these ideas right now :-/
Maybe also I could just do isvalid() before isbrigade() and that might or might not sort it out, but it'd be annoying not knowing the exact culprit.
Since it's so inconsistent, it has to be some kind of edge case. But its inconsistency also makes it hard to know if Mos Maiorum introduces the edge case or if it's a bug in ASD itself...
Stack trace:
...Clash of the Ancients/Resources/Scripts/Entities.lua:298
...ources/Scripts/ASDHistoricEvents/HelperFunctions.lua:2279
...ources/Scripts/ASDHistoricEvents/HelperFunctions.lua:2047
...ources/Scripts/ASDHistoricEvents/HelperFunctions.lua:175
...ources/Scripts/ASDHistoricEvents/HelperFunctions.lua:160
...ources/Scripts/ASDHistoricEvents/HelperFunctions.lua:31
[string "resources/scripts/asdhistoricevents/doevent..."]:45
You have not accidentally modified the Hegemony III/Resources/Scripts/Entities.lua script, have you? Particularly, line 298
Hegemony III 3.3.5 rev.43872 x64
...
Iberia300BCDLC
DLC/TheEagleKing is active
AlternateStartDates is active
Loading game: Resources/Scenarios/ASD/753.xml
...ources/Scripts/ASDHistoricEvents/HelperFunctions.lua:2279: Forcing script to end: (tail call)@-1
Stack trace:
...s\common\Hegemony III/Resources/Scripts/Entities.lua:298
...ources/Scripts/ASDHistoricEvents/HelperFunctions.lua:2279
...ources/Scripts/ASDHistoricEvents/HelperFunctions.lua:2047
...ources/Scripts/ASDHistoricEvents/HelperFunctions.lua:340
...ources/Scripts/ASDHistoricEvents/HelperFunctions.lua:223
[string "resources/scripts/asdhistoricevents/doevent..."]:47
Number of native cities = the total number of native cities for this facion on the map, regardless of who occupies them.
So, if native cities > cities, this indicates a faction that has lost some of its native cities to foreign occupiers.
Hegemony III 3.3.5 rev.43872 x64
Welcome to the debug console. For a list of commands, type 'commands()' in the field below, or use 'commands("filter")' to show only the commands you're interested in. Press F2 to close this window.
Loading game: Resources/Scenarios/ASD/753.xml
Loading game: Resources/Scenarios/ASD/753.xml
...sources/Scripts/Scenarios/StartDatesInvaderStart.lua:48: bad argument #1 to 'ipairs' (table expected, got nil)
Stack trace:
[C]:-1
...sources/Scripts/Scenarios/StartDatesInvaderStart.lua:48
(tail call):-1
...sources/scripts/scenarios/startdatesstartsandbox.lua:54
(tail call):-1
[string "startscenario"]:1
Help us debug this script! Type 'clipboard(history())' to copy everything above into your clipboard, so you can send it to a dev!
> clipboard(history())
Also love the mod
-if you have discovered the invader faction, they will personally request your assistance
-if you are one of the factions that historically helped with the invasion, the invader faction will personally request your assistance even if you have not discovered them
-if you have not discovered the invader faction, but you have discovered a faction that historically helped with the invasion, then that faction will request for help instead
-otherwise, you will not be called in to help with the invasion
A similar mechanic occurs for being requested for help on the defending side.
Any of the factions involved on the attacking side may request for the player's assistance, if the player has discovered them. As Athens in this case, you are allied with the Elymoi, who are assisting the invasion, so they are the logical ones to do the request.
(In fact, Carthage's invasion of western Sicily at this point in time was specifically caused by a request for help by the Elymoi)
(Screenshot 2) . They want to invade Selinous and Himera, but non of these have anything to do with Elymoi? Might there be something messed up somehow or am I just not understanding?
(2) great :-)
(3) if that works then this actually is a very powerful tool to do all kinds of stuff like new skills, firing up the AI, difficulty scaling etc. :-))
(1) There are far too many scripts that require there being a capital. For instance, any objective to give X resources to faction Y requires those goods to be accumulated at the capital, the companions brigade scripts, the faction screen scripts, etc...
Sure, some of these things could be worked around, at the cost of extra complexity and potential for bugs due to having to implement these mechanics and objectives in a different way, which would probably also end up less intuitive to the player at the end.
(2) Hmm, yes I could do this but I should note that this start as Athens is an extreme outlier, to do with the complex web of alliances in the Peloponnesian War. Usually, there won't be near this many discovered factions at the start, which is why I hadn't thought of it.
But, sure, I'll slap it on the todo list to also automatically discover the capitals.
(1) Athens starts with a capital city in Katane. Wouldn't this expedtion actually be one of those rare cases where it actually makes sense for the faction to NOT have a local capital? Rather it may be an interesting twist to give them a customeffectable like for migrants, e.g. "Expedition" which could represent financing by the mother city Athens.
(2) A lot of factions are now known in the diplomacy screen from start but the map is still quite black. Wouldn't it make some sense to at least reveal those factions' capital city and - if they are bordering the local presence of e.g. the Athenians - also the cities in Athenian neighbourhood? E.g. the Athenians should by now already have discovered the location of Syrakus, shouldn't they?
When an XML element doesn't contain content you don't need to do <element>CONTENT HERE</element> with separate opening and closing tags, instead you can do what is called a "self-closing" syntax like just <element/>. :-)
Yes, the diplomacy screen tooltips are nasty buggers. They also contain the XML parsing bug that the faction selection screen has, but unlike that screen they are hardcoded so I can't fix them
Given that the full faction description is just one click away at that point, I was hoping it wouldn't be too bothersome. I'm somewhat torn on this
But I also see that you seem to have looked up the Ausones in the ingame pedia and the text is represented correctly. Yes, I can confirm. I have seen the funny <br/> when hovering the mouse over the faction logo in the diplomacy screen: https://steamcommunity.com/sharedfiles/filedetails/?id=3224438904
Other faction tooltips of similar length do also use it. It just depends on the exact window/tooltip, some of them have XML parsing issues which is basically a vanilla bug.
There are various in-game screens where the <br/> tags work just fine, such as the 'pedia' windows.
Well, the vanilla version of the faction selection menu tooltip didn't properly parse XML tags for some reason, but in v3 I already made my own tooltip for that menu which works better.