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Thread: How to Fix Gamebreaking Rebellion CTD Which Happens After Several Times of Settlement Rebellions and Could be Avoid by Demolished Most/All of Buildings?

  1. #1
    Suppanut's Avatar Idea-O-Matic
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    Default How to Fix Gamebreaking Rebellion CTD Which Happens After Several Times of Settlement Rebellions and Could be Avoid by Demolished Most/All of Buildings?

    I'm now in stability fixing phase of EDB before I would make major change in EDCT and EDA for XC5. In my auto-run game tests, I found Rebellion CTDs that not related to unit recruitments again and again after that settlement suffered from chain of rebellion and reconquered again and again with a few of buildings left damage and unrepaired. After several time of this cycle and ai's badly managed unrest, it rebel again and this time with gamebreaking CTD. But these kind CTDs seem to able to avoid by demolish all or most of demolishable buildings in that settlements (type of buildings that could demolished to stop CTD are several and seem to be at random, disable some of bonus would lead to skip of CTD or change set of buildings which cause CTD).

    How these kind of CTD happens? and How to fix it permanently?
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    Default Re: How to Fix Gamebreaking Rebellion CTD Which Happens After Several Times of Settlement Rebellions and Could be Avoid by Demolished Most/All of Buildings?

    sounds like
    http://www.twcenter.net/wiki/Revolt_CTD

    but if your problem is fixed by removing buildings maybe your EDB is based on a similar 'fix' to EOD or FATW????
    see
    http://www.twcenter.net/forums/showt...25#post1849425

    if you've got a building with hidden text on the ui screen, and something like that in EDB then that's probably the issue... unfortunately removing the 'fix' would just make it happen more often!


    I think the only foolproof way around it was to remove all mercenaries

  3. #3
    Suppanut's Avatar Idea-O-Matic
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    Default Re: How to Fix Gamebreaking Rebellion CTD Which Happens After Several Times of Settlement Rebellions and Could be Avoid by Demolished Most/All of Buildings?

    Thank you for reply. I also don't use hidden recruitment line as well. I put slingers units of all faction on hinterland roads buildings (I forced every factions to have their own specific slingers to be recruited in this building tree) on assumption that it is one of the earliest building priority and settlement without roads tend to be too small to revolt. And road is not single hinterland building that always have units present there are some others hinterland buildings that I prepare with some other different units in as guarantee as well. Core building in rebel settlement that causing this problem tend to damage a lot (yes, it really damage sometimes, weird but it happens) but recruitment still possible due to roads is present and could not be damaged. I use "building_present" and "building_present_min_level" on religion feature to force some buildings to self-destruct when wrong faction control it (maybe this is an issue, I'm not sure). And buildings those I need to demolish are not related to units recruitment (some could, some could not, it seem at random different set in different point of ctd. But if the same ctd point, set of buildings those need to demolish are the same unless some change happens in EDB).

    What "hidden text" means in this? hidden under UI or not show up at all? I have a lot of condition that normally not show up but I never create large UI to cover the text to hide something.

    Do you have any clue about what I encounter?
    Last edited by Suppanut; April 09, 2015 at 02:31 PM.
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    Default Re: How to Fix Gamebreaking Rebellion CTD Which Happens After Several Times of Settlement Rebellions and Could be Avoid by Demolished Most/All of Buildings?

    Quote Originally Posted by Suppanut View Post
    What "hidden text" means in this? hidden under UI or not show up at all? I have a lot of condition that normally not show up but I never create large UI to cover the text to hide something.

    Do you have any clue about what I encounter?
    That's what I meant, the large UI pic to cover the text (which was done because of the problem with players clicking on building related recruitment lines...), thought you might have inherited a mod which had that and not understood what was happening... but sounds like you're fine on that and the use of hinterland buildings to supply revolt units.

    . I use "building_present" and "building_present_min_level" on religion feature to force some buildings to self-destruct when wrong faction control it (maybe this is an issue, I'm not sure).
    maybe worth testing mod without that - can't think of anything else at the moment, sorry

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    Default Re: How to Fix Gamebreaking Rebellion CTD Which Happens After Several Times of Settlement Rebellions and Could be Avoid by Demolished Most/All of Buildings?

    This may sound weird, I have get revolt CTD (which skip by reduced garrison unit to 1) when I removed all mercenary units except in 1 uncapturable region as attempt to test the concept.
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    Default Re: How to Fix Gamebreaking Rebellion CTD Which Happens After Several Times of Settlement Rebellions and Could be Avoid by Demolished Most/All of Buildings?

    I'm not sure if this is still troubling you, but I think I've discovered how to handle this problem best: http://www.twcenter.net/forums/showt...1#post15039050
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