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Thread: Progress on Patch One:

  1. #21

    Default Re: Progress on Patch One:

    Will the Syracuse and Bosphoran swap factions be included?

    Also: I'm in a roman campaign right now,which I enjoy alot.And after the pacth,.will I have to start a new campaign?And is that rebellion CTD so frecvent?Will I have the chance to avoid that CTD.





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  2. #22
    dvk901's Avatar Consummatum est
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    Default Re: Progress on Patch One:

    Well, in order of question asked:

    1. No
    2. Yes...the Patch will break all existing campaigns because of trait and map changes.
    3. I don't know how frequent the Rebellion CTD is, but the problem is that when it happens (if it happens), it's a campaign breaker for most people. I don't like that a bit, as I have poured so much time into RS2 making it as stable as possible. I can understand that due to certain RTW glitches, I can't prevent EVERY CTD....but I can prevent this one. So I'm determined to fix it.

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  3. #23
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    Default Re: Progress on Patch One:

    It would be nice if we could manually remove watchtowers, or is that hard-coded?

    The art of war is simple enough. Find out where your enemy is. Get him as soon as you can, strike him as hard as you can and keep moving on.
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  4. #24
    Brusilov's Avatar Local Moderator
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    Default Re: Progress on Patch One:

    Quote Originally Posted by Marcus_Vipsanius View Post
    It would be nice if we could manually remove watchtowers, or is that hard-coded?
    Hard coded, I believe.

    With the 'rebellion CTD' it's possible for whatever reason for the main 'government' building to be damaged during a siege (even if autoresolved) which is what may be happening at the moment. There was already a 'fix' in place but it appears as if there can be certain circumstances this wasn't enough.

    In most RTW mods the 'rebellion CTD' is caused by the player destroying all buildings and letting the settlement rebel - either by design or accident. The AI does not destroy buildings - regardless of how bad they affect them (for instance a 'foreign' barracks can give a negative effect - the player will usually destroy these).

    I would think that CTDs caused by the 'rebellion CTD' are few and far apart. However, they can happen and we are trying to remove them.

    Other CTDs may be caused by the player not having the script running in the background all the time. I know it's possible to load a save game and press the 'end turn' without initiating the script only for it to be flagged at the start of the second turn (we do suggest that if you do load a game you click on a settlement prior to end turn - this will allow the player to initiate the script). Some additional controls will be added to ensure that the player knows that the script is not running.
    Last edited by Brusilov; October 11, 2010 at 10:41 AM.

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  5. #25
    Marcus_Vipsanius's Avatar Semisalis
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    Default Re: Progress on Patch One:

    I was just looking on the EB fora and if I'm not mistaken the advisor keeps popping the screen untill you click a city + 'show me how' to activate the script.

    The art of war is simple enough. Find out where your enemy is. Get him as soon as you can, strike him as hard as you can and keep moving on.
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  6. #26

    Default Re: Progress on Patch One:

    Just one question guys,any changes to the "spawning armies system"??Those when you attack key settlements?Just thinking about it all the time,had to delete that part of the script in my game.I assume you can`t exchange it with garrison script?Some locals or basic units?Elite armies showing up out of nowhere vs city population taking their arms up?I`ve seen this script myself and I know how much work it takes but...Well its all up to you guys.I`ll eat whatever you bake

  7. #27

    Default Re: Progress on Patch One:

    Quote Originally Posted by Brusilov View Post
    Hard coded, I believe.

    With the 'rebellion CTD' it's possible for whatever reason for the main 'government' building to be damaged during a siege (even if autoresolved) which is what may be happening at the moment. There was already a 'fix' in place but it appears as if there can be certain circumstances this wasn't enough.
    I'm affraid that there is an important point that is being missed here. Any building, including hinterland (indesructable) buildings can be damaged by a revolt. The damage to the building does not necessarily have to come from a siege. The key is that the city has to be able to recruit a unit when it has a revolt, and if your recruitment building gets damaged then that is going to cause the CTD. This is why it is important to have multiple buildings in each city that can recruit units or at least a unit.
    "What's the matter, kid? Don't ya like clowns?
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  8. #28

    Default Re: Progress on Patch One:

    Quote Originally Posted by dvk901 View Post
    Unfortunately, the Rebellion CTD can't be circumvented as far as I know while you are in a campaign.
    You could try using a cheat to add a building to the rebellious settlement that gives recruitment options to the rebel faction (eg, barracks of another culture).

  9. #29
    dvk901's Avatar Consummatum est
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    Default Re: Progress on Patch One:

    There is also this console command:

    set_building_health <settlement_name> <building_chain> <final health percent>:

    Which I haven't tried...but if it works it could repair a damaged building that otherwise can't be repaired.

    At any rate, the solution I'm working on will put 'a' unit in all of the 'cultural' buildings (the first building in a settlement) for a rebelling city to recruit if it goes back to the original 'faction_creator'. I have not ever (to my knowledge) seen this building damaged, so it should do the trick. The issue is that I have to use existing units in RS2 to do this, and account for the normal recruitment of that unit in such a way that it doesn't disrupt what we had in mind for it. They will all just be 'levy' type units, but I need to be careful with some factions...particularly Greek ones...because they all hover near the limit of 32 units allowed in a recruitment que. I just finished adding and testing in the Armenian campaign, and went OK. So now I have to do it for all the others.

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  10. #30

    Default Re: Progress on Patch One:

    You should also have a look at the ambush CTD for alex.exe!

    Adding a few lines of code in one file isn´t that much work and will make many alex players happy. (Those who can´t find the solution for the CTD or simply can´t aplly the fix themselves)
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  11. #31

    Default Re: Progress on Patch One:

    @dvk901

    Any thoughts on my previous question?I`ll be grateful.

  12. #32

    Default Re: Progress on Patch One:

    I have an idea for the map.

    Without screwing up the new environment, is it possible to expand Charax a little more south to AT LEAST modern-day Qatar?

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  13. #33
    Marcus_Vipsanius's Avatar Semisalis
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    Default Re: Progress on Patch One:

    I personally am not so very fond of expanding the map east. To get to the east of the map it's all desert, marching, marching, marching to get back to the action.

    The art of war is simple enough. Find out where your enemy is. Get him as soon as you can, strike him as hard as you can and keep moving on.
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  14. #34
    Brusilov's Avatar Local Moderator
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    Default Re: Progress on Patch One:

    Quote Originally Posted by Marcus_Vipsanius View Post
    I personally am not so very fond of expanding the map east. To get to the east of the map it's all desert, marching, marching, marching to get back to the action.
    The problem is also that all the faction slots are already used up in RSII. So, if any new factions are to be added then you have to remove some of the existing ones.

    Also, someone has to mod all the new units.

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  15. #35
    Striker's Avatar Semisalis
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    Default Re: Progress on Patch One:

    Quote Originally Posted by Brusilov View Post
    The problem is also that all the faction slots are already used up in RSII. So, if any new factions are to be added then you have to remove some of the existing ones.

    Also, someone has to mod all the new units.
    Also they already reached the cities limit of 199 didn't they?

  16. #36

    Default Re: Progress on Patch One:

    One suggestion from me:
    Can you make a third rebellion? The Social war in 91bc? I think it will enhance greatly the gameplay and the historical accuracy.
    However i know how much work and time it will take, so i'm just proposing,

  17. #37
    apple's Avatar Searching for 42
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    Default Re: Progress on Patch One:

    Quote Originally Posted by kingman1337 View Post
    I have an idea for the map.

    Without screwing up the new environment, is it possible to expand Charax a little more south to AT LEAST modern-day Qatar?

    Spoiler Alert, click show to read: 
    [IMG]file:///C:/Users/RICIS1%7E1/AppData/Local/Temp/moz-screenshot.png[/IMG][IMG]file:///C:/Users/RICIS1%7E1/AppData/Local/Temp/moz-screenshot-1.png[/IMG]
    Spoiler Alert, click show to read: 



    No we won't. We would have to rescale the map and then redo it from scratch. + we got no more city slots, no more faction slots and no more unit slots.
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  18. #38

    Default Re: Progress on Patch One:

    Quote Originally Posted by apple View Post
    [/SPOILER]

    No we won't. We would have to rescale the map and then redo it from scratch. + we got no more city slots, no more faction slots and no more unit slots.
    And what about the rebellion?

  19. #39
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    Default Re: Progress on Patch One:

    I'm not sure about that one but I would guess that we won't as some people really don't like them and some do. Adding yet another might not be the best way to do it.
    However someone could make a sub-mod that adds another rebellion. We at the team endorse sub-mods and are trying to help those who creates them as best as we could.
    Sub-mod is great in that the player can optimize his game to whatever please him the most and that's fantastic.
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  20. #40

    Default Re: Progress on Patch One:

    Quote Originally Posted by apple View Post
    I'm not sure about that one but I would guess that we won't as some people really don't like them and some do. Adding yet another might not be the best way to do it.
    However someone could make a sub-mod that adds another rebellion. We at the team endorse sub-mods and are trying to help those who creates them as best as we could.
    Sub-mod is great in that the player can optimize his game to whatever please him the most and that's fantastic.
    I understand and you are right.

    We at the team endorse sub-mods and are trying to help those who creates them as best as we could.
    Only if the game devs were like you... the world would be a better place.

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