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  1. #1

    Default How to activate scripts

    Dear all,

    I have posted the following message a few days ago, but nobody answered. I would like, if possible, that somebody explains simply (I am a real dumb re IT) how to activate scripts and which are available:

    "I have installed IBFD 7.04 a few days ago and I first want to say to the team that I really have had fun playing it. I have played the Romano-British (at M-M level, sorry to admit it ;-)) and the quality of the units and the "historical" tone is just great.
    I have nonetheless some questions, some comments and experienced a few problems that I feel appropriate to share here.
    First, a few questions, which, to be true, are completely linked to the fact I am the worst person I know IT-wise. So here they are:
    - how do I "activate scripts"? I would like to try one or the other (I don't exactly understand btw what they are exactly ;-)), especially what you described as the "Sack of Rome" with 4tpy.
    - how do I use the "-show -err" shortcut? I have experienced a few "CTDs" (without any message) and I understand (but may be wrong) that to help the developpers, I should try to understand these CTDs by using the "-show -err".
    - I have noticed in the WRE unit list that there are 3 Clibanirii units, with different images but exactly the same data. Is that on purpose? What is the difference between the 3?
    - I have noticed, in "my" (;-)) R-B unit roster, that one cavalry unit (sorry to say that it is a light cav that I have never used, so I don't know the name) has the image of the old "peasants" of RTW-BI as its image (when you are on the Strat map, you right click on the unit to get info, and then you see this image).
    Problems:
    - I have experienced a number of CTDs, most of them without any message, apart from the last one (I have an image of it, but I do not know how to attach it to this message.). Each time, replaying from the last save, I have been able to go on. But on the last one, even when I change something, it always crash with the same message. Anything I can do? As you can see from the image, I have played very defensively, developing completely Britain, and was just getting ready to start developing abroad... This message says (again, can't attach the picture):

    "Microsoft Visual C++ Runtime Library

    Runtime error!
    Program: C:\Program Files\Activision\Rome - Total War\RomeTW-BI.exe

    R6025
    - pure virtual function call"

    Sorry to have been so long, just trying to help the team enhancing this great mod and again, thank you very much, and please, sorry for my English. I am a poor French player!"

    It would be great if somebody could explain. Thank you very much.

  2. #2
    Mylae's Avatar Memento Mori
    Join Date
    Oct 2005
    Location
    Ferrara, Italy
    Posts
    970

    Default Re: How to activate scripts

    Quote Originally Posted by FFJean View Post
    Dear all,

    I have posted the following message a few days ago, but nobody answered. I would like, if possible, that somebody explains simply (I am a real dumb re IT) how to activate scripts and which are available:

    "I have installed IBFD 7.04 a few days ago and I first want to say to the team that I really have had fun playing it. I have played the Romano-British (at M-M level, sorry to admit it ;-)) and the quality of the units and the "historical" tone is just great.
    Thanks
    I have nonetheless some questions, some comments and experienced a few problems that I feel appropriate to share here.
    First, a few questions, which, to be true, are completely linked to the fact I am the worst person I know IT-wise. So here they are:
    - how do I "activate scripts"? I would like to try one or the other (I don't exactly understand btw what they are exactly ;-)), especially what you described as the "Sack of Rome" with 4tpy.
    Full scripts are installed by default. There are options, but this will be a further step in the answer.
    Question: - How to activate script in Invasio Barbarorum?
    Answer: - Once a campaign game is loaded (this means: every time you load a campaign, or start a new one) a player will undoubtely click somewhere on a city or on someone; then in the upper-left corner of the screen the Advisor will pop up with saying "INVASIO BARBARORUM SCRIPT ACTIVATION" or something similar. What the player have to do is just to click on the "show-me-how" button.
    If you do not know what the show me how button is, you should get Rome Total War, and play the first basic campaign with the tutorial of Julii family.

    Question: - I've heard of a "sack of rome" script, or of scripts having problem, or a "4tpy" script. what are those things?
    Answer: - Time to time: I assume you know what is a script: scripts are features allowed by RTW engine who significatively affects the game. By scripts is possible to spawn armies, make alliances, make garrisons unamovable, move units in the strategic map, and set several triggers for ingame actions.
    - The default Invasio Barbarorum installation provides the player with full scripts. But, since people found that they may be a cause of CTD, we have given the player several optional features, that i'm going to describe.
    - You will found those features in this way: open the folder in which you have installed Invasio Barbarorum. If you do not know it, it should be in the default path for RTW, and so "C:\Program Files\Activision\Rome - Total War". In this folder you will see a folder named "IBFD". Open it, and inside you will found a folder called "Options". Inside you will find all the optional installation the player have, divided in folders. Since you're interested in scripts, click on "SCRIPTS". You will find four executable files:
    1- No Scripts: it eliminate the script activation on your Invasio Barbarorum;
    2- 4TPY: is an acronym of "4 turns per year": playing rome total war you will have noticed that the time in the game is divided into turns, alternating winter and summer, and so making one year in two turns. Activating this script you will have four turns per year: winter, spring, summer and autumn will be represented then as one invernal and three estive seasons; and the year counter will advance of a year every four turns.
    3- SACK OF ROME: a bit of history is supposed. In 410 Alaric and his foederati horde sacked the city of Rome. It was a shocking event. Alaric then, moved initially south of Italy; he died in Lucania, and was supposedly buried in the Busentus river. then the horde mke his way north, unchallenged, and passed the Alps going toward what is actual southern France, establishing there a sort of kingdom vassal only in word to Roman Empire. This scripts basically will recreate this movements. It includes also the 4TPY script.
    4- FULL SCRIPTS: as the name hints, contain the 4TPY script, the Sack of Rome script, and other things. Inside, infact, there is:
    - a "force alliance script", who force ERE and WRE to be allied and not allow the stupid engine let the romans fight each other;
    - a "defending the limes script", who places several unamovable roman garrisons on historical-strategic places, representing the stationary limes forces;
    - a "Saxon Invaders script", who will grant saxons control of the eastern coastal britain by the period 435-450, even spawning an army and taking possession of Cerdices;
    - a "Hephtalite Invaders script", who will ensure the expansion of hephtalite hordes in the far east;
    - a "Sassanid partisans scripts", who will ensure the strong reprisal of sassanid power against every hostile force who manage to conquer his most importan cities, nominally the capital ctesiphon
    - how do I use the "-show -err" shortcut? I have experienced a few "CTDs" (without any message) and I understand (but may be wrong) that to help the developpers, I should try to understand these CTDs by using the "-show -err".
    - I have noticed in the WRE unit list that there are 3 Clibanirii units, with different images but exactly the same data. Is that on purpose? What is the difference between the 3?
    - I have noticed, in "my" (;-)) R-B unit roster, that one cavalry unit (sorry to say that it is a light cav that I have never used, so I don't know the name) has the image of the old "peasants" of RTW-BI as its image (when you are on the Strat map, you right click on the unit to get info, and then you see this image).
    Problems:
    - I have experienced a number of CTDs, most of them without any message, apart from the last one (I have an image of it, but I do not know how to attach it to this message.). Each time, replaying from the last save, I have been able to go on. But on the last one, even when I change something, it always crash with the same message. Anything I can do? As you can see from the image, I have played very defensively, developing completely Britain, and was just getting ready to start developing abroad... This message says (again, can't attach the picture):

    "Microsoft Visual C++ Runtime Library

    Runtime error!
    Program: C:\Program Files\Activision\Rome - Total War\RomeTW-BI.exe

    R6025
    - pure virtual function call"

    Sorry to have been so long, just trying to help the team enhancing this great mod and again, thank you very much, and please, sorry for my English. I am a poor French player!"

    It would be great if somebody could explain. Thank you very much.
    i'll answer that later....
    Extravagant developer of Invasio Barbarorum: Flagellum Dei; Developer of Paeninsula Italica
    Creator of the XV-Century Machiavello Total War Mod (2.0) for M2TW



    Honorabilis Gaius Baltar est mihi patronum.

  3. #3

    Default Re: How to activate scripts

    Dear Mylae,

    Thank you for your time kindly answering my silly questions regarding the scripts. I have just one question to follow on: you explained that basic IBFD installation is with full scripts. While in fact, when playing IBFD, I have only 2 turns per year, not 4, and I have not changed anything yet. I am unable to check whether the other scripts are activated or not, but this one is clearly not. Does it mean that I have a wrong install? Or is it I misunderstood what you said?

    And one last question: to activate each script, I have to launch the relevant executable file. But how do I disable the same script?

    Again, thank you very much for your kind answers and for this great mod. I am currently playing as ERE, and will report the few questions I have/comments on "strange" (IMHO) things that happen in the game (like the 3 Clibanirii units with same stats I already mentioned). I am currently putting on paper a list of comments that I will post, in a very positive comments spirit.

  4. #4

    Default Re: How to activate scripts

    Sorry, I was writing down my message while "Beetlecat" posted his own. Maybe then all scripts are "Off" rather than "On", hence the 2tpy rather than 4tpy? Then I just maintain my question regarding how to activate and even more how to disactivate the scripts, once activated. Yours again,

    Jean

  5. #5

    Default Re: How to activate scripts

    Actually.. I believe the script default is "Off" as of the latest IBFD versions.

    Thank you for the descriptions! I don't think I've actually found out what they all do until now.

  6. #6

    Default Re: How to activate scripts

    FFJean:

    I'm sure Mylae can provide better answers to the technical issues within the mod, but to disable the scripts again is to re-run the exe in the options folder. You can add and remove them whenever you want, though there could be odd things that happen if you do it during a single campaign.


    @@
    Speaking of scripts -- the 4tpy specifically. Aside from slowing down the year counter, are there any other adjustments to the game such as build times, aging of generals, etc?

    I seem to recall discussions about the age of generals being tied to turn number, rather than the displayed date.

  7. #7

    Default Re: How to activate scripts

    Dear Beetlecat, thank you, that's what I guessed (re-running the same exe to put in place / disable).

    Yours,

    FFJean

  8. #8
    Ramon Gonzales y Garcia's Avatar Nobleza y Valor
    Join Date
    Jan 2006
    Location
    New York (Long Island)
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    1,743

    Default Re: How to activate scripts

    Quote Originally Posted by Beetlecat View Post
    Speaking of scripts -- the 4tpy specifically. Aside from slowing down the year counter, are there any other adjustments to the game such as build times, aging of generals, etc?
    no adjustments are made for build times. aging happens when a winter season changes to summer so that happens only once every four turns

    re default scripts:
    in the script folder the default is full scripts but it is not enabled so strictly speaking default is NO SCRIPTS, as if u look at the error reports most CTDs can be traced to scripts.
    In the internal Betas w/c Mylae and the other developers are running I usually enable full scripts but disable them for release, w/c causes the confusion

    Dear Beetlecat, thank you, that's what I guessed (re-running the same exe to put in place / disable).
    incorrect, re-running the scripts will simply re-install the chosen option, u have to choose a different option to 'override' the currently installed option
    Ramon Gonzales y Garcia

    INVASIO BARBARORVM II



    Proud patron of Riothamus, Pompeius Magnus and SeniorBatavianHorse
    If we had gone so far, it is because we stand on the shoulders of giants

  9. #9

    Default Re: How to activate scripts

    Dear Ramon,

    First, thank you very much for this great mod. Second, thank you also for the clarification. So the basic situation (before any script exe is launched) is No script. Then (looking in the SCRIPTS folder) I can activate either 4TPY, FULL SCRIPTS or SACK OF ROME, and once activated, to come back to the original situation (No script), I would have to run the NO SCRIPT exe. Is that correct?

    Thank you very much, and again, thank you very much for the time and dedication, the mod is absolutely great!

    FFJean

  10. #10

    Default Re: How to activate scripts

    Thanks Ramon!

    --Yes... I had that wrong - I remembered running an exe to disable scripts, but forgot it was a separate one.

    Thanks for the clarification on aging, it must have been a previous mod that was unable to figure out how to manage it in their 4tpy mode.

    -chow!

  11. #11

    Default Re: How to activate scripts

    what about the

    "Microsoft Visual C++ Runtime Library

    Runtime error!
    Program: C:\Program Files\Activision\Rome - Total War\RomeTW-BI.exe

    R6025
    - pure virtual function call"

    i have the same problem, install reinstall... same thing
    Hegemonia's historian, coder, skinner, 2D work... and all the rest too !!

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