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Thread: RSIII problems and bugs

  1. #161

    Default Re: RSIII problems and bugs

    @DVK:
    Just curious,I'm at 84 settlements,getting ready for the rebellion-are there any changes with the way it happens?
    I wanted to bring it a little bit earlier,so I was trying to edit the required amount of settlements in the background script but I just can't find it??
    Playing Roman campaign with BI.exe,not a SINGLE crash,playing 3-4 hours straight,no glitches etc.

  2. #162

    Default Re: RSIII problems and bugs

    Quick question: I haven't played this mod for a very long time (did play 2.5-6 a ton) ..did the range of slingers increase like a lot? I've only played the rome vs carthage battle and the seleucid vs egypt battle from the start but it felt like the slingers had a huge range, even outranging the archers.

  3. #163

    Default Re: RSIII problems and bugs

    Quote Originally Posted by I3enjaIvIin View Post
    did the range of slingers increase like a lot? I've only played the rome vs carthage battle and the seleucid vs egypt battle from the start but it felt like the slingers had a huge range, even outranging the archers.
    Yes, the range did increase, a lot.
    Yes, the range is now huge.
    Yes, they generally outrange archers now.

  4. #164
    dvk901's Avatar Consummatum est
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by Amorphis View Post
    @DVK:
    Just curious,I'm at 84 settlements,getting ready for the rebellion-are there any changes with the way it happens?
    I wanted to bring it a little bit earlier,so I was trying to edit the required amount of settlements in the background script but I just can't find it??
    Playing Roman campaign with BI.exe,not a SINGLE crash,playing 3-4 hours straight,no glitches etc.
    The number of settlements is actually in the EDCT, not the script.

    Regarding slinger ranges:

    Wiki:
    Ancient peoples used the sling in combat—armies included both specialist slingers and regular soldiers equipped with slings. As a weapon, the sling had several advantages; a sling bullet lobbed in a high trajectory can achieve ranges in excess of 400 metres (1,300 ft). Modern authorities vary widely in their estimates of the effective range of ancient weapons. A bow and arrow could also have been used to produce a long range arcing trajectory, but ancient writers repeatedly stress the sling's advantage of range. The sling was light to carry and cheap to produce; ammunition in the form of stones was readily available and often to be found near the site of battle. The ranges the sling could achieve with molded lead sling-bullets was only topped by the strong composite bow.

    http://slinging.org/index.php?page=sling-ranges

    However, I do see an issue with the accuracy in descr_projectiles which I will look into. The longer the range, the less accurate it should be...

    Also, the original RS2.6 stats are in the important_stuff folder.....so if you don't like the new ones, feel free to plug in the old ones.
    Last edited by dvk901; May 10, 2016 at 12:15 PM.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  5. #165

    Default Re: RSIII problems and bugs

    Dvk, i think that be better to post here

    I found:
    1. Cities with two words with _ between words.
    2. Game constantly crashing after clicking on magnifying glass when i want to see city inside.

    -How to solve little laggy when i move camera on France-Germany-Poland and teritory with too many trees? It rly bothers me...
    Give me advice for config with this PC performances:
    Win7 32 bit
    1 GB RAM
    256 MB graphic
    150 GB hard disc
    1.6 GHz Intel CPU E2140



  6. #166

    Default Re: RSIII problems and bugs

    Quote Originally Posted by dvk901 View Post
    The number of settlements is actually in the EDCT, not the script.

    Regarding slinger ranges:

    Wiki:
    Ancient peoples used the sling in combat—armies included both specialist slingers and regular soldiers equipped with slings. As a weapon, the sling had several advantages; a sling bullet lobbed in a high trajectory can achieve ranges in excess of 400 metres (1,300 ft). Modern authorities vary widely in their estimates of the effective range of ancient weapons. A bow and arrow could also have been used to produce a long range arcing trajectory, but ancient writers repeatedly stress the sling's advantage of range. The sling was light to carry and cheap to produce; ammunition in the form of stones was readily available and often to be found near the site of battle. The ranges the sling could achieve with molded lead sling-bullets was only topped by the strong composite bow.

    http://slinging.org/index.php?page=sling-ranges

    However, I do see an issue with the accuracy in descr_projectiles which I will look into. The longer the range, the less accurate it should be...

    Also, the original RS2.6 stats are in the important_stuff folder.....so if you don't like the new ones, feel free to plug in the old ones.
    I'm going to repeat stuff I've mentioned before - because this, completely over the top, buff to slingers will once more imbalance the game.....

    Very experienced, highly trained and definitely individual, slingers can achieve rather exceptional long ranges. Ranges that can indeed be longer than the relatively poor bows commonly found due to the inherent mechanical limitations they have.

    The ranges we should consider are those that are considered effective - especially when used in formed bodies of men. Slingers (and indeed bowmen), with very few exceptions, are in the extreme minority numbers in almost any ancient battle. We should, indeed, only have a very restricted mercenary supply from places like the Balaerics and Rhodes (famed for their slingers); ditto Crete for their archers.

    No Roman army (sic) of our entire period (and others are similar) should have more than a single unit of slingers - and they should be hard to come by.

    If slingers are as effective as dear old Wiki would imply (and people then erroneously support); then Napoleonic armies would have used slingers - for they would have been more effective. Hell, we should have maintained the old laws in England and Wales and Wellington would have used longbows!

    Why didn't they - because men of that experience and skill level are available in very small numbers.........

    TLR - this change should be entirely undone and will imbalance the game - making it that much poorer.
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  7. #167
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    Default Re: RSIII problems and bugs

    For some reason I'm getting really bad performance.

    I've added in the reduce strat map file, lowered all settings to super_low, toggled_fow, but it doesn't add any effect as I'm still getting around 10fps on campaign and in-battle.

    Specs:

    Steam - ALX
    Windows 10
    Intel i7 3630QM 2.4 ghz
    8 gb Ram
    NVIDIA GeForce GT 650m 2GB
    1 TB HDD

    I've also tried putting the files on my SSD and it still lags really bad.

  8. #168
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    Default Re: RSIII problems and bugs

    I've just noticed some path-finding issues around the theater in the city of Emporiae.

    Spoiler Alert, click show to read: 

  9. #169

  10. #170
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by ur-Lord Tedric View Post
    I'm going to repeat stuff I've mentioned before - because this, completely over the top, buff to slingers will once more imbalance the game.....

    Very experienced, highly trained and definitely individual, slingers can achieve rather exceptional long ranges. Ranges that can indeed be longer than the relatively poor bows commonly found due to the inherent mechanical limitations they have.

    The ranges we should consider are those that are considered effective - especially when used in formed bodies of men. Slingers (and indeed bowmen), with very few exceptions, are in the extreme minority numbers in almost any ancient battle. We should, indeed, only have a very restricted mercenary supply from places like the Balaerics and Rhodes (famed for their slingers); ditto Crete for their archers.

    No Roman army (sic) of our entire period (and others are similar) should have more than a single unit of slingers - and they should be hard to come by.

    If slingers are as effective as dear old Wiki would imply (and people then erroneously support); then Napoleonic armies would have used slingers - for they would have been more effective. Hell, we should have maintained the old laws in England and Wales and Wellington would have used longbows!

    Why didn't they - because men of that experience and skill level are available in very small numbers.........

    TLR - this change should be entirely undone and will imbalance the game - making it that much poorer.
    In the RS2.6 EDU's, slingers had a range of 80 meters, which is 262 feet.....or, shorter than an American football field. In my younger days, I could've thrown a baseball nearly that far with my arm. Strong armed quarterbacks can throw a football 80 yards (240ft), so my guess is that a slinger could sling a lead bullet right out of the stadium and hit a parked car somewhere. Of course, I'm just guessing. But I'm not necessarily trying to justify the new ranges that got put in RSIII without my noticing it.......my fault. Still, I'm inclined to believe that RS2.6 numbers were too low, AND that the accuracy, as you say, and numbers of slingers is too great\ too many.

    As I said, I noticed in descr_projectiles that the accuracy had been changed...so I did a bit of testing and tweaked those numbers so that not every single stone\bullet hits someone, as was the case before.
    Now I'm going to address these ranges, and maybe dumb down the number of units as well.

    Quote Originally Posted by seleukos99 View Post
    I've just noticed some path-finding issues around the theater in the city of Emporiae.

    Spoiler Alert, click show to read: 
    Noted. I'll check on it. It's probably an issue of the 'collision' model being too big for that theater. I had to used RTW collision files wherever I could, and sometimes they are off center or rotated 90 degrees from the building.

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  11. #171
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    Default Re: RSIII problems and bugs

    The hoplite lining up properly was fixed, but - since i haven't tested it yet - was the thorakitai issue solved? That is, being able to have them use their swords?

  12. #172
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by Grimbold View Post
    The hoplite lining up properly was fixed, but - since i haven't tested it yet - was the thorakitai issue solved? That is, being able to have them use their swords?
    Uh oh.....I was unaware of that one?

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  13. #173

    Default Re: RSIII problems and bugs

    Quote Originally Posted by Grimbold View Post
    The hoplite lining up properly was fixed, but - since i haven't tested it yet - was the thorakitai issue solved? That is, being able to have them use their swords?
    They're still using a 1. Javelins 2. Spear

    That's their two weapons.

  14. #174
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by dvk901 View Post
    Uh oh.....I was unaware of that one?
    The thorakitai of Greek factions - at least of Sparta - were designed with having a sword at their waist. Yet the unit never switches to its sword, unlike hoplites who do so when you alt + click

  15. #175

    Default Re: RSIII problems and bugs

    Yes because units can only have two weapons, and their two are javelins and spear. The sword is cosmetic, or else meant for a different type which uses spear and sword without the javelins (but then you might as well just use a hoplite**).


    **Some factions do have a unit called the Thorakitai Hoplite though.
    Last edited by Alavaria; May 11, 2016 at 02:02 PM.

  16. #176
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by The Roman Republic View Post
    For some reason I'm getting really bad performance.

    I've added in the reduce strat map file, lowered all settings to super_low, toggled_fow, but it doesn't add any effect as I'm still getting around 10fps on campaign and in-battle.

    Specs:

    Steam - ALX
    Windows 10
    Intel i7 3630QM 2.4 ghz
    8 gb Ram
    NVIDIA GeForce GT 650m 2GB
    1 TB HDD

    I've also tried putting the files on my SSD and it still lags really bad.
    I've realized its a problem with Alexander not the mod, I've now tried editing the .exe compatibility, adding -ne, trying softwares like "Large Address Aware enabler" and "Explorer Suite" to let it use over 2gb and also settings in the preferences file but still getting ridiculous unplayable frame rates.

    If anyone has any other ideas?

  17. #177
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by Alavaria View Post
    Yes because units can only have two weapons, and their two are javelins and spear. The sword is cosmetic, or else meant for a different type which uses spear and sword without the javelins (but then you might as well just use a hoplite**).


    **Some factions do have a unit called the Thorakitai Hoplite though.
    Then personally, it'd make more sense to have the sword as the main weapon, wouldn't it? Afterall, thorakitai are suppose to be the greek's version of the roman soldier.

  18. #178

    Default Re: RSIII problems and bugs

    Dl and installed RTW>RS 2.5> RSIII again. Game constantly crashed when i start battle or go to view settlement inside.

    RSIII preferences:
    Spoiler Alert, click show to read: 










    Error and icon and icon name "bug". I wrote bellow that game constantly crashed when i start battle or go to view settlement inside. I dont know whats reason..
    Spoiler Alert, click show to read: 





    My PC. I prefer 1024x768.
    Spoiler Alert, click show to read: 






    I have some "lag" when I move position on campaign map, especially on certein territories with too many trees/mounts (Spain, North Italy(Alpes),France, Germany, Poland, Balkan, Turkey). _ on town name ("bug" on all towns with two words). That is laggy territory too.
    Spoiler Alert, click show to read: 




    Thats it. I hope that will be fixed.

  19. #179
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    Default Re: RSIII problems and bugs

    I thought the instructions said not to touch the vegetation quality.

  20. #180
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by dvk901 View Post
    That pass is closed because the Gallaeci seemed to have an inbred bad addiction to going north into Gaul instead south or east. Nothing we tried could stop them except making it impossible.
    I'm afraid that doesn't seem to stop them, either. I've just started playing 1-turn campaign with Massalia and right before then I was playing it with Arveni. With both factions I owned the city of Emporiae and Gallaeci right after taking the city of Numantia, head straight towards Gaul through Emporiae, ignoring completely lands to the south.

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