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Thread: RTR: PE 1.9 Bugs & Questions

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  1. #1

    Default RTR: PE 1.9 Bugs & Questions

    Hi RTR: PE team,

    I apologize for not extending thanks to ALL OF YOU.

    I just played a couple of custom battles using the BI.exe and I observed some things that I have questions about and you might be interested in:

    I. In custom battles, Rome shows up 2x's: Red (eagle) & Green (pig) factions

    II. In custom battles, Slaves & Rebels (what have you) have a faction symbol that is greyish but in custom battles, it turns into the blue Vanilla RTW roman faction symbol with the white dogs head!

    III. What happened to Epirus? Were they removed deliberately or I am I having an Extended Realism mod flashback?

    Thanks again for everything, hellas1

  2. #2

    Default Re: RTR: PE 1.9 Bugs & Questions

    Quote Originally Posted by hellas1 View Post
    Hi RTR: PE team,

    I apologize for not extending thanks to ALL OF YOU.

    I just played a couple of custom battles using the BI.exe and I observed some things that I have questions about and you might be interested in:

    I. In custom battles, Rome shows up 2x's: Red (eagle) & Green (pig) factions
    I do not know if the custom battles will work with the BI game engine. They were designed for the RTW game engine. Perhaps these graphics could be changed when using the BI game engine. If someone knows, please let Florin or myself know.
    Quote Originally Posted by hellas1 View Post
    II. In custom battles, Slaves & Rebels (what have you) have a faction symbol that is greyish but in custom battles, it turns into the blue Vanilla RTW roman faction symbol with the white dogs head!
    Again, I do not know if the custom battles will work with the BI game engine. They were designed for the RTW game engine. Perhaps these graphics could be changed when using the BI game engine. If someone knows, please let Florin or myself know.
    Quote Originally Posted by hellas1 View Post
    III. What happened to Epirus? Were they removed deliberately or I am I having an Extended Realism mod flashback?

    Thanks again for everything, hellas1
    Epirus is an additional faction, along with the Galatians I believe, that were added in the Extended Realism Mod. In Vanilla RTR Platinum, Epirus is part of the Greeks Cities faction.
    Marcus Camillus


  3. #3
    Maced0n's Avatar Domesticus
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    Default Re: RTR: PE 1.9 Bugs & Questions

    I. In custom battles, Rome shows up 2x's: Red (eagle) & Green (pig) factions
    That is normal....

    II. In custom battles, Slaves & Rebels (what have you) have a faction symbol that is greyish but in custom battles, it turns into the blue Vanilla RTW roman faction symbol with the white dogs head!
    Probably is a wrong path or there is no roman rebbel banners included in RTRPE1.9

    All of that have nothing to do with BI.exe....

  4. #4

    Default Re: RTR: PE 1.9 Bugs & Questions

    Quote Originally Posted by Maced0n View Post
    Probably is a wrong path or there is no roman rebbel banners included in RTRPE1.9

    All of that have nothing to do with BI.exe....
    RTRPE v1.9 made no changes to these banners, so this probably has existed in RTRPE v1.8 and earlier versions. Does anyone know what files could be checked and corrected? I'll research this myself, but any help would be appreciated and speed up the correction process.
    Marcus Camillus


  5. #5
    Maced0n's Avatar Domesticus
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    Default Re: RTR: PE 1.9 Bugs & Questions

    RTRPE v1.9 made no changes to these banners, so this probably has existed in RTRPE v1.8 and earlier versions. Does anyone know what files could be checked and corrected? I'll research this myself, but any help would be appreciated and speed up the correction process.
    There is no roman rebel banner in RTRPE so they use standard vanila bannerss(brutti), if u like to correct that u will have to make new banners based on their RTR symbol(green pig)... also rebels use scippi vanila banners

    And you can edit banner path in descr_banners.txt

  6. #6

    Default Re: RTR: PE 1.9 Bugs & Questions

    Quote Originally Posted by hellas1 View Post
    Hi RTR: PE team,

    I apologize for not extending thanks to ALL OF YOU.

    I just played a couple of custom battles using the BI.exe and I observed some things that I have questions about and you might be interested in:

    I. In custom battles, Rome shows up 2x's: Red (eagle) & Green (pig) factions

    II. In custom battles, Slaves & Rebels (what have you) have a faction symbol that is greyish but in custom battles, it turns into the blue Vanilla RTW roman faction symbol with the white dogs head!

    III. What happened to Epirus? Were they removed deliberately or I am I having an Extended Realism mod flashback?

    Thanks again for everything, hellas1
    Quote Originally Posted by Maced0n View Post
    There is no roman rebel banner in RTRPE so they use standard vanila bannerss(brutti), if u like to correct that u will have to make new banners based on their RTR symbol(green pig)... also rebels use scippi vanila banners

    And you can edit banner path in descr_banners.txt
    Having just read Maced0n's post and reread your post, Hellas1, I now realize I misunderstood at least part of your questions. The reason for 2 Republic of Rome slots in custom battles is to allow for Roman vs. Roman battles in custom battles and online MP battles.

    As Maced0n mentioned, the Slaves & Rebels is the custom battles faction slot for creating an army composed of AOR troops and other miscellaneous troops. No custom banner was ever designed for either the second Republic of Rome slot or the Slaves & Rebels slot. This is something that was inherited from RTR Gold and has never been changed in RTR Platinum, having never seemed that important to change.

    Sorry for being sort of "asleep" when I first responded. It took starting up a custom battle in-game and reading Maced0n's reply to "awaken" my memory concerning this.
    Marcus Camillus


  7. #7

    Default Re: RTR: PE 1.9 Bugs & Questions

    Hi Marcus,

    Thanks for double checking and for a great mod!

    hellas1

  8. #8

    Default Re: RTR: PE 1.9 Bugs & Questions

    Marcus, is there any version of your 4tpy mod for 1.9 yet? are you cinsidering to bulid it into the installer as a choise some time?

  9. #9

    Default Re: RTR: PE 1.9 Bugs & Questions

    I have a version for RTRPE v1.9, but have not post a release topic yet. I'll be posting a topic in the Modifications for RTR Platinum thread soon. I'll also submit a post for my other two mini-mods too.
    Marcus Camillus


  10. #10

    Default Re: RTR: PE 1.9 Bugs & Questions

    Sorry for the double post... but I have a question, and I have already asked, but in the wrong place. In a campaign, if I go to the faction summary window, it didn't give any victory condition, except for the romans. And on the map, I didn't see the cities to take, except for the roman. Anybody have an idea of what I can do?
    PS: sorry for my poor english too...

  11. #11

    Default Re: RTR: PE 1.9 Bugs & Questions

    Quote Originally Posted by Blackader View Post
    Sorry for the double post... but I have a question, and I have already asked, but in the wrong place. In a campaign, if I go to the faction summary window, it didn't give any victory condition, except for the romans. And on the map, I didn't see the cities to take, except for the roman. Anybody have an idea of what I can do?
    PS: sorry for my poor english too...
    Thanks for posting this info. When I have time tonight after work, or next few days, I'll take a look at this to verify if its happening and what the problem may be.

    As far as the map showing cities to take, no one has created the graphics file for this, which is why they do not exist. I imagine this will be available in the new RTR7 when its released.
    Marcus Camillus


  12. #12

    Default Re: RTR: PE 1.9 Bugs & Questions

    Greetings everyone

    I have just one question.
    Is this a mod switch version? And if not, will you be releasing a mod switch version?

    Sorry! Thats two questions.

  13. #13

    Default Re: RTR: PE 1.9 Bugs & Questions

    Hey!!! never mind wot I asked. Just spotted the sticky bit about the mod switch version.

  14. #14

    Default Re: RTR: PE 1.9 Bugs & Questions

    I was playing a battle using the Greek Cities and the special hopolites (green skin and can go into shield wall, sorry can't remmeber the name) the special abilty button the image is completly broken. And when i took them off a siege weapon, it was just a load checkered dots blue and purple. if you want a screen shot just ask.

  15. #15

    Default Re: RTR: PE 1.9 Bugs & Questions

    Hi all,

    First, bravo to the RTR team! This is my first Rome mod and I find it fantastic! Thank you for your effort and dedication.

    This is my first post, and the first major crash I found in the mode. I was playing as Romans (VH/H) using RTRPE v1.9. However, at the year 237BC (summer), when I press next turn, it just automatically jumps to desktop (CTD?). What further info must i provide for you guys to debug this bug?

    Once again, thanks a million for the work you gentlemen put in!

    TLF, Taiwan

  16. #16

    Default Re: RTR: PE 1.9 Bugs & Questions

    Quote Originally Posted by warejon9 View Post
    I was playing a battle using the Greek Cities and the special hopolites (green skin and can go into shield wall, sorry can't remmeber the name) the special abilty button the image is completly broken. And when i took them off a siege weapon, it was just a load checkered dots blue and purple. if you want a screen shot just ask.
    I see what you are talking about. Its the Greek Hoplitai Elite unit, but I imagine its happening for other units, other than Roman units, that have been given the shiwld wall ability. The graphics problem for the formation button is due to there not being a "battlepage_03.tga" from BI in a "RTW\Data\UI\Greek\interface" folder. The game engine is using the regular one from the UI pack files of RTW and there is no graphic for shield wall buttons in these pack files.

    The solution for this is quite simple, and will be included in a new RTR Platinum release in the future. I'll put together a small patch for the v1.9 release when I get time. If you wish to do it yourself, you already have the file that is needed. Its in the "RTW\Data\UI\Roman\Interface" folder. What needs to be done is to "copy" the whole "Interface" folder from the "RTW\Data\UI\Roman" folder and paste it into the following folders...
    • RTW\Data\UI\Barbarian
    • RTW\Data\UI\Carthaginian
    • RTW\Data\UI\Eastern
    • RTW\Data\UI\Egyptian
    • RTW\Data\UI\Greek

    With this "interface" folder, and the "battlepage_03.tga" file within it, added to the 5 culture folders I list above, the proper graphic will be used for the "sheild wall" button of the battle UI.
    Quote Originally Posted by callmenoob12 View Post
    Hi all,

    First, bravo to the RTR team! This is my first Rome mod and I find it fantastic! Thank you for your effort and dedication.

    This is my first post, and the first major crash I found in the mode. I was playing as Romans (VH/H) using RTRPE v1.9. However, at the year 237BC (summer), when I press next turn, it just automatically jumps to desktop (CTD?). What further info must i provide for you guys to debug this bug?

    Once again, thanks a million for the work you gentlemen put in!

    TLF, Taiwan
    Are you using the standard install version of RTR Platinum v1.9, or the -mod switch install version?

    Have you tried loading a previous savegame file? Also, if you have not played any other campaigns since this crash occured, you could also try loading the autosave file. After reloading a savegame file, does it still crash at the same point?

    Here is an important question, are you using any other mod too?

    Did you install RTR Platinum v1.9 into a fresh Vanilla RTW v1.5/BI v1.6 install?
    Marcus Camillus


  17. #17

    Default Re: RTR: PE 1.9 Bugs & Questions

    Quote Originally Posted by Marcus Camillus View Post
    I see what you are talking about. Its the Greek Hoplitai Elite unit, but I imagine its happening for other units, other than Roman units, that have been given the shiwld wall ability. The graphics problem for the formation button is due to there not being a "battlepage_03.tga" from BI in a "RTW\Data\UI\Greek\interface" folder. The game engine is using the regular one from the UI pack files of RTW and there is no graphic for shield wall buttons in these pack files.


    The solution for this is quite simple, and will be included in a new RTR Platinum release in the future. I'll put together a small patch for the v1.9 release when I get time. If you wish to do it yourself, you already have the file that is needed. Its in the "RTW\Data\UI\Roman\Interface" folder. What needs to be done is to "copy" the whole "Interface" folder from the "RTW\Data\UI\Roman" folder and paste it into the following folders...
    • RTW\Data\UI\Barbarian
    • RTW\Data\UI\Carthaginian
    • RTW\Data\UI\Eastern
    • RTW\Data\UI\Egyptian
    • RTW\Data\UI\Greek
    With this "interface" folder, and the "battlepage_03.tga" file within it, added to the 5 culture folders I list above, the proper graphic will be used for the "sheild wall" button of the battle UI.
    I tried doing just that, but still have the corrupted button graphic for all factions/units with Shield Wall, including the Romans.

  18. #18

    Default Re: RTR: PE 1.9 Bugs & Questions

    First of all let me thank all the dev's for all of their hard work, now on to my problems.
    Can anyone tell me how to reverse the 'imported grain' or population growth increase that's included with this mod? I don't use HUGE setting and it's causing alot of problems in my game (vastly increased squalor, to early occurance of Gaius Marius, etc). I also think it may be one of the causes for Macedon going beserk in this mod. I've tried using the usual nerfs for Macedon that I used in my old Gold campaign and it doesn't slow them down a bit.
    Second question; what's with the 'incredible sprinting phlangites'? I've got Hopilite and Phalanx units in this game acting like their on speed! running around the flanks of my line, chasing my cavalry and skirmishers. It's really too much.

    Oh btw I'm using RTRPE v1.9 without any other mods and playing at M/M

  19. #19

    Default Re: RTR: PE 1.9 Bugs & Questions

    Quote Originally Posted by Decius_Mus_Lives View Post
    First of all let me thank all the dev's for all of their hard work, now on to my problems.
    Can anyone tell me how to reverse the 'imported grain' or population growth increase that's included with this mod? I don't use HUGE setting and it's causing alot of problems in my game (vastly increased squalor, to early occurance of Gaius Marius, etc).
    i always play on huge and trust me, that doesnt really help. population increase seems to be set at a rate of a vanilla RTW which is imo way too high. im currently struggling as Pontus to maintain order in my capital let alone distant lands.
    all and all RTR PE is a splendid mod though !
    thanks to everyone involved and MC in particular for, beside other things, getting 4tpy work with 1.9.
    thank you

  20. #20

    Default Re: RTR: PE 1.9 Bugs & Questions

    Quote Originally Posted by Decius_Mus_Lives View Post
    First of all let me thank all the dev's for all of their hard work, now on to my problems.
    Can anyone tell me how to reverse the 'imported grain' or population growth increase that's included with this mod? I don't use HUGE setting and it's causing alot of problems in my game (vastly increased squalor, to early occurance of Gaius Marius, etc). I also think it may be one of the causes for Macedon going beserk in this mod. I've tried using the usual nerfs for Macedon that I used in my old Gold campaign and it doesn't slow them down a bit.
    Second question; what's with the 'incredible sprinting phlangites'? I've got Hopilite and Phalanx units in this game acting like their on speed! running around the flanks of my line, chasing my cavalry and skirmishers. It's really too much.

    Oh btw I'm using RTRPE v1.9 without any other mods and playing at M/M
    Quote Originally Posted by Sarkiss View Post
    i always play on huge and trust me, that doesnt really help. population increase seems to be set at a rate of a vanilla RTW which is imo way too high. im currently struggling as Pontus to maintain order in my capital let alone distant lands.
    all and all RTR PE is a splendid mod though !
    thanks to everyone involved and MC in particular for, beside other things, getting 4tpy work with 1.9.
    thank you
    As Sarkiss mentions, the growth rate and accompanying squalor are problems from the Vanilla RTW growth rate. The differences between now and RTR Gold, is that RTR Gold used the RTW v1.2 game engine and RTR Platinum using the newer RTW v1.5 game engine (and can also use the BI v1.6 game engine, when started up properly). The grain resource does not greatly effect growth, but does add an additional trade income source.

    Having the Marian Reforms trigger early is something all RTW mods have to struggle with solving in their own way, depending on the side effects they decide to accept, and the efforts via campaign scripting they wish to attempt. One possible solution that myself and others are trying is reducing the farming base fertility rate for each region. This in the descr_regions.txt file is used in the farming output calculations, and is part of what determines the population growth rate of each region, along with the base taxes available.

    Concerning the movement rate of your phalanx units, when you are controlling them, are you choosing them to use the "shield wall" ability? I've noticed in my single player custom battles, that they do seem to be move faster at times. The shield wall attribute was assigned to some units back in the v1.8 release to help make up for corrections to deal with the problems (or calling them bugs) with the RTW v1.5 game engine's phalanx ability. The v1.9 release has not changed these corrections. If you prefer to not use this ability, you could edit the EDU file and remove the shield wall ability.

    Over all, I'm glad you are enjoying the mod.

    Vale,
    Marcus Camillus
    Marcus Camillus


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