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A thanks and problem
 
Uridine  posted on Mar 20, 2011 4:45:23 PM - Report post

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CHEATMASTER
It's not a matter of blaming the trainer, but its trying to find what causes it. I've been reading the forums and the DRM checker comes up when certain aspects of the game is changed. Like for example clan changes. I have a feeling that might started when I used option 6 for the technology research. It happened after the patch on the new trainer.

I reinstalled Shogun 2 though and the message vanished. But Im reluctant to use option six now. It doesnt behave the same as the original trainer does. I dont want Shogun to blame me for having an illegal copy, when the limited edition box is sitting next to my monitor.

 
Gatotsu  posted on Mar 20, 2011 5:15:08 PM - Report post

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'fraid I can't realy offer anything useful here. But I will say that I used the tech trainer all the way to get all the arts complete. So far no problem like what your getting. Dunno what turn I'm on but been playing it for ages it feels.

[Edited by Gatotsu, 3/20/2011 5:15:31 PM]

 
Dalis  posted on Mar 21, 2011 2:44:59 AM - Report post

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managed to isolate the illegal copy error thingy to the tech option.. if you have a tech set to complete in over 9000 turns (couldnt resist) at a certain turn it will assume that the game has been altered and drm kicks in..
Easy way around it is that you only activate it on one tech at a time and make sure you have an unaltered tech to switch to should the drm kick in.. then just reload autosave and switch to that unaltered tech and you should be fine.. get past that turn and you can continue using that option
Sadly the turn in question seems to be semi-random or there are many of those, 42th for me, 60ish for others
So save often to different slots to quarantee you have a safe turn to return to
Edit: oh and since its semi-random its perfectly possible to get all the techs done (1-tech/turn) before you reach even the first drm-turn.. my first encounter was when i only had 1 tech to go

[Edited by Dalis, 3/21/2011 2:46:47 AM]

 
Gamejunky  posted on Mar 21, 2011 5:20:29 PM - Report post

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I spoke too soon and I did get the same thing everyone is saying at 42.The thing is, all my techs were finished. My theory is that the game calculates how far you could actually be in the game and if it's above would could actually be possible without the use of trainers it boots you. I noticed, in my problem, that it kicked off in the middle of my turn while my ships were moving. I scuppered those ships and had no other movements and it CTD'd me anyway. I was on turn 42 and just taken Kyoto if that helps anyone, 29 provinces completed.
 
Gamejunky  posted on Mar 21, 2011 7:52:20 PM - Report post

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OK, I think I figured it out with the 6 button for the tech tree. Hit the 6 button on (once), then open the tree but DO NOT mouse over the cards!! Once you mouse over the card the first time the number will dissapear, second time it will go to some crazy number (if you left click on it) like Dalis said. If you only mouse over the one card you want the first time (in which the original turn number disappears)and nothing else, close the box,end turn, then when you open again it will shift to the next one in line with the original game turn number. Mouse over again to set it back to zero (no number, just highlighted). Repeat cycle, but save a lot and when your close to the last few wait them out for safe keeping. Now this is working for me, I could use few people to volunteer to test it out on a new game for a couple of turns to confirm it works.
If you move the mouse all over the cards it will remember the turns and totally mess it up, especially if you hit the bottom cards and they have those huge turn numbers. Please someone confirm this.

[Edited by Gamejunky, 3/21/2011 7:53:45 PM]

 
jakboy2  posted on Mar 21, 2011 8:04:02 PM - Report post

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Same here.....
 
luv2kill  posted on Mar 21, 2011 9:47:10 PM - Report post

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VETERAN
Ok I think I know whats going on, If you activation bulding and amry options, close the trainer by alt tabbing out of the game, then go back to the game, you can see the cheat is still working although the trainer has been closed. so my solution, research all your techs (save alot untill you get them all). close the trainer, restart the game, load last save. this way all the address in memory is unchanged. the DRM detection will detect nothing.

Although I liked how option 6 worked a lot better in the first trainer...

[Edited by luv2kill, 3/21/2011 9:47:29 PM]

 
diggler_45  posted on Mar 22, 2011 1:29:50 AM - Report post

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I did that with 2 campaigns, waited it out until all my arts were mastered and saved every turn each a diff. file(made a lot of savegames) but with both campaigns i end up at turn 60ish and it crashes at the end turn. so i tried loading to the turn before the "crash-turn" without loading the trainer and i passed it but it still crashes in later turns, 5 or 6 i think.
the only campaign i was able to get through to turn 120 was a complete vanilla campaign i ran, no trainer what-so-ever from start to finish.
the trainer works great but i think there could have been something missing worth testing...like u guys said DRM and what not...i dont know if u can bypass that ..im just hoping after the future patches comes out, it wont conflict with the future trainers, mainly the research option.
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