No, I wrote to support yesterday about broken save games and "Out of memory" error. I have 4GB, so it's recommended amount, but game crashing after an hour. Anyone also have this issue? Both errors are related to big numbers of objects on map.
Sailing the same boat, are we?^ I encounter about the same conditions as to corrupted saves (and no memory loss warnings anyway) I had to revert previous one for game to process it right. My gut tells me it comes to precaching data brokes smthing. Has to be misbehavior. Once it stops loading interface, while after next attempt ignores your mouse movement response.
The annoying bug where clicking on the mini map when there is a unit behind it lets you select the unit is still there. Same applies to when a unit is behind a buildings. Also, in my most recent match I noticed that the HUD told me I have no peasants on food, when I clearly had a lot of them.
Its still buggy.......- After one hour play on a Islands map multiplayer I was in the middle of fight and when suddenly a sound and the game freezes. I received this message : Access violation at address 0085190D in module cossacks.exe Read of address 0000000004 So my whole one hour game went into the dustbin...
Its because someone made a typo in country.script, line 1521. It currently reads 'kingsmusketeer', but the correct unit code is 'kingmusketeer'. Its a simple enough fix, so I don't know why it hasn't been fixed yet (My guess is since English probably isn't the devs first language, its probably been overlooked). This same typo is also the reason why the achievement for recruiting 100 Royal Musketeers is unobtainable. In other news, I've also found the file responsible for awarding achievements. Time to find out why some achievements aren't unlocking for me, since GSC never got back to me about investigating these broken achievements.
Good to know it is so easy to fix. Did you write to the devs about this? (Because for all we know, they probably do not read all the threads in this forum.)
Not yet. I've also noticed a few other bugs in the file, and I'm currently cross referencing the file against my profile file to see why some of my achievements would be bugged. I also need to head off shortly, so it'll have to wait until later.
I also have achievements that do not unlock although I have fulfilled the objectives ... I encourage you to pass your information to the dev, this can help them to correct these bugs !
I've sent an email covering the dozen or so that were plainly obvious (Broken or incorrect requirements). Still need to figure out why some just outright refuse to unlock for me. These ones are completely unachievable atm, and some of them don't even have logic in place to unlock them. A bayonet is stupid, a bullet is smart. (broken since the Serdiuk patch) Grand Sultan Iron curtain Old Fritz One for all, and all for one! The beginnings of the regular army The destroyer The scourge of God The Thunderer Turn the cannons!
Do all of these just have to do with typos in the code like the one for the defense upgrades of the Royal Musketeers? Because every bug that even I could fix by going into the files and changing literally one letter have no place being in the game.
Some typos, others incorrect limit/count checks while some don't even have checks to see if they can be unlocked. I could release a mod that fixes most of those, however its probably something that GSC should bugfix and get out to all players. The email I sent covered whats broken, and how it broken, so since I've hopefully done most of the investigative work for these 10 it shouldn't take too long for GSC to confirm my findings (if correct) and fix most of them. Otherwise I'll look at releasing an unofficial bugfix patch for the new mod manager. It'll need a bit of scripting to cover all 10 though as some of them will need award conditions written for them (and I'll include fixes for a bunch of other small bugs I've noticed)
I managed to unlock the achievement "the thunderer" !! Go to C:\Program Files (x86)\Steam\steamapps\common\Cossacks 3\data\scripts\lib and open the country.script file. Go to line 2846 You have that : begin upgplace := commonName+'tow'; _country_AddUpgradeLinkRange(country, upgplace+'.', 1, 6, linkind); _country_AddUpgradeWithAccessControl(country, upgplace+'.1', 2, gc_upg_tooltiptype_none, gc_upg_type_single_attpauseperc, -20, cTrue, 1000, 0, 0, ind, 0, 0, 0, 250, 0, 0, bAddIfNotExist, 0, 0, 0, commonName+'tow', '', '', '', '', '', '', '', '', '', True, csid+'art', '', '', '', '', '', '', ''); country.upgrade[ind-1].bindividual := True; _country_AddUpgradeWithAccessControl(country, upgplace+'.2', 3, gc_upg_tooltiptype_none, gc_upg_type_single_attpauseperc, -20, False, 1000, 0, 0, ind, 0, 0, 0, 0, 350, 0, bAddIfNotExist, 0, 0, 0, commonName+'tow', '', '', '', '', '', '', '', '', '', True, csid+'art', '', '', '', '', '', '', ''); country.upgrade[ind-1].bindividual := True; _country_AddUpgradeWithAccessControl(country, upgplace+'.3', 4, gc_upg_tooltiptype_none, gc_upg_type_single_attpauseperc, -10, False, 1000, 0, 0, ind, 0, 0, 0, 0, 0, 600, bAddIfNotExist, 0, 0, 0, commonName+'tow', '', '', '', '', '', '', '', '', '', True, csid+'art', '', '', '', '', '', '', ''); country.upgrade[ind-1].bindividual := True; _country_AddUpgradeWithAccessControl(country, upgplace+'.4', 5, gc_upg_tooltiptype_none, gc_upg_type_single_attpauseperc, -10, False, 1000, 0, 0, ind, 0, 0, 0, 0, 700, 0, bAddIfNotExist, 0, 0, 0, commonName+'tow', '', '', '', '', '', '', '', '', '', True, csid+'art', '', '', '', '', '', '', ''); country.upgrade[ind-1].bindividual := True; _country_AddUpgradeWithAccessControl(country, upgplace+'.5', 6, gc_upg_tooltiptype_none, gc_upg_type_single_attpauseperc, -10, False, 1000, 0, 0, ind, 0, 0, 0, 0, 0, 850, bAddIfNotExist, 0, 0, 0, commonName+'tow', '', '', '', '', '', '', '', '', '', True, csid+'art', '', '', '', '', '', '', ''); country.upgrade[ind-1].bindividual := True; //_country_AddUpgradeWithAccessControl(country, upgplace+'.6', 7, gc_upg_tooltiptype_none, gc_upg_type_single_attpauseperc, -10, False, 1000, 0, 0, ind, 0, 0, 0, 0, 1000, 0, bAddIfNotExist, 0, 0, 0, commonName+'tow', '', '', '', '', '', '', '', '', '', True, csid+'art', '', '', '', '', '', '', ''); //country.upgrade[ind-1].bindividual := True; // add to private list privateind := _country_GetPrivateUpgradeIndexBySID(cid, upgplace+'.1', bAddIfNotExist); _country_AddPrivateUpgrade(country, upgplace+'.1', privateind); privateind := _country_GetPrivateUpgradeIndexBySID(cid, upgplace+'.2', bAddIfNotExist); _country_AddPrivateUpgrade(country, upgplace+'.2', privateind); privateind := _country_GetPrivateUpgradeIndexBySID(cid, upgplace+'.3', bAddIfNotExist); _country_AddPrivateUpgrade(country, upgplace+'.3', privateind); privateind := _country_GetPrivateUpgradeIndexBySID(cid, upgplace+'.4', bAddIfNotExist); _country_AddPrivateUpgrade(country, upgplace+'.4', privateind); privateind := _country_GetPrivateUpgradeIndexBySID(cid, upgplace+'.5', bAddIfNotExist); _country_AddPrivateUpgrade(country, upgplace+'.5', privateind); //privateind := _country_GetPrivateUpgradeIndexBySID(cid, upgplace+'.6', bAddIfNotExist); //_country_AddPrivateUpgrade(country, upgplace+'.6', privateind); end; As you can see there are 5 lines with slash ! We see that the 6th upgrad is not activated ! Delete all the slash exept " // add to private list" to access the 6th upgrad and finally unlock the "the thunderer" Save the file and close ...enjoy ! The achievement "the thunderer" counts 6 upgrade to be unlocked but the dev only activated 5, that's why it bug!
There's a way to instantly destroy enemy walls. I have no idea where to report bugs for Cossacks 3, so I am just writing this here. It is a known behaviour that if a wall piece is destroyed, adjacent wall pieces are destroyed as well - even if the wall pieces are placed by different players. This can be abused: Place a wall piece (or a fence piece) next to an enemy wall and destroy it immediately. The enemy wall piece will be destroyed as well and you have a hole in the enemy's wall to swarm their lands. The same goes for allied walls, you can break them as well with the same method.
With all respect, I think this one is going to be down the road to fix. There are a whole lot of other things to be addressed. Now, the question- Is it a bug? Perhaps not. When a section of wall is blown up, there is going to be collateral damage to wall sections adjacent to it in real life. If we are using scale, a few kegs of gunpowder will take down a wall in an instant. I imagine the coding that is going to have be amended and written to reflect a change is going to be a monumental task.
RitterInRot: Are you actually revealing how to change something that does nothing within the game? And you spent your time doing this?