Crusader Kings III

Crusader Kings III

Weight of Crown
Bug automaticly Adding many County MAA after EK2 update
After a update of the EK2 mod in combination with WoC, on a pulse, the number of county MAA somehow multiplied. I have a Savegame, exactly before this happens. After reload, if i run the game for some (in game) weeks, the bug happens.

I found the reason and removed the passages from your mod code, so i can continue my game. The problem has something to do with the "maa_county" and the "county_regiment" variables and is localized in the on_actions:

"woc_on_title_gain" and "woc_on_title_gain_after"

in the file:

\common\on_action\woc_county_on_action.txt
from line 21 to line 72

here are my temporary changes:

I removed the lines 30, 31, 32, 58 and 64 to prevent the transfere of the MAA like this:

line 30: # scope:title.var:woc_debug_d_title = {
line 31: # transfer_owned_maa_control = scope:title
line 32: # }
line 58: # save_scope_as = maa_county
line 64: # save_scope_as = maa_regiment

P.s.: I read my report again and i forgot to mention, that the number of County MAA added are much more than the max. MAA allowed for the specific county.
Last edited by Kebabtschi; 18 Aug @ 10:36am
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Kebabtschi 19 Aug @ 12:48am 
I continued playing and it happened again. For some reason the game gets into a loop and creates tons of county MAA. I think this happens more frequently when automatition is turned on in the "Manage County Levy" Window. The last thing i saw, was that the in some countys i got more than 2000 Armored Footman regiments count. This lead to an extreme negative population growth. So the removal of the lines only solved the multiplication for this specific case. I found these lines in my error log:

[21:02:52][E][jomini_effect_impl.cpp:363]: Warning: while loop with no specified max aborted after executing 1000 times at file: common/scripted_effects/woc_county_effects.txt line: 546 (decision_woc_set_up_levy)
[21:02:52][E][jomini_effect_impl.cpp:363]: Warning: while loop with no specified max aborted after executing 1000 times at file: common/scripted_effects/woc_county_effects.txt line: 546 (decision_woc_set_up_levy)
[21:02:52][E][jomini_effect_impl.cpp:363]: Warning: while loop with no specified max aborted after executing 1000 times at file: common/scripted_effects/woc_county_effects.txt line: 562 (decision_woc_set_up_levy)
[21:02:52][E][jomini_effect_impl.cpp:363]: Warning: while loop with no specified max aborted after executing 1000 times at file: common/scripted_effects/woc_county_effects.txt line: 546 (decision_woc_set_up_levy)
[21:02:52][E][jomini_effect_impl.cpp:363]: Warning: while loop with no specified max aborted after executing 1000 times at file: common/scripted_effects/woc_county_effects.txt line: 546 (decision_woc_set_up_levy)
[21:02:52][E][jomini_effect_impl.cpp:363]: Warning: while loop with no specified max aborted after executing 1000 times at file: common/scripted_effects/woc_county_effects.txt line: 562 (decision_woc_set_up_levy)
[21:02:52][E][jomini_effect_impl.cpp:363]: Warning: while loop with no specified max aborted after executing 1000 times at file: common/scripted_effects/woc_county_effects.txt line: 546 (decision_woc_set_up_levy)
[21:02:52][E][jomini_effect_impl.cpp:363]: Warning: while loop with no specified max aborted after executing 1000 times at file: common/scripted_effects/woc_county_effects.txt line: 562 (decision_woc_set_up_levy)


I will turn this mod off while playing EK2. I realy like the mod idea and the whole concept. Thank you for the good work.
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