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#31
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SkyRock
0 0 1 4 5 [2] [3] LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentCity, value=2) Load army count=1 load army id 1 @613 name[0] position (0,0) destination (0,0) strength 28 camp_level 0 hero 0 region 0 base_army_id 0 garrisoned False active False members count 0 OnChooseCity(success) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentRace, value=men) LOGONLY: SetGameMode(mode=mmo-homeland) LoadHomeCity() requesting city inner 1 handle_load_home_city_inner 1 end_multiplayer_game() Map "" Loaded MapBin 0 Loaded Map "" Loaded MapBin 1 Loaded Scenario Maps Loaded Scenario Subfile Loaded "ScenarioProperties.txt" Scenario Subfile Loaded "MapProperties0.txt" Scenario Subfile Loaded "MapProperties1.txt" Scenario Trigger Script Loaded LOGONLY: Leader Assigned for Gaia-Animals-Wolf Herd at location: 7143.5, 4821.4 LOGONLY: Leader Assigned for Gaia-Animals-Wolf Herd at location: 4704.6, 5827.3 LOGONLY: Leader Assigned for Men-Units-Swordsman Battalion at location: 7297.7, 6931.7 LOGONLY: Leader Assigned for Men-Units-Swordsman Battalion at location: 7380.6, 7059.7 LOGONLY:TownHall CityLevel 1 LOGONLY:TownHall Task 0 LOGONLY:TownHall WallsConstructing false LOGONLY:TownHall AddBuiltTime 0 LOGONLY:TownHall WallCount 0 LOGONLY:TownHall Palisade1Obtained 0 LOGONLY:TownHall Palisade2Obtained 0 LOGONLY:TownHall Wall1Obtained 0 LOGONLY:TownHall Wall2Obtained 0 LOGONLY: CityLevel 1 detected code 14 LOGONLY: Leader Assigned for Men-Units-Peasant Battalion at location: 7702.5, 6975.8 LOGONLY: Leader Assigned for Men-Units-Peasant Battalion at location: 7678.8, 7112.5 LOGONLY: Leader Assigned for Gaia-Animals-Wolf Herd at location: 4523.8, 8978.1 Scenario AI Bounding Infomation generated PortalCount=2425 PortalCount=3567 Scenario PathMaps Generated Scenario Loaded LOGONLY: CallBack.OnFinishedLoadingScenario() | GameMode: mmo-homeland LOGONLY: CallBack.OnChangeCiv(playerID=nil, Race=Men) LOGONLY: OnChangeCiv() finished LOGONLY:Season on start is 2 PortalCount=2412 LOGONLY: WorldMap.Create() LOGONLY: WorldMap.Initialize() LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=homeCityArmyID, value=1) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentResourceCap, value=7000) LOGONLY: WorldMap.AddArmyForPvP(armyID=1, forceRegister=nil) LOGONLY: CallBack.SetArmyRegion(armyID=1, region=Men_1) LOGONLY: CallBack.ResearchTech(playerID=1, techID=115) LOGONLY: CallBack.ResearchTech(playerID=1, techID=113) LOGONLY: CallBack.ResearchTech(playerID=1, techID=118) LOGONLY: Scn CallBack.SetResourceCap(playerID=1, resourceCap=7000) LOGONLY: CallBack.SetArmyRegion(armyID=1, region=Men_1) LOGONLY: CallBack.ScenarioInitilizationScriptsRun() | GameMode: mmo-homeland LOGONLY: GetGameParameter(1) returned < 1! Using 1 as NextArmyID. LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentResourceCap, value=7000) LOGONLY: MapGUI.QuickHide() LOGONLY: Scn CallBack.SetResourceCap(playerID=1, resourceCap=7000) LOGONLY: Homecity Reload: Minutes Away = 0 LOGONLY: GetHomeCityGatherRates(): f=0, w=0, g=0, s=0 LOGONLY: Gathered While Away Without Decay: f=0, w=0, g=0, s=0 LOGONLY: --> Gathered While Away With Decay: f=0, w=0, g=0, s=0 LOGONLY: Old Resources: f=0, w=0, g=0, s=0 LOGONLY: --> New Resources: f=0, w=0, g=0, s=0 PortalCount=2416 LOGONLY: SCN CallBack.AddScenarioPlayer(playerID=1, race=men, fortification=nil, researchedTechIDs=nil) LOGONLY: Researched techs for Player 1: [113|115|118] LOGONLY: Setting Default Player Data LOGONLY: CallBack.OnChangeCiv(playerID=1, Race=Men) LOGONLY: OnChangeCiv() finished LOGONLY: CallBack.GetNextBattalionIDs(playerID=1, amount=15) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Gelmeerim,N ewName=Gelmeerim - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Uttal At'ros,NewName=Uttal Atros - Neutral) LOGONLY: CallBack.AddTradePartner(cityName=Dagbor) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Dagbor,NewN ame=Dagbor - Allied Trade) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Illas Tiltos,NewName=Illas Tiltos - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Illas Tort'ra,NewName=Illas Tort'ra - At War) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Darssen,New Name=Darssen - At War) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Denwall,New Name=Denwall - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Nokkrasol,N ewName=Nokkrasol - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Makkada,New Name=Makkada - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Ral Nistro,NewName=Ral Nistro - At War) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Thorndale,N ewName=Thorndale - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Pultak,NewN ame=Pultak - At War) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Bilt'rana,N ewName=Bilt'rana - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Gel Rans'ta,NewName=Gel Rans'ta - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Freelantal, NewName=Freelantal - At War) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Mistra,NewN ame=Mistra - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Bastra,NewN ame=Bastra - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Galehock,Ne wName=Galehock - At War) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Valen'Tal,N ewName=Valen'Tal - At War) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Bringen,New Name=Bringen - At War) LOGONLY: CallBack.AddTradePartner(cityName=Durian Foss) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Durian Foss,NewName=Durian Foss - Allied Trade) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Ma Tintro,NewName=Ma Tintro - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Serepha Moota,NewName=Serepha Moota - Neutral) LOGONLY: CallBack.AddTradePartner(cityName=Doredale) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Doredale,Ne wName=Doredale - Allied Trade) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Welgeth,New Name=Welgeth - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Felsing,New Name=Felsing - Neutral) LOGONLY: CallBack.AddTradePartner(cityName=Silicia Mas) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Silicia Mas,NewName=Silicia Mas - Allied Trade) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Westerdale, NewName=Westerdale - Neutral) LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Dintalla,Ne wName=Dintalla - At War) LOGONLY: SCN CallBack.SetNextBattalionIDs(playerID=1, ids=[1|2|3|4|5|6|7|8|9|10|11|12|13|14|15]) LOGONLY: Expansion: State 1 LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=BattleResult, value=nil) LOGONLY:New Season is 2 LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=1, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=2, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=3, template=Men-Units-Swordsman Battalion, UnitHealthsAsBarString=[360|360|360|360|360|360|360|360|360|360|360|360|36 0|360|360|360|360|360|360|360]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=4, template=Men-Units-Swordsman Battalion, UnitHealthsAsBarString=[360|360|360|360|360|360|360|360|360|360|360|360|36 0|360|360|360|360|360|360|360]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=5, template=Men-Heroes-Mmo-Player, UnitHealthsAsBarString=[3000]) LOGONLY: CallBack.HomeCityBattalionsSent(playerID=nil) LOGONLY: CallBack.CloseLoadingScreen(playerID=nil) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentResourceCap, value=3060) LOGONLY: Scn CallBack.SetResourceCap(playerID=1, resourceCap=3060) LOGONLY: Playing Sound Sound/vo/men/economy/worker_idle_1.ogg For Player 1 PortalCount=2410 LOGONLY: CallBack.OnBeginCinematic() | GameMode: mmo-homeland LOGONLY: WorldMap.PausePvP() UnregisterArmyForPvP(-1) UnregisterCityForPvP() LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=FatigueCapUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=CrushResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=HitPointUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=HealRateUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=DamageUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=FletchingUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=MemberCap, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=PierceResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=ScriptName, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=SlashResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=HitPoints, newValue=1800) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=Unconscious, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=ImprovedEyesUpgrade, newValue=0) LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=1, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=FatigueCapUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=CrushResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=HitPointUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=HealRateUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=DamageUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=FletchingUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=MemberCap, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=PierceResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=ScriptName, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=SlashResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=HitPoints, newValue=1800) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=Unconscious, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=ImprovedEyesUpgrade, newValue=0) LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=2, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=FatigueCapUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=CrushResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=HitPointUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=CurrentlyGathering, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=HealRateUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=Members, newValue=20) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=DamageUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=FletchingUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=MemberCap, newValue=20) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=PierceResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=ScriptName, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=SlashResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=HitPoints, newValue=7200) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=Unconscious, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=HitPointCap, newValue=360) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=ImprovedEyesUpgrade, newValue=0) LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=3, NewHealthsAsBarString=[360|360|360|360|360|360|360|360|360|360|360|360|36 0|360|360|360|360|360|360|360]) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=FatigueCapUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=CrushResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=HitPointUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=CurrentlyGathering, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=HealRateUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=Members, newValue=20) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=DamageUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=FletchingUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=MemberCap, newValue=20) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=PierceResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=ScriptName, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=SlashResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=HitPoints, newValue=7200) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=Unconscious, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=HitPointCap, newValue=360) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=ImprovedEyesUpgrade, newValue=0) LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=4, NewHealthsAsBarString=[360|360|360|360|360|360|360|360|360|360|360|360|36 0|360|360|360|360|360|360|360]) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=FatigueCapUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=CrushResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=ExpCap, newValue=4) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Hero, newValue=true) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=HitPointUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=CurrentlyGathering, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=HealRateUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Members, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=DamageUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=FletchingUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=MemberCap, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=PierceResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=ScriptName, newValue=Hero) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=SlashResistUpgrade, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=HitPoints, newValue=3000) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Unconscious, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=HitPointCap, newValue=3000) LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=ImprovedEyesUpgrade, newValue=0) LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=5, NewHealthsAsBarString=[3000]) LOGONLY: SCN CallBack.ToggleCinematicOn(IsOn=true) LOGONLY: SCN CallBack.SetArmyAttribute(armyID=1,attrName=streng th,newValue=28) LOGONLY: CallBack.OpenDialog(MessageText=During the War Without Kings, after King Hamilon was murdered, the Menthorns and their allies rose up. They savaged many areas of Southmont, but were defeated by the king's son, Erian. The following summer, Erian himself was crowned, and to spur economic revival, the new king has now opened up many lordships in this region, encouraging the most able and ambitious lords to settle in Southmont., Choices=[], WaitTime=28, TriggerToEnableName=, TriggerToResumeName=Cine01Scene01Cam) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentTime, value=10.217) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentSeason, value=2) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentTime, value=10.471) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentSeason, value=2) LOGONLY: CallBack.OpenDialog(MessageText=You were one of many chosen for this undertaking, for in you the royal court sees the kind of leader who can face the challenge of this troubled time. You shall restore these lands to their previous glory!, Choices=[], WaitTime=13, TriggerToEnableName=, TriggerToResumeName=Cine01Scene01Cam) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentTime, value=10.725) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentSeason, value=2) LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Greetings milord! I pray the Great Lake was kind on your journey from Dagbor - the roads are still littered with renegade Orcs and Menthorn bandits. Terrible times if you ask me., Choices=[!CENTER!- Continue -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=Cin01_Dailogue_1) LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Well, then, first and foremost - welcome to thy new estate, milord. Oh the village folk are quite pleased to have such a noble knight as thee leading us. And if I may introduce myself - Fred Firkinson, son of Basil. Your true vassal and loyal servant., Choices=[!CENTER!- Continue -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=Cin01_Dailogue_1) LOGONLY: CallBack.OnEndCinematic() | GameMode: mmo-homeland LOGONLY: WorldMap.ContinuePvP() LOGONLY: MapGUI.Show() LOGONLY: SCN CallBack.ToggleCinematicOn(IsOn=nil) LOGONLY: CallBack.OpenDialog(MessageText=!SMALL!Characters may be conversed with by moving your hero near them and selecting them while a symbol is above their head. Talk with Fred now., Choices=[], WaitTime=9999, TriggerToEnableName=, TriggerToResumeName=Cin01_Dailogue_1) LOGONLY: CallBack.ShowGUI() LOGONLY: CallBack.OpenDialog(MessageText=nil, Choices=nil, WaitTime=nil, TriggerToEnableName=nil, TriggerToResumeName=nil) LOGONLY: CallBack.OpenDialog(MessageText=nil, Choices=nil, WaitTime=nil, TriggerToEnableName=nil, TriggerToResumeName=nil) LOGONLY: CallBack.OnBeginCinematic() | GameMode: mmo-homeland LOGONLY: WorldMap.PausePvP() UnregisterArmyForPvP(-1) UnregisterCityForPvP() LOGONLY: MapGUI.QuickHide() LOGONLY: SCN CallBack.ToggleCinematicOn(IsOn=true) LOGONLY: CallBack.OpenDialog(MessageText=FRED FIRKINSON: Some things require thy attention, milord, Choices=[- Welcome! Welcome, milord!|!CENTER!- Farewell -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=QuestBranch) LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Let me say, your lordship, that the peasants and I have the utmost faith in your ability to protect this estate and lead us to prosperity. To, ahem, move things along, if I might make a suggestion, milord.... it would be a good idea to build a house or two and recruit a few more peasants...?, Choices=[!CENTER!- Continue -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=Expansion_Init) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentTime, value=10.979) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentSeason, value=2) LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Building a house and adding more workers to the estate would make the lads here extremely grateful. In fact, the peasants might even donate a few cows to your household to express their thanks., Choices=[!CENTER!- Accept -|!CENTER!- Later -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=Expansion_Init) LOGONLY: Quest Expansion stepped from state 1 to 2 LOGONLY: CallBack.AdvanceQuest(questGiver=Fred Firkinson, questName=Expansion, newState=1, dontFlash=nil) LOGONLY: Quest Goblins and Outlaws stepped from state 0 to 1 LOGONLY: Quest Healing Well stepped from state 0 to 1 PortalCount=2410 LOGONLY: CallBack.OpenDialog(MessageText=FRED FIRKINSON: Some things require thy attention, milord, Choices=[- Your peasants require assistance...|- May I advise you?|!CENTER!- Farewell -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=QuestBranch) LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Milord, you'll notice that in the course of duty, your soldiers will sustain wounds. As their lord and master, it would be wise to tend to those wounds. Otherwise, you know, you're simply going to have to pay good money to replace them! As it happens, we have a Healing Well right here by our Town Hall. Any time you bring your soldiers near this well, their wounds will slowly be healed., Choices=[!CENTER!- Continue -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=HealingWell) LOGONLY: Quest Healing Well stepped from state 1 to 2 LOGONLY: CallBack.OpenDialog(MessageText=FRED FIRKINSON: Some things require thy attention, milord, Choices=[- Your peasants require assistance...|!CENTER!- Farewell -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=QuestBranch) LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Milord, it is good to see you settling into your new duties so well. Reassured by your leadership, the peasants have asked me to bring a very important issue to thy noble attention. The land surrounding our glorious village is infested with goblins and outlaws, causing the peasants great misery., Choices=[!CENTER!- Continue -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=GoblinsOutlaws_Init) Saving Outer LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: If you would be willing to use thy brave soldiers to scout the area right around our village, and cleanse the land of these cursed goblins and outlaws, thy peasants would be truly grateful. They will present you with a brand new Horse Cart to add to thy household. A most worthy present, if you ask me., Choices=[!CENTER!- Accept -|!CENTER!- Later -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=GoblinsOutlaws_Init) LOGONLY: Quest Goblins and Outlaws stepped from state 1 to 2 LOGONLY: CallBack.AdvanceQuest(questGiver=Fred Firkinson, questName=Goblins and Outlaws, newState=1, dontFlash=nil) LOGONLY: CallBack.AdvanceQuest(questGiver=Fred Firkinson, questName=Goblins and Outlaws, newState=1, dontFlash=true) LOGONLY: SCN CallBack.RemoveQuest(questGiver=Fred Firkinson,questName=Goblins and Outlaws,displayName=Goblins and Outlaws) LOGONLY: CallBack.OpenDialog(MessageText=nil, Choices=nil, WaitTime=nil, TriggerToEnableName=nil, TriggerToResumeName=nil) LOGONLY: CallBack.OnEndCinematic() | GameMode: mmo-homeland LOGONLY: WorldMap.ContinuePvP() LOGONLY: MapGUI.Show() LOGONLY: SCN CallBack.ToggleCinematicOn(IsOn=nil) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentTime, value=11.233) LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentSeason, value=2) LOGONLY: MapGUI.Hide() LOGONLY: CallBack.HideInGameWindows() LOGONLY: SCN CallBack.ExitingScenario(playerID=1) LOGONLY: CallBack.CloseInGameWindows() LOGONLY: SetGameMode(mode=Menu) LOGONLY: WorldMap.Initialize() send_save_home_city_inner 14476 Saving Outer end_multiplayer_game() Map "" Loaded MapBin 0 Loaded Scenario Maps Loaded Scenario Subfile Loaded "ScenarioProperties.txt" Scenario Subfile Loaded "MapProperties0.txt" Scenario Trigger Script Loaded LOGONLY:Stairs could not find stair marker, location: 1425.8, 7022.6 Removing Stairs! LOGONLY:Men-Walls-Bastion Adopted Men-Upgrades-Trebuchet, with Distace of 38.769, Teleporting to location. LOGONLY:Men-Walls-Bastion Adopted Men-Upgrades-Trebuchet, with Distace of 47.623, Teleporting to location. LOGONLY:Men-Walls-Bastion Adopted Men-Upgrades-Trebuchet, with Distace of 27.163, Teleporting to location. LOGONLY:Men-Walls-Bastion Adopted Men-Upgrades-Trebuchet, with Distace of 37.195, Teleporting to location. LOGONLY:Stairs could not find stair marker, location: 3444.3, 7341 Removing Stairs! LOGONLY:Men-Walls-Tower-Round Adopted Men-Upgrades-Trebuchet, with Distace of 362.79, Teleporting to location. LOGONLY:Men-Walls-Bastion Adopted Men-Upgrades-Trebuchet, with Distace of 36.696, Teleporting to location. Scenario AI Bounding Infomation generated PortalCount=1729 Scenario PathMaps Generated Scenario Loaded LOGONLY: CallBack.OnFinishedLoadingScenario() | GameMode: Menu LOGONLY: SetGameMode(mode=Menu) LOGONLY: CallBack.OnBeginCinematic() | GameMode: Menu Connecting to Server 50.28.14.234|30841 Failed LOGONLY: CallBack.OnAppExit() LOGONLY: SetGameMode(mode=startup) |
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#32
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i posted above part of log file for someone in the dev team to look at and help? I have re installed to windows 7 ultimate after a total format of my drive, and installed i have re installed game! But still it wont save any progress after exititng online kingdom game! Please help!
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#33
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you havent changed anything yet,if not get with me will try and find the problem
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#34
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I FIXEDDD IT!!! IT WORKS! I had to change a setting on my orange modem! Will give full details to follow, so it wasent an issue your end after all! YAYY IT WORKSSSS!!! thanks for all you help!!!!
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#35
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please post what you did so we know better how to fix the problem if other people down the road run into the same issue?
Glad to hear you figured it out.
__________________
Joseph B. Visscher - JBV3737 Bugs aren't the problem, figuring out how to fix them is. |
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