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Thread: [Technical] 1.15 Bug Reports

  1. #1221

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Hey guys, been absolutely loving this mod! It has me on the edge on a constant basis, BRILLIANT! One thing that is an issue is after researching the Socii Cohort Organisation I cannot recruit any socii units, only latini units. Are farms or farm assignments required as is with the case for Marian units or is there something else I am missing?

  2. #1222

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Custom with roman empire does not work. It would crash the game every time I auto generate an army.

  3. #1223

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    There is no Kingdom of Armenia in "Custom Battles".

  4. #1224

    Default Re: [Tech] AE BETA 1.0 Bug Reports


  5. #1225
    Julio-Claudian's Avatar Senator
    Join Date
    Dec 2011
    Location
    Britannia
    Posts
    1,215

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Quote Originally Posted by mikedelbridge View Post
    Hey guys, been absolutely loving this mod! It has me on the edge on a constant basis, BRILLIANT! One thing that is an issue is after researching the Socii Cohort Organisation I cannot recruit any socii units, only latini units. Are farms or farm assignments required as is with the case for Marian units or is there something else I am missing?
    This fixed that bug for me
    https://mega.nz/#!Gu5AnATR!aBIuDzsk2...WcNJh7dq2XJBkI

  6. #1226

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    You absolute legend Julio!!! Thanks so much, all is well in the Roman Republic, barring those pesky tribesman to the East........

  7. #1227

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Hi! I saw when i started a roman campaign that there was an agent, cool. But when the agent is targeted it lags like hell, the agent has infinite walking aswell. I also noticed it was no fog of war on the campaign map and i could see all factions and their armies. I also tried out the Odryssian Kingdom and all the research only took 1 round. Also the main building (the first building slot in a settlement) had no cost and took 1 round to build.

  8. #1228

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    were you using any trainers before?. they mess up the saves and the cheats you activate are permanent on the save file

  9. #1229

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Siege in mediolanum as roman, use light siege tower to breache walls, but soldiers can't climb.

  10. #1230

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Rome campaign
    Crash to desktop
    Turn 176
    Caused by sarmatian Rebel get rebellion
    Solutions make sarmatian rebel become puppet client.

  11. #1231

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Games chrashes somewhere between round 30 and 80 playing different nations / Skill Tree (religious Buildings) not finished / None Garrisons / Blood splatters should be reworked

  12. #1232

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Hi,
    when I start a new game with Rome I can see the hole map, so there is no fog of war. How can I fix this? I subscribed both Parts of the mod as well as Babarian-, Suply- and 4TPY-Submod.

  13. #1233

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    I'd personally recommend holding out on the 4TPY mod. It's really unbalanced and on the 15th a much better version is coming out.

  14. #1234
    Foederatus
    Join Date
    May 2009
    Location
    Slovenia
    Posts
    34

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Regarding todays update. The Carthaginian model on the faction selection thing is missing his clothes. Well his torso is invisible. Also there are some typo errors when reading the roman text at the begining at the same faction selection panel.

  15. #1235
    Foederatus
    Join Date
    Jan 2017
    Location
    Green Bay, Wisconsin
    Posts
    35

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Am I understanding things with the resource requirement for troops? In order to recruit all the various troops available to Rome as Socii, Legions, or Auxilia; I need to build a military building in every region because the resources are so spread out. Shouldn't a single building in a province be sufficient to recruit all units from that province? I can understand setting up one region in a province as being the ideal one but to need a separate building for each is ridiculous.

  16. #1236

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Are you saying you should be able to recruit all units from a single chain? Currently I think you are correct about the system, where regions have specific recruitment that sometimes overlaps with nearby settlements. There are also specialised buildings for cavalry/missiles/infantry, but you can still recruit units from the base tier regardless of which path you go down.

  17. #1237
    Foederatus
    Join Date
    Jan 2017
    Location
    Green Bay, Wisconsin
    Posts
    35

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    It's a single chain but the region unit resource that is required for the units (Italia, Magna Grecia, and Venetia provinces in particular) require the main military building to be built in all 12 regions in order to recruit the respective Socii, Auxilia, and Legion units. I was wondering if this is intended or if these need to be shifted/consolidated so that between the 3 provinces you would only need 1 military building each.

    A more in depth example would be as shown with the list of unit resources of each region in Italia.

    Roma(41) - ai_aor_latin_infantry ai_aor_latin_cavalry ai_sele_katoikoi_one ai_sele_lonchoporoi ai_roman_aux_italy_area1 Legio_III_Augusta_Augustan Legio_I_Adiutrix_Aquilae_Imperial Legio_I_Minervia_Pia_Fidelis_Domitiana_Imperial Legio_XXII_Primigenia_Aquilae_Imperial
    Fiorentia(53) - ai_aor_etruscan_infantry ai_aor_etruscan_cavalry ai_sele_katoikoi_one ai_sele_lonchoporoi ai_italy_socii_etrsucan ai_roman_aux_italy_area1 Legio_IIII_Macedonica Legio_XIIII_Gemina Legio_XV
    Neapolis(109) - ai_aor_samnite_spearmen ai_aor_samnite_cavalry ai_aor_campanian_cavalry ai_sele_katoikoi_one ai_sele_lonchoporoi ai_italy_socii_campani ai_italy_socii_samnite ai_roman_aux_italy_area1 Legio_II Legio_VII Legio_X_Equestris Legio_IIII_Flavia_Felix_Imperial

    That means in order to recruit Samnite Socii units I need to build a Campus ad Advocandas Legiones in Neapolis, another one in Fiorentia to recruit Etruscan Socii units and still have the Campus Martius in Roma for Latin Socii. Same for many of the Legionary units as well. I'm curious if that is what is intended?

  18. #1238

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    In Seleucid capital is invisible bulding that cant be destroyed only convert and has no description.
    Spoiler Alert, click show to read: 
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  19. #1239

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Quote Originally Posted by Gimmetime44 View Post
    It's a single chain but the region unit resource that is required for the units (Italia, Magna Grecia, and Venetia provinces in particular) require the main military building to be built in all 12 regions in order to recruit the respective Socii, Auxilia, and Legion units. I was wondering if this is intended or if these need to be shifted/consolidated so that between the 3 provinces you would only need 1 military building each.

    A more in depth example would be as shown with the list of unit resources of each region in Italia.

    Roma(41) - ai_aor_latin_infantry ai_aor_latin_cavalry ai_sele_katoikoi_one ai_sele_lonchoporoi ai_roman_aux_italy_area1 Legio_III_Augusta_Augustan Legio_I_Adiutrix_Aquilae_Imperial Legio_I_Minervia_Pia_Fidelis_Domitiana_Imperial Legio_XXII_Primigenia_Aquilae_Imperial
    Fiorentia(53) - ai_aor_etruscan_infantry ai_aor_etruscan_cavalry ai_sele_katoikoi_one ai_sele_lonchoporoi ai_italy_socii_etrsucan ai_roman_aux_italy_area1 Legio_IIII_Macedonica Legio_XIIII_Gemina Legio_XV
    Neapolis(109) - ai_aor_samnite_spearmen ai_aor_samnite_cavalry ai_aor_campanian_cavalry ai_sele_katoikoi_one ai_sele_lonchoporoi ai_italy_socii_campani ai_italy_socii_samnite ai_roman_aux_italy_area1 Legio_II Legio_VII Legio_X_Equestris Legio_IIII_Flavia_Felix_Imperial

    That means in order to recruit Samnite Socii units I need to build a Campus ad Advocandas Legiones in Neapolis, another one in Fiorentia to recruit Etruscan Socii units and still have the Campus Martius in Roma for Latin Socii. Same for many of the Legionary units as well. I'm curious if that is what is intended?
    Good finding, this is definitely not a wanted feature with our new recruitment system. They will be changed into provincial units instead, i.e. if you have a campus martius in Roma you will be able to recruit etruscan units for example.
    Campaign modder for Ancient Empires


  20. #1240

    Default Re: [Tech] AE BETA 1.0 Bug Reports

    Playing as BOII and when i've occupied settlements it won't let me build anything other than Public Wells, unless there is a port or special resource - then it lets you build them but all the other tiles will only let you build public wells.

    It happened in every settlement can upgrade the Main Town/City levels.

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