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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Quote:
Originally Posted by
Used2BRoz
Both.
Point being if there's issues with vanilla SS6.4 and RR/RC then perhaps we should be thinking about reducing memory load, not increasing it.
Large address aware is not supported by TWCentre, so mods shouldn't rely on it to be reliable.
The vanilla m2tw very rarely crashes, its all the stuff that mods add that cause issues.
SS maxed out factions / units / regions and then added a whole heap of extra textures for units etc.
On their own each of those factors wouldn't be a big issue, but if you combine them then it overstretches the game enginge, which uses about 1.3 GB RAM of RAM total.
(Perm arrows are off, as are unlimited men on battlemap, but game still crashes. The more units in the battle, the more likely it'll crash. Equally the longer you play in a session, the more it crashes.)
My suspicion is that the engine simply doesn't reserve enough space in RAM for the units and their textures that we want to put in there.
(So making units smaller rather than larger might help.)
That space seems to be variable as if you restart the PC and clear memory and restart battle you can sometimes get it to run OK other times it just won't.
Sadly using a newish PC with lots of RAM, multi-threading / cores and a 3GB GPU makes little difference, the game engine is 13 years old (approx). We need a new one.
I'm thinking perhps we should be aiming for a stainless steel lite version that strips out all unecessary features.
cant relate to you, my game is very stable, campaign has always been, battles only after disabling G5, oh yea btw i am also using bugfix compilation, did u try that ?
also i dont see how units are impacting on performance, almost all units use vanilla textures/models, it's mostly just combinations of unit body parts
i play battles up to 10k soldiers and yea fps goes into the toilet (especially when soldiers start fighting) but they almost never crash
Code:
[video]
no_background_fmv=true
grass_distance=20
unit_detail=normal
movies=false
vegetation = 1
#windowed=false
#borderless_window=false
[game]
unlimited_men_on_battlefield=1
label_settlements=1
event_cutscenes=0
allusers=1
micromanage_all_settlements=1
advisor_verbosity=0
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Disabling G5 gives another one profit - ai formations become more stable. I combined all custom formations in one file and it works properly with faction specifics without changing any files and switching. +rep to PB for that great formations! They work for player's army too, and attack/defence sensibly too (anti-cavalry/infantry is harder to test). So we can have at least 2 custom formations for each faction!
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Anyone seen PB lately?
not seen him since around Xmas, hope he's ok.
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
he is gone on crusade, last i heard from him he was at Acre
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Currently testing my SS6.4 sub-mod - with the adjusted version of the game engine.
Definitely makes the game a lot more stable.
Which is fine as it's for my own personal use - publicly available sub-mods need to work with the default engine.
Will continue testing, maybe we should just tell CA to apply the hack to the game engine themselves ?
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
How did you "adjust" the game engine? LAA?
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Tell me please who is the author of formations for this mod? They are the best I saw and there are sime techniques that I need to learn.
If someone interested I can combine all 5 faction-specified formations in one file without needs of changing any files during the game. And AI will use them ingame.
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
That would be a good submod.
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Why is the link for the 1st patch inactive?
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Quote:
Originally Posted by
Phil of Loreauville
Why is the link for the 1st patch inactive?
I think this submod is pretty much dead, have not seen any activity from the modder in ages:hmm:. That is probably the reason why some downloadlink(s) are also inactive
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Maybe mod is dead, but Kasogi (Cuman unit) cause CTD, don't know what's wrong with them
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Quote:
Originally Posted by
Artorath
Maybe mod is dead, but Kasogi (Cuman unit) cause CTD, don't know what's wrong with them
I did it everything but still gettin CTD"s :(
now im trying to use vanilla version of RR/RC Without patch 1 and 2
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Okay, there is an edit to fix the Kasogi issue: in the EDU, find the Kasogi unit type, then change the soldier line from cum_kosog_axe_ug0 to Junior_Militia.
Something is broken with their animations (I don't know enough to fix it directly), but Junior Militia are of similar quality with similar equipment. So by changing this you make them use the Junior Militia animations, which are probably almost identical anyway. Presumably other unit animation-related crashes can be circumvented in a similar manner, by finding an analogous unit that doesn't cause crashes.
Edit: In the EDU nov_militia_senior_mounted_sp_ug0 and nov_militia_senior_mounted_sp_ug1 should be changed to nov_militia_senior_cav_sp_ug0 and nov_militia_senior_cav_sp_ug1 if you don't want the senior mounted militia to be invisible. Also the crown_russia2 trigger in export_descr_ancillaries has the wrong settlement owner for Moscow.
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
I can't download RRC Ultimate 2.0 for some reason. It took too long and now I can't download it. Would it be possible to put the download onto mega or mediafire by chance? I already have the patches.
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
The Miles Pedites of Crusaders States appears as silver surfers. I have corrected battlemodel file to include the textures of Crusaders States, with their own clothes and shields, which were already present among the files. If someone wants it, just add these lines (bold) in battle_models.modelsdb with notepad ++ or similar.
Quote:
25 dismounted_norman_cavalry
1 1
57 unit_models/_Units/EN_Lmail_Hmail/miles_pedites_lod0.mesh 6400
3
9 jerusalem
75 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_jerusalem.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
52 unit_sprites/sicily_Dummy_EN_Mail_Knights_sprite.spr
7 england
72 unit_models/_Units/EN_Lmail_Hmail/textures/en_lmail_hmail_norman.texture
77 unit_models/_Units/EN_Lmail_Hmail/textures/en_lmail_hmail_norman_norm.texture
53 unit_sprites/england_Dummy_EN_Mail_Knights_sprite.spr
6 sicily
75 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normansic.texture
80 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normansic_norm.texture
52 unit_sprites/sicily_Dummy_EN_Mail_Knights_sprite.spr
3
9 jerusalem
60 unit_models/AttachmentSets/Final Kite_jerusalem_diff.texture
60 unit_models/AttachmentSets/Final Kite_jerusalem_norm.texture 0
7 england
58 unit_models/AttachmentSets/Final Kite_england_diff.texture
58 unit_models/AttachmentSets/Final Kite_england_norm.texture 0
6 sicily
57 unit_models/AttachmentSets/Final Kite_sicily_diff.texture
57 unit_models/AttachmentSets/Final Kite_sicily_norm.texture 0
1
[...]
25 dismounted_mailed_knights
1 4
69 unit_models/_Units/EN_Lmail_Hmail/dismounted_mailed_knights_lod0.mesh 121
69 unit_models/_Units/EN_Lmail_Hmail/dismounted_mailed_knights_lod1.mesh 900
69 unit_models/_Units/EN_Lmail_Hmail/dismounted_mailed_knights_lod2.mesh 2500
69 unit_models/_Units/EN_Lmail_Hmail/dismounted_mailed_knights_lod3.mesh 6400
13
9 jerusalem
75 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_jerusalem.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
58 unit_sprites/papal_states_Dummy_EN_Mail_Knights_sprite.spr
7 england
73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_england.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
53 unit_sprites/england_Dummy_EN_Mail_Knights_sprite.spr
8 scotland
74 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_scotland.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
54 unit_sprites/scotland_Dummy_EN_Mail_Knights_sprite.spr
6 france
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_france.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
52 unit_sprites/france_Dummy_EN_Mail_Knights_sprite.spr
3 hre
69 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hre.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
49 unit_sprites/hre_Dummy_EN_Mail_Knights_sprite.spr
5 spain
71 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_spain.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
51 unit_sprites/spain_Dummy_EN_Mail_Knights_sprite.spr
8 portugal
74 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_portugal.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
54 unit_sprites/portugal_Dummy_EN_Mail_Knights_sprite.spr
6 aragon
71 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_spain.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
51 unit_sprites/spain_Dummy_EN_Mail_Knights_sprite.spr
5 milan
71 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_milan.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
51 unit_sprites/milan_Dummy_EN_Mail_Knights_sprite.spr
6 venice
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_venice.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
52 unit_sprites/venice_Dummy_EN_Mail_Knights_sprite.spr
12 papal_states
78 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_papal_states.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
58 unit_sprites/papal_states_Dummy_EN_Mail_Knights_sprite.spr
6 sicily
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_sicily.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
52 unit_sprites/sicily_Dummy_EN_Mail_Knights_sprite.spr
5 slave
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_rebels.texture
72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
51 unit_sprites/slave_Dummy_EN_Mail_Knights_sprite.spr
13
9 jerusalem
60 unit_models/AttachmentSets/Final Kite_jerusalem_diff.texture
60 unit_models/AttachmentSets/Final Kite_jerusalem_norm.texture 0
7 england
58 unit_models/AttachmentSets/Final Kite_england_diff.texture
58 unit_models/AttachmentSets/Final Kite_england_norm.texture 0
8 scotland
59 unit_models/AttachmentSets/Final Kite_scotland_diff.texture
59 unit_models/AttachmentSets/Final Kite_scotland_norm.texture 0
6 france
57 unit_models/AttachmentSets/Final Kite_france_diff.texture
57 unit_models/AttachmentSets/Final Kite_france_norm.texture 0
3 hre
54 unit_models/AttachmentSets/Final Kite_hre_diff.texture
54 unit_models/AttachmentSets/Final Kite_hre_norm.texture 0
5 spain
56 unit_models/AttachmentSets/Final Kite_spain_diff.texture
56 unit_models/AttachmentSets/Final Kite_spain_norm.texture 0
8 portugal
59 unit_models/AttachmentSets/Final Kite_portugal_diff.texture
59 unit_models/AttachmentSets/Final Kite_portugal_norm.texture 0
6 aragon
56 unit_models/AttachmentSets/Final Kite_spain_diff.texture
56 unit_models/AttachmentSets/Final Kite_spain_norm.texture 0
5 milan
56 unit_models/AttachmentSets/Final Kite_milan_diff.texture
56 unit_models/AttachmentSets/Final Kite_milan_norm.texture 0
6 venice
57 unit_models/AttachmentSets/Final Kite_venice_diff.texture
57 unit_models/AttachmentSets/Final Kite_venice_norm.texture 0
12 papal_states
63 unit_models/AttachmentSets/Final Kite_papal_states_diff.texture
63 unit_models/AttachmentSets/Final Kite_papal_states_norm.texture 0
6 sicily
57 unit_models/AttachmentSets/Final Kite_sicily_diff.texture
57 unit_models/AttachmentSets/Final Kite_sicily_norm.texture 0
5 slave
56 unit_models/AttachmentSets/Final Kite_slave_diff.texture
56 unit_models/AttachmentSets/Final Kite_slave_norm.texture 0
1
4 None
20 MTW2_Swordsman_Slash 0
2
18 MTW2_Sword_Primary
14 fs_test_shield 0
16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Any battle with or against an army with a early "ME_Bodyguard" general, even in custom battle, results in CTD
SOLUTION:
Replace this text on export_descr_unit.txt (bold). It's a misprint
Quote:
type ME Bodyguard
dictionary ME_Bodyguard ; Bodyguard, ep
category cavalry
class heavy
voice_type General
banner faction main_cavalry
banner holy crusade_cavalry
soldier ME_Bodyguard, 8, 0, 1
officer ME_Bodyguard_ug1
officer eastern_captain_early_flag
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Frighten nearby Enemy attribute is messed, its too powerful and can be a game changing ( usually ), it affects morale way too much and makes routs too easy, also i noticed that morale is affecting troop performance so in this case spear type unit usually gets frightened by Cav and then they perform bad as well.
From all my battle expierence i see it as very dangerous trait if enemy poses then I initiate battles carefully.
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Quote:
Originally Posted by
shadowtwinz
Frighten nearby Enemy attribute is messed, its too powerful and can be a game changing ( usually ), it affects morale way too much and makes routs too easy, also i noticed that morale is affecting troop performance so in this case spear type unit usually gets frightened by Cav and then they perform bad as well.
From all my battle expierence i see it as very dangerous trait if enemy poses then I initiate battles carefully.
Are you playing on Very Hard, and with "Reduced cavalry charge effect" and "Extended combat"?
It looks very balanced for me with that combination. I am happy whit that.
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
I'm playing BGR IV, difficulties: VH/VH With BGR is IV enhanced + Extended combat and Reduced cav charge effect.
I don't know if PB meant to create it historically realistic or more balanced. Frontal Charges are well balanced, however charge from rear clears whole stack of elite infantry.
Melee VS melee or Ranged VS melee is just Perfect.
EDIT: It seems that troops, mostly under average class suffers from this attribute. BTW, everyone should try this if they want next level medieval battle experience :).
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Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released
Compared to other mods, with the exception of those that incorporate several life points in most units, it is not as deadly. And it is certainly realistic and AI uses it against you with some frequency, which I am very satisfied with.
Some units such as the Canons of the Holy Sepulcher, with high morale and the shields behind them, may be more resistant to that attack.
ANOTHER ¿ERROR?:
Some sunrise textures have a giant label on the sky with the name of the file type. It must be a typo. It is fixed by replacing the files in:
C:\MTW2\mods\RRRC_Ultimate\data\globallighting\sunrise\textures
For other with equal filename but without the label. I have obtained them from other mods like Third Age or TotalVainillaBeyond where almost all are identical. If you need them, ask me. I have exactly the same without the label.