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Thread: Bugs and issues

  1. #61
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: Bugs and issues

    Quote Originally Posted by ljuboja View Post
    i have no idea what that meant
    Yeh, Mak does that to me a lot as well...

    Is there a possibility that your computer needs a password for you to download files from the net??, ie; does someone else have administrator permissions set up, you parents maybe??..I can't download files to my work computer without logging in as administrator...

  2. #62
    ljuboja's Avatar Civis
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    Default Re: Bugs and issues

    no because i already got TTW, FATW, EB and N2TW

    they dont need passwords, the same happened with chivTW, whenever i download off the site megaupload of filefront, it stops me
    Bad luck Jerry, third time lucky, eh?

  3. #63

    Default Re: Bugs and issues

    i had no problem, and i only down loaded a couple of days ago and ive been downloading lots of mods recently all from either megaupload or filefront.
    and ive had no problems at all.
    I was a Roma Surrectum 2.0 Beta Tester

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  4. #64
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    I found a bug. When I captured the Hell Mouth the music played choopy and I think the video was also choppy.

    Will have to start a new campaign as Satanae and capture it again to check.

    So far, I had only 1 CTD, but that occurs sometimes in vanilla RTW-BI etc, it is just my old compooter Mobo that I have. I have 3GB RAM (DDR1 of course), good HD's, DVD/CD-ROM drives, but the Mobo is an old Acer that is actually still good but only supports AGP 2x or 4x, I forget, and my graphics card is a NVIDIA FX5200 that works fine for games upto and including BFME2-RoTWK, so I do get occasional CTD's but I save games once or twice or more per turn. CPU is a 2.5GHz Northwood P4 OC'd to 2.8GHz, and it runs like a champ, very good.

    I should get my newer compooter up and running again with 3.8GHz P4 Presscott core I think with 1 or 2 MB of cache memory and HThreading, 4GB DDR2 (600MHz), and a newer Intel Mobo, and for me this smokes just fine. In some older games the sprites move too fast, very funny. Have a NVIDIA PCI-E PX6800 TDH with 256MB DDR1 RAM and it is nearly as good as if it had DDR2RAM according to tests. Don't need Dual or Duo Core yet, but it's fun to fiddle with things. This system is very fast as is actually.

    Sorry to ramble, but older Mobos can cause problems even when upgraded due to their older BIOS that can only be upgraded to the patches the maufacturers release. MY old 2002 Acer Mobo has the most recent BIOS upgrade and that is year 2002 upgrade, so ...

    I think older Mobos may even cause download problems, may have to alter security setting in the BIOS and Antivirus software definitely can mess-up downloads.

    Best to have a Router, a Buffalo brand is good, to provide a hard firewall, and use stock Windows XP Firewall and that will stop most Viruses and allow downloads. Can set full access on Router and stock WinXP firewall for Download sites you trust if you want to.

    At some download sites you have to register and even buy an account, and I don't buy accounts for downloads. I also cannot download anything from megaupload so i don't use it. I use Filefont or likes at Modding sites to download and had no problem with EoD.

    BTW, the Papal Council of 670AD in Lyons has determined that Compooters are the work of Satan. Beware.

    Chris

  5. #65
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: Bugs and issues

    I found a bug. When I captured the Hell Mouth the music played choopy and I think the video was also choppy.
    Pretty sure that's not a bug, I've seen the video and it runs fine. I did have the same problem when i first bought RTW, i upgraded my graphics card and it works fine now, but it was as you describe it, choppy. Even though i could run 3dsmax and have music playing in the bg with no problem, i guess the game +running a video is a big drain on some systems. Aside from that, we didn't change the video only the text.

  6. #66
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    Oh, OK, thanx for telling me that. I had the game settings set to Miles with 2 speakers (I have only 2-little speakers because that's all I need), and I have an older Creative Labs SB Live 5.1 5-channel sound card that is fine for the sysytem, so I changed the game setting to a CL SB setting. Sound and video cards have the latest drivers. Now I have to see if it happens again.

    I will be putting all this on my 'new' compooter eventually anyway, and keeping it off the inet about 90% of the time, using my my older compooter for the inet.

    I get CTD's with vanilla RTw-BI also every now and then, and with other games and programs. Some registry cross-up and/or memory lapse or internal Win XP problem most likely is doing this. Have to save an error report, as it is usually the same, some type of system hang-up. Beats me.

    I am keeping the older FX5200 graphics card because some people said they had problems runnibg Shogun and METW-1 with newer cards, although I may get a NVIDIA 6200 OC'd card, don't know yet. I still play those 2-classics.

    All in all, your game is about flawless, and that is the only blurb/error I have had with it, and we know now it is something with my compooter and not the mod/game.

    Thanx for the explanation, Chris

    Chris

  7. #67

    Default Re: Bugs and issues

    its not a problem with the mod, i have always had a bit of a lag with the wonder capture videos with RTW. it dosnt effect gameplay so it dosnt bother me.
    I was a Roma Surrectum 2.0 Beta Tester

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  8. #68
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    Quote Originally Posted by Celtic Champion View Post
    its not a problem with the mod, i have always had a bit of a lag with the wonder capture videos with RTW. it dosnt effect gameplay so it dosnt bother me.
    Oh, thanx for telling me that. I have had RTW and the RTW-BI for some years now, but only installed vanilla RTW in the past and I hated it. War Dogs and the Senate etc. always baying at you, phooey. Unrealistic and boring and unbalanced. So, I took the plunge a few weeks back and installed RTW-BI and liked it so far and knew many mods have been made for both RTW and BI so I downloaded some and am having a blast.

    Chris

  9. #69
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: Bugs and issues

    War Dogs
    Umm, might have them in LR...

  10. #70
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    Quote Originally Posted by Halie Satanus View Post
    Umm, might have them in LR...
    Yes, but War Dogs are OK for Dark Ages, Medieval, Tolkien, and EoD and Lycan , but not for the Romans in RTW .

    What a joke that was. Much better if CA had put in the earlier Camillian 'Reforms' and units as it did the Marian Reforms.

    Chris

  11. #71

    Default Re: Bugs and issues

    they should have the pigs, they are fun but only a single use weapon though.

    cover them in tar set light to them and they play havoc with elephants.
    I was a Roma Surrectum 2.0 Beta Tester

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  12. #72
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    The Romans did not use 'inflammable pigs', never!!! It is a myth. What
    they used were oxcarts equipped with long spikes and troops that fired or
    threw pots and 'pigs' (no doubt containers made of leather that may have
    roughly resembled the shape of a pig, and could have been made of a whole
    hide of a pig) at Pyrrhus' elephants, and Pyrrhus did not have that many
    elephants in his army. There is much written on this subject.

    Enjoy, Chris

    http://en.wikipedia.org/wiki/Battle_of_Asculum

    Battle of Asculum

    Armies
    This battle was the second encounter between an Alexandrian, phalanx-
    based army and the Roman legion. The two armies were equally numbered.
    The Romans had more infantry (four legions, 20,000 Romans, plus Dauni
    allies) and 300 anti-elephant devices. After the battle of Heraclea, in
    which the Epiriotic war elephants had a heavy impact on the Romans, the
    legions were provided with flammable weapons and anti-elephant devices:
    these were ox-led chariots, equipped with long spikes to wound the
    elephants, pots of fire to scare them, and screening troops who would
    hurl javelins at the elephants to drive them away.

    Pyrrhus deployed Macedonian infantry and cavalry, his own troops, Greek
    mercenary infantry, allied Italian Greeks, including a Tarantine militia,
    20 elephants, and Samnite infantry and cavalry. The Epiriotic army had an
    advantage in cavalry and the 20 elephants. In order to counter the more
    flexible Roman legion, Pyrrhus had mixed some light Italic troops to his
    phalanx.


    [edit] Battle
    The battle was fought over two days. As was customary of the warfare of
    the period, both armies deployed their cavalry on the wings and infantry
    in the centre. Pyrrhus held his Guard cavalry in reserve behind the
    centre under his personal command. The elephants were also kept initially
    in reserve.

    On the first day, Pyrrhus' cavalry and elephants were blocked by the woods and hills where the battle was fought, however, the Italic soldiers in the phalanxes fought well. The Macedonians broke the Roman first legion and Latin allies on their left wing but the Roman third and fourth legions defeated the Tarantines, Oscans and Epirots of Pyrrhus' centre.

    Meanwhile a force of Dauni attacked his camp. He sent his reserve cavalry to
    deal with the breakthrough, more cavalry and some elephants to drive off the Dauni. When they withdrew to an inaccessible steep hill he deployed
    the elephants against the third and fourth legions; these too took refuge on wooded heights, but took fire from the archers and slingers escorting the elephants, and could not reply. Pyrrhus sent Athamanian, Acharnian and Samnite infantry to drive the Romans out of the woods, who were
    intercepted by Roman cavalry. Both sides withdrew at dusk, neither having
    gained a significant advantage.

    Second day

    At dawn Pyrrhus sent light infantry to occupy the difficult ground which had proven a weak point the previous day, forcing the Romans to fight a
    set battle in the open. As at Heraclea, an collision of legion and phalanx followed, until the elephants, supported by light infantry, broke through the Roman line. At this point the anti-elephant wagons were driven against them; having proven effective briefly, these were overwhelmed by psiloi who negated the Roman chariots. The elephants then charged the Roman infantry, which buckled. Pyrrhus simultaneously ordered the Royal Guard to charge, completing the rout. The Romans retreated to their camp.

    The Romans lost 6,000 men, Pyrrhus 3,500, including many of his officers. A narrow Epirotic victory, it is this battle which gave rise to the term "Pyrrhic victory," meaning a victory at so high a cost as to be worthless. Pyrrhus is later reported to have said, "One more such victory, and we shall be undone."

  13. #73

    Default Re: Bugs and issues

    wow thanks
    I was a Roma Surrectum 2.0 Beta Tester

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  14. #74
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    Have a couple of EoD observations/questions, one about a non-working ford on the campmap and another about Shambhala Boats.

    1) There is a major river ford to the west of the city of Jaxarta over in Shambhala land that doe not work, you can't cross it. Is this supposed to be this way.

    2) I have upgraded my Shambhala Ports and i can still only produce Boats and not Large Boats. Is this supposed to be this way?? Seems the Satanae may be able to produce upgraded ships, not sure though, and I haven't played any other factions yet. So, I just gave myself the idea to play some more factions. FUN GAME!!!

    Chris

  15. #75

    Default Re: Bugs and issues

    Quote Originally Posted by christof139 View Post
    Have a couple of EoD observations/questions, one about a non-working ford on the campmap and another about Shambhala Boats.

    1) There is a major river ford to the west of the city of Jaxarta over in Shambhala land that doe not work, you can't cross it. Is this supposed to be this way.
    Very unlikely to have meant to be that way, not something I ever noticed, will look at but probably not imminently as trying to catch Halie up on other project....

    Quote Originally Posted by christof139 View Post
    2) I have upgraded my Shambhala Ports and i can still only produce Boats and not Large Boats. Is this supposed to be this way?? Seems the Satanae may be able to produce upgraded ships, not sure though, and I haven't played any other factions yet. So, I just gave myself the idea to play some more factions. FUN GAME!!!
    Chris
    Yep, Shambhala have just trekked all the way from.... to get to ports, they don't have the ability to build improved ships there. That's theory if its too much of a pain in game I'll re-consider, though you can get between most islands in one turn so you can do quick move to get your infantry transported without necessarily having naval superiority.

  16. #76
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    Quote Originally Posted by makanyane View Post
    Very unlikely to have meant to be that way, not something I ever noticed, will look at but probably not imminently as trying to catch Halie up on other project....

    Yep, Shambhala have just trekked all the way from.... to get to ports, they don't have the ability to build improved ships there. That's theory if its too much of a pain in game I'll re-consider, though you can get between most islands in one turn so you can do quick move to get your infantry transported without necessarily having naval superiority.
    Hi Mak, Thanx for the quick reply.

    Yes, the ford on the major river just to the west of the city of Jaxartes and it is the only ford in that area. That river can't be crossed and the forests around the region can't be penetrated so the only way into Jaxartes province is to the south near the city of Brumpabumpa (I forgot the name of the city)
    in Ghanadar(sp?) province. Sorry for slaughtering the names but I didn't write them down like I should have.

    I was thinking that there may be a reaon for the Shambhalese to be limited in the type of naval craft they can build and you confirm what I thought. No problem yet, as I am only sailing around it the Persian Gulf so far and haven't reached the Med. The Satanae port of Babylon is blockaded so there are not any Satanae naval forces in the area.

    If I was familiar with the RTW-BI files I could change the functioning of the ford if it is listed, but I am not familiar with the files and have only modded the text files for MTW-VI a couple of years ago, for the METW game. That way you wouldn't be troubled with correcting/changing the files work.

    Thanx for the quick reply, Chris

  17. #77

    Default Re: Bugs and issues

    It can't actually be anything to do with the functioning of ford, they are either there or not there... It will be the forests blocking it I think, forest is set by dark green colour on map_ground_types.tga in the campaign folders. Will try and have a look later, see if it would really help to change that or not....

  18. #78
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    OK I'll check the ford in a short while. Thanx, Chris

  19. #79
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    Mak,

    The ford is not functioning and I double checked this. There are not forests abutting the ford, rather there is scrubland. The ford cannot be crossed from either side. so I suspect this patch of scrubland is underlaying the ford and the engine is considering it as impenetrable forest. Maybe it has been classified as blocked/impassable terrain due to a simple error in the map overlays or whatever. I dunna knowe.

    The fleets of Small Boats are OK for the Shambhala even though the Satane have (or did have) 40 and 60-ship fleets of Galleys if the Shambhalese simply produce many fleets of Small Boats. I managed to produce 6-Small Boat fleets and wiped out 2 or 3 Satanae Galley fleets by pouncing on them with overwhelming numbers. However, having many Small Boat fleets puts an additional strain on the Shambhalese economy, as you get more bang for the buck with the fleets of larger ships.

    If you could please tell me what file to mod to give the Shambhalalese Large Boats I could change this for myself for my own use and anyone else that wants to Large Boats for the Shambhala. I am just not all that familiar with RTW-BI files although they are similar to MTW1. I know the Buildprod file and perhaps a unit file would have to be modified.

    Also, I noticed something strange that happened: I had ahuge victory (and a string of victories) against the Satanae once again, and the folowing turn after all these victories all of my citeis had positive income. Then they slowly lost income, with a few going to negative values again. Seems the game engine is giving the economy a boost when you have Heroic/Great victories, but this didn't occur the first time I had a string of major victories against the Satanae, at least I don't recall seein this happen although it might have. Interesting. I better read the rules book.

    Thanx for the help and info., Chris

  20. #80

    Default Re: Bugs and issues

    Ah, thanks for looking at that Chris, the problem seems to be that what you and I thought was ford, actually wasn't it was a co-incidence of having a light coloured bit of the texture appearing there. The actual ford was higher up and buried in the impassible forest

    Have done revised map_features.tga which moves ford down into accessible area and also moves part of lower bit of river over so you can get round mountains at bottom.

    Have attached that here, if you want to have a look and give any feedback of how it works in practice that would be great. I'll try and run it on -ai for a while later, as sometimes moving small things can have unpredictable effects on the AI (would think that can only improve things though....)

    Make copy of old map_features in whichever campaign you are using and delete map.rwm before re-starting (won't be save game compatible as needs map.rwm deleting)

    Re: DIY adding of large boats
    go to bi/eod/export_descr_buildings.txt make a back up copy of it. find the ports section current text will be something like:
    Code:
    shipwright requires factions { barbarian, eastern, roman, hun, nomad, } 
            {
                capability
                {
                    recruit "naval boats"  0  requires factions { barbarian, } 
                    recruit "naval large boats"  0  requires factions { barbarian, } and not hidden_resource noboat
                    recruit "naval large boats"  0  requires factions { barbarian, } and hidden_resource noboat and hidden_resource prov 
                    recruit "naval boats"  0  requires factions { carthaginian, } 
                    recruit "naval biremes"  0  requires factions { eastern, } 
                    recruit "naval triremes"  0  requires factions { eastern, } 
                    recruit "naval boats"  0  requires factions { hun, } 
                    recruit "naval biremes"  0  requires factions { nomad, } and hidden_resource prov 
                    recruit "naval triremes"  0  requires factions { nomad, } and hidden_resource prov 
                    recruit "naval biremes"  2  requires factions { nomad, } and hidden_resource main 
                    recruit "naval triremes"  1  requires factions { nomad, } and hidden_resource main 
                    recruit "naval large boats"  0  requires factions { vandals, } 
                    recruit "naval biremes"  0  requires factions { roman, } 
                    recruit "naval triremes"  0  requires factions { roman, } and not hidden_resource noboat
                    recruit "naval triremes"  0  requires factions { roman, } and hidden_resource noboat and hidden_resource prov 
                    trade_fleet 2 ;trade_base_income_bonus bonus 2
                }
    add line in recruit section for the port levels you want them to get large boats in :
    recruit "naval large boats" 0 requires factions { hun, }
    You shouldn't in theory need to delete map.rwm for those sorts of changes, but I've found with the main/prov hidden resource split for Satanae unit that you do have to delete it when you change that file in EoD (otherwise things effected by the hidden resources act very strangely.

    On the economy thing - I hadn't heard of anything being effected by victories, are you sure you didn't just have less troops immediately after battles? The cost of all your troops is split and assigned to your cities according to their size, so if you have less troops (before re-training say) you will have more profitable cities....

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