I, for one, have had my fill of CTD's on this mod. As I'm sure everyone else is, yet, I am still in love with this mod.
I keep looking over the descr_strat, and campaign_script txt's of TLR and other mods I've tried, and I think I have the problem pinned down. Due in large part to Condo's revisions,
(I never would have touched such files had Condo not done so, I was only willing to tweak his tweaks),
to the many CTD and bugs posts I've seen,
(and would like to see more, well... for a more comprehensive analysis of the problem anyway),
I think we have our two main issues isolated.
While I'm not a professional modder, what I do-do is tweak, tweak games, tweak mods, tweak tweaks, to coax behaviour that I like.
Our two problems are simply the traits and ancillaries script (which condo solved, though I really need to play a good 100 turns to feel the affects of the removal) and the rebels! Those darn slaves. While as far as I can see, Condo's edits do solve the CTD's associated with the slave_faction, they create a few undesirables of their own. In Condo's revisions, he solves the rebel problem by throwing money at it. (Not speaking negatively.)
Raising their bank and purse so that they never run out of money, and have us run into the CTD. This works, but it 'turns on' the rebels. They start building things, and I don't think they have a tell when to stop. They really start acting like a player, just like another one of the factions. Showing strategic behaviour but not really following through. Ex. Taking all but one or a few units out of garrison and keeping them just outside to get a field battle out of any attacker. (if that's a good idea? depends)
I, for one, prefer my rebels to sit in their cities and wait for me to come and siege them. As that seems to be the only thing they can do well enough.
Normally, having them build structures for you in a city you plan to take later would be considered a good thing, but, they tend to prefer to build units. Lots and lots and lots of units. Resulting in multiple full stacks that just sit outside the settlement. (Ex. Malta).
The balance, it seems, is to keep the rebel faction from going bankrupt, but never let them have enough money to do anything. I've looked at Torn's (also known as default) descr_strat, and he allocates sufficiently less money to the rebels than does Condo in bank and king's purse. I lean more towards Torn's version, keeping their bank and purse low. The best way to keep them from going bankrupt, and that offers the most options for fine tuning, is the Slave Treasury manager in the campaign script.
Condo has made his own edits to this, too, which I've yet to test with a poorer rebel faction. I have my own questions and issues with this script, of which I'd like to ask Condo about (Hope he gives feedback), and Torn. Though he's not here,and if he was I don't think we'd have to worry about this. He'd whisk us all away to happy bug free TLR 2.1.0.
I think, with enough testing, I can find better values for the treasury manager, keeping the rebels alive, passive, and no CTD until they are completely eliminated by the player and AI factions.
Then perhaps, we can reach turn 800 and find the white rhino of CTD bugs that no one has ever seen!(Also, if anyone has reached turn 800... PLEASE send pics and/or tell us about it.)
To rap up, I would LOVE feedback from other modders and tweakers here for TLR. As well, I BEG that you all, when ever you encounter a CTD, check your TLR log to see what went wrong. (If it's there.) If there's any other CTD's besides these two causes I must have a hammer at fixing.




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