I install RSII, then the RS2.5 patch as per discription and when I try to run the game I get a CTD with this message:
"Script Error in Data/descr_event_images.txt, at line 2984, column 1. Unknown event string settlement_razed"
Any help?
See this thread.
http://www.twcenter.net/forums/showthread.php?t=529916
Under the patronage of apple.
Patron of ybbon66.
dunno if this has been raised but im having some troubles with hillfort pathfinding especialy when im defending , the ai just comes up to the wall side wall and goes nowhere , i have to go down and wipe them out even then the are unable to fight cause they are just all messed up going round in circles , i will change the formation files to see if that helps
There is one problem with traits, they are WAY TOO MANY, and most of them do not have any real effect on the character at all.
Personally I like the game polished and easy to grab, with deepness you can progress into. But the situation now is in 3-4 turns character gets about 20-30 traits, it is way too much. It makes the player loose interest about what the character is actually like.
I raised this in play-test before the open release, as I thought the same - more, I thought lots of players would say the same!
And I will now happily pass on the answer, as it made perfect sense to me (thank you dvk')...
Individually the traits can have quite an effect on the character; in Vanilla, simply by building a few buildings in a settlement, Governors would get better and better; by fighting a few battles, General's stars would appear to light up the sky.
What the Team have done is review everything, but maintain a balance. The reason there are so many traits now is to maintain that balance. Now, most people will be decent and good at what they do. Leave a Governor in a settlement until he dies and he will often have 10 (max) Management points and the settlement will be producing loads of income, his replacement, however, will often see a dramatic fall until the new Governor learns the ropes. Generals will take longer to achieve all the stars.
Some characters, however, will be outstandingly good, and others monumentally bad - but not that many in the scheme of things (in 85 years I have only sacked a handful of Governors for cause so far, likewise some Generals have been removed from command, but not many). The great raft of traits facilitates that. If players do keep an eye on the summary stats for each character, however, they can monitor for change and then review the long list to see why. It does mean that, particularly if characters become 'bad', that it also takes time too.
For the statistically minded - in short, the large number of traits assists in creating a pseudo-bell curve/normal distribution and results in not too many outliers.![]()
I am having the same problem with Post-Marius Roman units garrison scripts playing as Syracuse. And for some reasons, I found 2 stacks of silver chevrons numbered legions marching out of nowhere and kicking my Syracusian butts even though it's only been 15 turns into the game.
i just had a quick look at the edu ,elephants have crazy hit points in the second part , between 20 - 30 , im gonna need a tank to bring those suckas down, is this the part thats making so destructive ?
Last edited by GRANTO; March 26, 2012 at 03:07 PM.
oh rite ,all have another look , personaly i want to tone them down just a wee bit .....edit am i getting something wrong here it defo looks like the animal hit points of elephants are massive between 20 -30 mabey its the armour thats been raised , oh well i will try something
Last edited by GRANTO; March 26, 2012 at 03:54 PM.
Great mod RS team, especially that garrison script (caught me off guard on the first siege I had).
I had just a few questions now that I'm good way into my 0-turn Roman campaign. Playing H/H with Alex.exe. I start the RS script at the start of every new load. I haven't triggered the reforms yet.
1. Where else can I recruit Triarii (other than Rome)?
I have several huge cities on the peninsula and in Sicily with the top barracks, army rations, weapons metal,temple of vulcan, foundries (where available) etc. and the city is either a fortified city or fortified/economic city and yet all I can recruit are allied velites, cavalry, and hastati or the regular Roman equivalent but no triarii. I looked in the building browser but can't figure out what I could possibly be missing for triarii to not show up in other cities to be recruitable. I would like to spread out my legion producing cities so that I don't have to go to Rome all the time to retrain. Or is it because triarii were veterans and only Rome has veterans stationed there?
2. When I first started my 0-turn Roman campaign, I had two pathetic units of Compania(?) cavalry but cannot recruit them in Capua (but funny enough the Roman rebels could when Capua rebelled) and I've developed that city to the point I thought I'd be able to recruit some there (as in the previous RS). Am I missing something?
3. I was invading Macedon and had just captured Pella (sustained about a third in casualties). I had a half stack auxiliary legion on the way but it was one turn away from reaching Pella and I had set their destination by clicking on Pella so they would arrive there. On the next turn, Macedon counter attacks and lays siege to Pella (all fine and good). I clicked on the half stack of reinforcements an clicked on Pella and they went right in (even though the city was under siege by Macedon) I thought it must be a bug that reinforcements could enter a city under siege. Don't know if that's a vanilla Rome problem or what. I haven't tried sending reinforcements in to any other city under siege (don't want to cheat).
Tower Siege Bug
For those having problems with the siege tower bug I have a temporary solution I've been using to get your unit up the tower and on to the wall. I've been doing this ever since vanilla.
I only had the tower siege bug when they built the large 'enclosed' towers for assaulting the huge stone walls. I usually deploy 4 siege towers because one or two will almost always have the bug where the units can't get up the tower to the wall on their own.
First, I select the problem unit and click on top of the wall they are assaulting, either to the left or right of the siege tower (not directly in front of it) and 'slowly' and painfully repeat the process of clicking to the left and then right (back and forth). You may have to click farther away (left and right) of the tower to get really problematic units up to the wall.
If you watch the guys below you can time the click just as they are marching away from the entrance of the tower and about to do an about face and march back to the ramp entrance. Click it just right and you'll see a flood of them enter the tower at once. It's when the get down to the last few men that it can be frustrating to click it just right for them to go up the ramp and climb the tower and reach the wall but it can be done. With practice it gets easier. I haven't lost a unit that got stuck. Hope it helps some of you!
Loving the beta so far guys, keep up the good work.
I've been following this mod for close to a year now and it has improved soooo much.
There's just... one... thing.
Bosporus. Why is the Bosporus Kingdom only 0-turn?
I'm a 1-turn person by heart and it seems as if the Bosporus can only be played as 0-turn???
Am I missing something?
Please tell me that i'm doing something wrong guys!
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