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Thread: End-turn CTD, and other random stuff

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  1. #1

    Default End-turn CTD, and other random stuff

    First, thanks for the mod! I like this a lot better than RTW.

    I have RTR Platinum 1.6 on top of RTW 1.5. No other mods.

    Parthian campaign. I sent a general to raze a few Seleucid cities in order to wreck their economy. Destroyed every building and withdrew all troops. On the verge of rebellion, ctd occurs as I end my turn.

    Now, I read all 160+ posts in the thread that addresses this exact same problem (I didn't post this there because I didn't want to change the topic currently being discussed). It appears the easiest fix is to create a few units with the cheat. Okay, I tried it many times and it didn't work.

    Here is exactly when I typed:
    create_unit Mytilene Cyrtian_Swordsmen 1 0 0 0
    Unit type not recognized? Okay, so I entered the names of about 40 other units, including all the ones available to Parthia, and all Western Turkey AOR units. Same deal. I also tried numerous combinations of spacing, underscores, numbers, etc.

    What am I doing wrong, or does the cheat not work for me for whatever reason?



    The other point of this post is to describe what's happening with the Romans. I ran a diplomat to Italy to scout the map, and they've barely expanded outside the Italian peninsula. Strange, considering it's 220 BC in my game. The other weird thing about this is that the Illyrians have a sizable empire and have stretched all the way to France.

    After sending my diplomat over to that area, I noticed the strangest thing yet: Gaul (whom both the Romans and Illyrians are at war with) has one more settlement. I see a Roman army and an Illyrian army right next to it. Get this- they alternate laying siege to the city. The Roman army will put it under siege for a turn, break the siege the next turn, let it sit idle for a turn, then comes the Illyrian army to siege for a turn. Back and forth, back and forth. No battles are happening as far as I can tell (Gaul has had the same 3 units for a while), and there's nothing changing with diplomacy. I have no idea how long this has been happening, but looking at the faction ranking scroll, it looks like it's been over 20 years. Is this a bug, or just AI nonsense?

    Thanks

  2. #2

    Default Re: End-turn CTD, and other random stuff

    Leave one of your troops in the settlement. I can avoid crashes by doing this, as it forces the computer to focus on the settlement to move your unit out.

  3. #3

    Default Re: End-turn CTD, and other random stuff

    That's correct, but my problem is I don't have any units anywhere near the rebellious city, hence my need to use the cheat.

  4. #4

    Default Re: End-turn CTD, and other random stuff

    Darviathar,

    I saw many posts about "leaving one unit in the settlement", and it just occurred to me that the focus might be on the "one unit", as opposed to have my rebellious city occupied.

    So, is this a trick that forces a rebellion to kick out your units and thus avoiding a ctd? I suppose that the trick is to have only one unit, whereas mine has too much garrison to take advantage of this possible workaround. Someone please confirm.

    Thanks,



    Quote Originally Posted by Darviathar View Post
    Leave one of your troops in the settlement. I can avoid crashes by doing this, as it forces the computer to focus on the settlement to move your unit out.

  5. #5

    Default Re: End-turn CTD, and other random stuff

    Quote Originally Posted by spqr_arcani View Post
    I saw many posts about "leaving one unit in the settlement", and it just occurred to me that the focus might be on the "one unit", as opposed to have my rebellious city occupied.
    So, is this a trick that forces a rebellion to kick out your units and thus avoiding a ctd? I suppose that the trick is to have only one unit, whereas mine has too much garrison to take advantage of this possible workaround. Someone please confirm.
    Some guys at the .org have tested this and one of them had reached the conclusion that leaving one unit in makes the game to expel it with no CTD and leaving more(2 might also be ok though) will just crash the game when it revolts.

  6. #6

    Default Re: End-turn CTD, and other random stuff

    A-ha!!
    Sounds like the next thing I should try. There might be some hope for my campaign still...

    I'm stuck in a situation where I can't garrison Tanais fast enough, or build happiness/order buildings fast enough. So, there's not enough units to keep city under control, but enough to cause ctd.

    Thanks man. Can't wait to try.


    Quote Originally Posted by florin80 View Post
    Some guys at the .org have tested this and one of them had reached the conclusion that leaving one unit in makes the game to expel it with no CTD and leaving more(2 might also be ok though) will just crash the game when it revolts.

  7. #7

    Default Re: End-turn CTD, and other random stuff

    Quote Originally Posted by spqr_arcani View Post
    Darviathar,

    I saw many posts about "leaving one unit in the settlement", and it just occurred to me that the focus might be on the "one unit", as opposed to have my rebellious city occupied.

    So, is this a trick that forces a rebellion to kick out your units and thus avoiding a ctd? I suppose that the trick is to have only one unit, whereas mine has too much garrison to take advantage of this possible workaround. Someone please confirm.

    Thanks,
    Its worked for me every time. I used it on every non-coastal Carthaginian city in Africa, in order to prop the Numidians back up. Several of them would default to Numidia upon revolution. I'd attack and conquer the city, delete the Carthaginian barracks, repair any other damage, move my army out of the city entirely until the graphic would show on the map warning of impending revolt. Then I'd move one until into the city and end my turn. The unit would always be forced out, and the city would either be neutral or under Numidian control.
    Last edited by Darviathar; June 02, 2007 at 07:25 PM.

  8. #8

    Default Re: End-turn CTD, and other random stuff

    Peleus, the correct typing of the command is as follows:

    Code:
    create_unit Trebata "aor german warband"
    In order to make the command work, you must use the unit name that appears in the EDU file. For instance:

    Code:
    type             aor german warband
    dictionary       rtr_aor_german_warband
    category         infantry
    class            light
    voice_type       Light_1
    soldier          aor_german_warband, 60, 0, 1
    attributes       sea_faring,hide_forest,no_custom,mercenary_unit,can_sap,hardy,warcry
    formation        1.2, 1.2, 2.4, 2.4, 8,square
    stat_health      1, 0
    stat_pri         10, 20, javelin, 50, 6, thrown, archery, piercing, spear, 25 , 1
    stat_pri_attr    prec,thrown
    .
    .
    .
    Besides, the settlement name must be the internal one. Sometimes it is not the same as the one you can see on the campaign map. In order to know a settlement's internal name, open the file data\text\imperial_campaign_regions_and_settlement_names.txt

    and look for the settlement name. The one you must use for the command is on the left column, in brackets {}.

    Hope this helps.

  9. #9

    Default Re: End-turn CTD, and other random stuff

    Well, that explains it. Thank you, Hardin.

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