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Thread: RTR VII Patch 3 Bugs and Issues Thread

  1. #661
    Jayman's Avatar Libertus
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    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Quote Originally Posted by Caligula Caesar View Post
    I actually fixed that one yesterday. I'd thought it was the Epirotes, but it was the free peoples, as you say. Your solution will work, but the thing is, only Rome is meant to have hastati Actually, it turns out the opening battle script tries to give Rome some hastati if it wins the opening battle. However, it places these hastati in Potentia, which is no longer part of Rome. The solution to that is to make them spawn a town which is still Roman
    I have the same problem. How do you do make them spawn to a different town?

  2. #662
    Caligula Caesar's Avatar Horse Lord
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    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    You can replace RTRVII/data/scripts/show_me/background_script.txt with the attached file (once extracted), but it will only fix it for new campaigns. The only way of avoiding it in the middle of a campaign is to auto-resolve all the battles in which the unit of hastati is involved, until it perishes.
    Attached Files Attached Files
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

    "History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata

    Fortuna Orbis Beta is released!

  3. #663

    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Quote Originally Posted by acci_dent View Post
    Winning the first battle while playing Epirus breaks the initial script. The Carthage/rebel battle won't trigger and Potentia won't be given to the player. It works if you auto-battle and win (you have to use the auto_win cheat), but fighting it on the battle map just dumps you back to the campaign map without an advisor prompt.

    It might be because the Roman general gets killed when you fight it yourself, but routing the general without killing him is incredibly difficult (because the AI is an idiot).

    Alright I think it is because the Roman general dies; the script also stops if you kill him and then forfeit the battle. Is there a way to fix this? It's presently impossible to legitimately get the victory message as Epirus because the AI general will absolutely never rout and auto-battle will always side in favour of the Romans.

    Suiciding your general in the battle while playing the Romans doesn't stop the script, just when you're playing as Epirus.

  4. #664
    Libertus
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    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Guys, I've recently been experiencing strange CTDs with RTRVII on XP with the CTD popup complaining of wmvdecod.dll causing the problem. The CTDs seemed to happen after a battle for some reason.

    I also suddenly had the intro video displaying with the top half of the video black and the bottom half displaying OK.

    I found a post here on the TW forums that explained it and fixed it for me:
    http://www.twcenter.net/forums/showt...=video+problem

    Another duff Windows Media patch update by the looks of things.

    Cheers,

    B

  5. #665
    Maurits's Avatar ЯTR
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    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Ah, great that there's a fix for this! Already wondered which file I had changed that could've influenced the intro movie

    RTR: Imperium Surrectum Team Member
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  6. #666
    Jayman's Avatar Libertus
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    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Thank you for your reply Caligula Caesar.

    This mod is amazing. I am very grateful for all the hard work put into this mod. Thanks!

  7. #667

    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    So I was having a lot of fun playing the mod but then, while I was playing the Averni, I tried to fight the other Gallic tribe who had somekind of special unit and it crashed the game. Now that I have read the FAQ I think I read something about hastati that other tribes use can crash the game so I think that's what happened. However, I did not know that and I thought there was a problem I could fix with one of those patches. I installed just the 1.9 version of the RTRVII. When I tried to install patch 3 it changed the version of the game to 1.3 and every time I have tried to play the game it crashes. I tried to delete the saved games and start a new game but that also crashes the game. So I have now reinstalled the game and the mod three times and it still doesn't work. Anyone else having these sorts of troubles?

  8. #668

    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    So, a little bit OT, what's the ETA on the next patch/hotfix?
    Time flies like an arrow, fruit flies like a banana...

  9. #669
    Stath's's Avatar Protector Domesticus
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    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Yep, guys how is it going with the changes regarding the EDU (numbers of soldiers in a unit etc.)? I want to play, but am waiting for this


  10. #670

    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Quote Originally Posted by Jayman View Post
    I have the same problem. How do you do make them spawn to a different town?
    i know its a bit late but i found another solution to this problems which doesn't require restarting campaign months ago and posted it few pages back. So here it is

    Quote Originally Posted by Fanest View Post
    ok i fixed this bug i been nagging all the time or so it seems



    what i did is that i copied all polybian_centurian files (4 files) from "Rome Total War Gold\RTRVII\Data\VII\units\rome\Officers" and made new folder in same directory called textures "Rome Total War Gold\RTRVII\Data\VII\units\rome\Officers\textures" and pasted all those files in. I also double clicked campaign_map_reset in Rome Total War Gold\RTRVII but i dont know if that had anything to do with this fixing.
    I think i did smt similar some time ago but it didnt work for some reason (mybe i missed some file) but now its working
    The four files are
    polybian_centurian.tga.dds
    polybian_centurian_gloss.tga
    polybian_centurian_gloss.tga.dds
    polybian_centurian_high.cas
    War is Hell, and I'm the Devil!

  11. #671

    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    I have strange bug in cosentia town.It looks like transition dont work.I conquered that town long ago and i have 120% public order, but i was abble to build only first policy building.I cant build second policy and this town is dead....
    Screenshots:
    http://abload.de/img/rometw-bi_2013_08_21_ccja6.png
    http://abload.de/img/rometw-bi_2013_...8_21_jmkid.png

  12. #672

    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Quote Originally Posted by HEAD1. View Post
    I have strange bug in cosentia town.It looks like transition dont work.I conquered that town long ago and i have 120% public order, but i was abble to build only first policy building.I cant build second policy and this town is dead....
    Screenshots:
    http://abload.de/img/rometw-bi_2013_08_21_ccja6.png
    http://abload.de/img/rometw-bi_2013_...8_21_jmkid.png
    I cant edit post so:This is not bug.Population was too low to build second policy.It is working good now.

  13. #673
    Maurits's Avatar ЯTR
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    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    That's great! Tbh I couldn't think of a cause for this issue

    RTR: Imperium Surrectum Team Member
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  14. #674
    Stath's's Avatar Protector Domesticus
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    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Quote Originally Posted by Stath's View Post
    Yep, guys how is it going with the changes regarding the EDU (numbers of soldiers in a unit etc.)? I want to play, but am waiting for this

    Sorry for asking the same question again, but i am worried if you focus on modding RomeII and leave RTRVII at its current state. Do your future plans include both of them or just RomeII?


  15. #675
    demagogos nicator's Avatar Domesticus
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    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Sorry for asking the same question again, but i am worried if you focus on modding RomeII and leave RTRVII at its current state. Do your future plans include both of them or just RomeII?
    As far as I am concerned the team plans to release one more final patch for RTR VII in not too distant future. Caligula Caesar will be able to tell more about current state of mod when he gets back from abroad. Waiting patiently with you

  16. #676
    Stath's's Avatar Protector Domesticus
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    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Great to know


  17. #677

    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Two things;

    Might I suggest naming the next RTR VII patch "RTR VII: Gold" and creating it as a full install package, thus making it the definitive RTR VII version.

    Also, you should be lining up some TWC frontpage PR for the new team & project. Maybe you could lump in the Gold release as well. It is important to generate momentum and capitalize on the respect RTR has in the community.
    Last edited by Sphere; September 18, 2013 at 10:14 AM.

  18. #678

    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Hey guys,

    thanks for the mod. Really love it!

    Right now I am encountering difficulties, however, concerning the economy buildings. To be specific, my cities cannot build resource workshops after I built a new Resource/Import. I have searched the thread, but the search didn't find anything, so I hope I'm not asking old stuff.

    Any ideas?

    Thanks and cheers,
    Captain B

  19. #679
    Finn's Avatar Total Realism
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    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Did you read up on the RTR's economic system? here's the link in case you haven't.


  20. #680

    Default Re: RTR VII Patch 3 Bugs and Issues Thread

    Hey Finn, thanks for your anser! I guess I haven't described my problem precisely enough. I have a city - lets call it Gergovia (but it happens in my other cities, too) - that has an open import slot and an open specialisation slot. If I build a resource there (for example, Quarry for the specialisation slot, or Luxury Import for the import slot), the slot is gone and I have a new Quarry or Luxury Import building in Gergovia. However, I thought that now I should get the option to build the workshops - Stone Masonry or Luxury Workshop or whatever they are called in my case. However, I cannot build them, not even the meagrest village types.

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