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Thread: ExRM 3.3 for RTR-PE 1.9

  1. #841
    Delvecchio1975's Avatar Baitai kihei
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    got an error yesterday as well. when attacking a greek army that was sieging smyrna, I got a CTD with an error that went like "couldn't find the skin for some greek maceman" or something. i saved a screenshot, i can post it tonight when i get home.

  2. #842
    Quinn Inuit's Avatar Artifex
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    I'm glad you guys are enjoying it so much!

    HoH: Ok, I'll give that a try in the 3.3.3 patch. I've got a busy weekend ahead, so I might not be able to release for a week.

    T.T.: I know what you mean, and I'm not sure what file is causing that. There are a number of weird text issues in-game.

    Delvecchio: Doh! Could you post that? From your description, it could be one of two units. The first one I tested, so I don't know how that could be causing the error, and the second one I didn't change (I don't think), so I don't know how that could be causing the error. Regardless, the error is being caused, so it must be smacked down.
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  3. #843
    Delvecchio1975's Avatar Baitai kihei
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    i'll post it as soon as i get home, that's in about two hours from now. i got a hangover the size of germany, by the way.

    Okay, here it goes:

    Generic Error: failed to find texture `ExRM/data/RTR/models_unit/textures/unit_greek_heavy_cavalry_macedon.tga`.
    Last edited by Delvecchio1975; May 16, 2008 at 10:52 AM.

  4. #844
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    I'm enjoying my campaign. Crimea is mine. The Seleucids blockaded a port for no reason, so I've nibbled into their soft underbelly with garrison troops. Why does the AI start a war with only one unit per settlement in garrison troops on the border?

    I really like that Thrace can now train Thracian infantry outside of Thrace. That's a nice improvement (and quite logical).

    Is it possible to ally with Galatia? They're at war with Seleucia and allied with Armenia (their only alliance). I'm at war with Seleucia and allied with Armenia. I have a couple of other alliances that are not people Galatia is at war with. I don't get Alliance in the list of possible diplomacy options when I talk to them.

    I also noticed that Myteline rebelled against Ptolemy. When that happened, all of the units gained a +2 armor and melee units gained +1 attack. There is nothing in the weaponsmith line in that settlement.

    I also noticed that Thrace no longer gets any hoplites (or other AOR units, for that matter) in Macedon. That's an interesting change.

  5. #845
    Murakawa
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    I can give a small update on my Rome campaign:

    After a very pressing beginning I finally got a grip on southern italy and sicily, and have started to assault northern africa. While keeping my southern army reasonably strong I slowly managed to build a northern army to start an assault against the gauls, seemed to be going rather well in the beginning, but not they've started to hit back in force with multiple stacks.... And I'm loving it! :-D

  6. #846
    HouseOfHam's Avatar Baitai kihei
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    Found a few scripting bugs...

    All the places where I_CharacterTypeNearTile is used to check for enemy near a settlement need to check who the settlement(s) belongs to (for example, I_SettlementOwner Athens = greek_cities) before spawning units there.

    What happened is that while playing at Epirus, I took Athens, then sent most of my army out to siege Chalkida, and ended turn. Then, a small Macedonian army from Corinth came and put Athens under siege. The next turn, there was a big army of greek units spawned in Athens, and it's now mine to control.
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  7. #847
    Solaris's Avatar Sakata
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    I'm glad you're all enjoying the mod
    See the successor campaign to TIC!
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  8. #848
    Quinn Inuit's Avatar Artifex
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    Quote Originally Posted by Delvecchio1975 View Post
    i'll post it as soon as i get home, that's in about two hours from now. i got a hangover the size of germany, by the way.

    Okay, here it goes:

    Generic Error: failed to find texture `ExRM/data/RTR/models_unit/textures/unit_greek_heavy_cavalry_macedon.tga`.

    ??? I can't find that text string in the DMB or descr_mount (or even the text string greek_heavy_cavalry). Did you mod something in, or am I just missing something obvious about where else it could be?

    Quote Originally Posted by Jamey View Post
    I'm enjoying my campaign. Crimea is mine. The Seleucids blockaded a port for no reason, so I've nibbled into their soft underbelly with garrison troops. Why does the AI start a war with only one unit per settlement in garrison troops on the border?

    I really like that Thrace can now train Thracian infantry outside of Thrace. That's a nice improvement (and quite logical).

    Is it possible to ally with Galatia? They're at war with Seleucia and allied with Armenia (their only alliance). I'm at war with Seleucia and allied with Armenia. I have a couple of other alliances that are not people Galatia is at war with. I don't get Alliance in the list of possible diplomacy options when I talk to them.

    I also noticed that Myteline rebelled against Ptolemy. When that happened, all of the units gained a +2 armor and melee units gained +1 attack. There is nothing in the weaponsmith line in that settlement.

    I also noticed that Thrace no longer gets any hoplites (or other AOR units, for that matter) in Macedon. That's an interesting change.
    No idea why the AI doesn't think ahead, but I get the impression that it sometimes can't stop itself from blockading an open port, even if it doesn't want war.

    That's weird about Galatia. I'm playing a game as Pontus right now and have that option (although they refuse to ally). Are you at war with Epirus, Rome, and/or the Brits?

    I think the rebel garrison generation is governed by some totally different file which I only edited once (to take out a unit that was wasting a DMB slot). I think it's so tough because the authors were annoyed that all the rebellions in vanilla were peasants.

    Thanks, I'm glad you noticed the Thracian infantry thing. It just seemed the reasonable thing to do. As for the Thracian hoplites, I did get rid of them, but I don't remember why now (it was a couple of versions ago, I think). Should I bring them back?

    Quote Originally Posted by Arete View Post
    I can give a small update on my Rome campaign:

    After a very pressing beginning I finally got a grip on southern italy and sicily, and have started to assault northern africa. While keeping my southern army reasonably strong I slowly managed to build a northern army to start an assault against the gauls, seemed to be going rather well in the beginning, but not they've started to hit back in force with multiple stacks.... And I'm loving it! :-D
    I'm glad! I love it when people say this is really challenging them.

    Quote Originally Posted by HouseOfHam View Post
    Found a few scripting bugs...

    All the places where I_CharacterTypeNearTile is used to check for enemy near a settlement need to check who the settlement(s) belongs to (for example, I_SettlementOwner Athens = greek_cities) before spawning units there.

    What happened is that while playing at Epirus, I took Athens, then sent most of my army out to siege Chalkida, and ended turn. Then, a small Macedonian army from Corinth came and put Athens under siege. The next turn, there was a big army of greek units spawned in Athens, and it's now mine to control.
    Oooh, good catch. I thought I'd fixed that one, but I must have not saved the file or fixed an old file. You're absolutely right--that needs to stop, and the fix will be in the next version. Speaking of which, I'll try to get that out as soon as I figure out what's causing Delvecchio's problem.

    Hi Solaris!
    Last edited by Quinn Inuit; May 17, 2008 at 05:19 PM.
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  9. #849
    HouseOfHam's Avatar Baitai kihei
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    While we're on the topic. I've been thinking about how to detect when a settlement is besieged. This is what I came up with. I have not tested it yet, but if you want to give it a try and see if this works, it would be better than guessing based on distance.

    1. Add SiegeChecker to the list of names for greek_cities

    2. Change the script code to this:

    Code:
    declare_counter AthensBesieged
    
    monitor_event SettlementTurnStart SettlementName Athens
                and I_SettlementOwner Athens = greek_cities
    
        spawn_character greek_cities SiegeChecker, spy, age 20, x 144, y 52
    
        if I_CharacterCanMove SiegeChecker
            set_counter AthensBesieged 0
        end_if
    
        if not I_CharacterCanMove SiegeChecker
            set_counter AthensBesieged 1
        end_if
    
        console_command kill_character "SiegeChecker"
    
        if I_CompareCounter AthensBesieged = 1
            ; spawn stuff here
        end_if
    end_monitor
    Last edited by HouseOfHam; May 17, 2008 at 05:48 PM.
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  10. #850
    Jamey's Avatar Sakata
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    Quote Originally Posted by Quinn Inuit View Post
    No idea why the AI doesn't think ahead, but I get the impression that it sometimes can't stop itself from blockading an open port, even if it doesn't want war.
    I just take the random blockades as a given. I'll often, but not always (especially if I've fought defensive battles), reload my game and try running the turn again in the hopes that the AI will skip the blockade. That usually works.

    Quote Originally Posted by Quinn Inuit View Post
    That's weird about Galatia. I'm playing a game as Pontus right now and have that option (although they refuse to ally). Are you at war with Epirus, Rome, and/or the Brits?
    Nope. Though I've since allied with Rome. I'm going to assume that it has to do with my mass of alliances somehow. I've seen Alliance not be an option due to conflicting alliances in the past.

    I think I'm going to wipe out Galatia as a side effect of going after Seleucia after I finish Greece. Among the new factions, Epirus is going to be bumped off first, though. It only has Apollonia left, so there isn't much point to keeping it around to stab me in the back during the war in Anatolia.

    Quote Originally Posted by Quinn Inuit View Post
    Thanks, I'm glad you noticed the Thracian infantry thing. It just seemed the reasonable thing to do. As for the Thracian hoplites, I did get rid of them, but I don't remember why now (it was a couple of versions ago, I think). Should I bring them back?
    In terms of gameplay, I'm against giving them Hoplites everywhere. I've found that I like having Thracian Infantry everywhere better because it differentiates Thrace further from the Hoplite based factions. I don't know about the historical accuracy either way, though.

    I was commenting on losing
    "aor greece spearmen" from the Macedon AOR. I thought that was a form of Hoplite, but now I think that's the warbandish Greek spearmen, isn't it? Either way, it removes local garrison production from Macedon for a very long time (Auxilia 3 gives warbands instead of Auxilia 2 giving Greek Spearmen - that's 20ish turns of production later). Not a killer issue so close to home, but a change you may want to think about reversing.

    As a general observation so far, I'm seeing a lot more skirmishers and skirmisher cavalry. I haven't seen anyone (except Sarmatia) build heavy cavalry or archers, but that could be because I've been fighting Greece and Macedon early in the game. I'm waiting to see what Seleucia throws my way when that war heats up.

    The Ptolemy/Seleucia conflict has drawn in a pair of massive alliances. I'm allied with Ptolemy, Rome, Armenia, and Sarmatia. Seleucia is allied with Pontus, Greece, and Bactria. I'm frankly surprised that Parthia hasn't picked a side. Bactria has made a stunning comeback from the brink of extinction by taking several Indian territories. They're starting to push troops into Seleucid territory, not boding well for the future of that alliance.

  11. #851
    Murakawa
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    Does this mod include darth/sinuhet ai formations?

  12. #852
    Heptagenia's Avatar Yari-hei
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    help how can i do to be consul

  13. #853
    Delvecchio1975's Avatar Baitai kihei
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    Quote Originally Posted by Quinn Inuit View Post
    ??? I can't find that text string in the DMB or descr_mount (or even the text string greek_heavy_cavalry). Did you mod something in, or am I just missing something obvious about where else it could be?
    nope, nothing modded. it was fine if i did autoresolve, btw.

  14. #854
    Quinn Inuit's Avatar Artifex
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    HoH: That would be an excellent way to do it, but I'd hate to put the siegechecker name in the rotation like that. It might look silly to have Siegechecker pop up as a faction heir. Also, wouldn't I have to run the kill_character command to prevent naming conflicts?

    Quote Originally Posted by Jamey View Post

    In terms of gameplay, I'm against giving them Hoplites everywhere. I've found that I like having Thracian Infantry everywhere better because it differentiates Thrace further from the Hoplite based factions. I don't know about the historical accuracy either way, though.


    Me neither. I guess it's possible they used them, given the long history of cultural interchange there.

    Quote Originally Posted by Jamey View Post
    I was commenting on losing "aor greece spearmen" from the Macedon AOR. I thought that was a form of Hoplite, but now I think that's the warbandish Greek spearmen, isn't it? Either way, it removes local garrison production from Macedon for a very long time (Auxilia 3 gives warbands instead of Auxilia 2 giving Greek Spearmen - that's 20ish turns of production later). Not a killer issue so close to home, but a change you may want to think about reversing.
    Oh, good point. Ok, I'll reverse that change.

    Quote Originally Posted by Jamey View Post
    As a general observation so far, I'm seeing a lot more skirmishers and skirmisher cavalry. I haven't seen anyone (except Sarmatia) build heavy cavalry or archers, but that could be because I've been fighting Greece and Macedon early in the game. I'm waiting to see what Seleucia throws my way when that war heats up.
    Darn it. FWIW, Seleucia certainly is building cavalry in my game, as are the Armenians. I think the Galatians are, too.

    I'm not surprised the those factions aren't building archers, but it's a shame that nobody's been building heavy cavalry. I hope some of the other factions are.

    I wonder how to cut down on the skirmishers and skirmisher cav. Make them more expensive?

    Quote Originally Posted by Jamey View Post
    The Ptolemy/Seleucia conflict has drawn in a pair of massive alliances. I'm allied with Ptolemy, Rome, Armenia, and Sarmatia. Seleucia is allied with Pontus, Greece, and Bactria. I'm frankly surprised that Parthia hasn't picked a side. Bactria has made a stunning comeback from the brink of extinction by taking several Indian territories. They're starting to push troops into Seleucid territory, not boding well for the future of that alliance.
    Interesting. Good for Bactria. I'm never sure how that faction is going to work out.

    Quote Originally Posted by alan_is_wright View Post
    Does this mod include darth/sinuhet ai formations?
    Yes, Sinhuet's.

    Quote Originally Posted by Heptagenia View Post
    help how can i do to be consul
    Consuls are your faction leader and heir, so that's how you set that. More info can be found in the 4tpy readme in the Docs folder.

    Quote Originally Posted by Delvecchio1975 View Post
    nope, nothing modded. it was fine if i did autoresolve, btw.
    That's really bizarre. Would you mind telling me what troops were involved on their side? I just searched my entire ExRM directory for that text string and didn't find it. Are you sure you typed it correctly?
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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  15. #855
    HouseOfHam's Avatar Baitai kihei
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    Quote Originally Posted by Quinn Inuit View Post
    HoH: That would be an excellent way to do it, but I'd hate to put the siegechecker name in the rotation like that. It might look silly to have Siegechecker pop up as a faction heir. Also, wouldn't I have to run the kill_character command to prevent naming conflicts?
    True that.

    I suppose you could use any of the existing names, or make it a slave spy and use one of the slave names. Who cares if a slave general dies anyways.
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  16. #856
    Vequor's Avatar Akaboshi
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    I wonder how to cut down on the skirmishers and skirmisher cav. Make them more expensive?
    Skirmisher cavalry were very populous in the east, was how big empires like Parthia and the mongols got built, specifically horse archers. They also had great heavy cavalry, but heavy cavalry was much much more rare. And a great deal of heavy cavalry were essentially armored skirmisher cavalry, like armored horse archers. Also, gameplay-wise, horse archers are really the only hope for somone playing as Parthia anyway, so nerfing them may not be a great idea.

    Something I'm not sure I've pointed out btw is that arrows made in the east or in the eastern style had a tendency to pierce armor quite well, and according to the Romans slingers were very effective, especially against armored troops.

  17. #857
    Hellbent's Avatar Kajiwara
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    Hey guys,

    So I tried RTR with ExRM 3.3 today, but I have a problem, there are no music whatsoever in my game, all other sound effects (clicks, unit responses) work fine. At first I thought it was Marcus Camillus's music mod as I have tried that too, but after reinstallation of the whole thing, the problem persisted.

    Appreciate any help.

    EDIT: Disregard my post, I made it work by deleting "descr_sounds_music." Enjoying your great mod, thanks!
    Last edited by Hellbent; May 19, 2008 at 04:31 AM.


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  18. #858
    Delvecchio1975's Avatar Baitai kihei
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    Quote Originally Posted by Quinn Inuit View Post
    That's really bizarre. Would you mind telling me what troops were involved on their side? I just searched my entire ExRM directory for that text string and didn't find it. Are you sure you typed it correctly?
    I'm sure i typed it correctly, if you like i can post the screenshot, but it says exactly that. I don't remember what troops they had exactly, but it all seemed like RTRPE troops apart from two units of dudes that looked like the vanilla peasants, but then with dark blue shirts. It's silly of me, i should have taken more screenshots - sorry.

  19. #859
    Murakawa
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    Error!
    When attacked by a macedonia I got a CTD with the message:
    Generic error:

    Failed to find texture: 'ExRM/data/RTR/models_unit/textures/test_greek.tga


    Tried to search for it in all the text files in ExRM, but to no avail. I can send you my save file if you want to take a closer look.

    edit: Found that the athinoi hoplites have peasants as their unit card, might this be the cause of the error?

    edit2: Seems a lot like the error delvechio gets, as we both get "missing" RTRPE troops (with peasant pictures) and can't find the string in the exrm directory. Some problem with the -mod switch perhaps? Or some old script somewhere that allows the recruitment of troops that have been removed from exrm?
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by Arete; May 19, 2008 at 03:18 PM.

  20. #860
    Quinn Inuit's Avatar Artifex
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    Default Re: ExRM 3.3 for RTR-PE 1.9

    Arete, you are a genius. I'll bet that's precisely the problem. It must be related to the script error HouseofHam noticed earlier, where it doesn't make sure the settlement owner is correct before giving the reinforcement army. I'll release the new version tonight with the fix. Unfortunately, it won't be save-game compatible, so you'll have to auto-resolve if you run across an army like that.
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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    The Creedy Defense Force: killing things as often as necessary to make them stay dead since 2005.

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