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    Default Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    Hello. After many years modding RTW by myself and wasting more hours than I care to remember, I thought I'd put aside the modding and enjoy the fruits of someone else's labour for a change. As RS does pretty much what my own mod attempted to do - albeit on a much grander and professional scale, I decided reinstall RTW&BI afresh and play that. Hurrah etc!

    Unfortunately during my very first custom battle featuring my chums the Getae, I noticed numerous issues with their units. Namely: light cavalry have shield issues; axemen have ruddy great holes in their heads; and Tarabostes have a strange 'javelin looks like a spear at more than 5 yards' issue. After painstakingly going through the forums here looking for people with the same issues and finding no solutions, I re-downloaded the latest version of the mod and installed it again just in case the download was corrupt. Unsurprisingly the issues remained. Anyway, after a couple of hours fiddling around, here are some solutions I've come up with. I apologise if these issues have been fixed before because I can't find those fixes!



    Gallic Cavalry ---- Butterfly shield pattern:
    I've seen others have this problem but many people don't. It isn't caused by a faulty install, it's caused by leftover files from the original RTW install. The barbarian cavalry model has been changed so the shield pattern isn't mirrored. However, the new models are given the same name as the old CA models. Where the problem lies is the old CA models also have .RUM files with the same name. These files override the .CAS files that the new model uses, effectively meaning although the unit has a new model, the old model is still used thanks to those mysterious .RUM files. The solution is thus:

    Go to your data\models_unit folder and find where it says unit_barb_warband_cavalry_high.CAS . There will also be a unit_barb_warband_cavalry_high.RUM file. Either rename that file to something else or delete it. Do the same for the other unit_barb_warband_cavalry_ .RUM files.

    Now the shields will display correctly. I have no idea why some people are affected by this, and others not.


    Getae Tarabostae - Spear/Javelin Issue
    ------------------------------------------
    I only found one post about this issue leading me to think it's either been overlooked or is a freak occurrence. The unit's javelins turn into spears when viewed at a range of more than 5 yards. I couldn't see what the problem was in 3DMax, but I have very limited experience with the software anyway. I think the unit's mapping is a little messed up but it's beyond me. A short-term minor solution is to edit the export_descr_unit.txt file (back it up first) and find the entry: type dacian elite sword warrior
    and change the line that says: stat_pri_attr thrown ap
    to: stat_pri_attr prec,thrown ap

    This doesn't solve the issue, but makes it so the unit has it's sword drawn first, so at least when the unit is idle it looks proper.

    Axemen with holes in their head
    -------------------------------------
    There are 3 basic 1-handed barbarian axemen models in the game - one German with a tuft of hair sticking to the side; a Scythian one with helmet and chainmail; and a girly pigtail one that the German Night Raider uses.

    For RS, they've made the German, Scythian/Sarmatian and Getae axemen all use the same German model to presumably save space for adding more model types. This means the poor Getae and Sarmatian axemen have to go around fighting with a ruddy great hole in their head.

    The solution is fairly simple, but requires editing 3 files. Making changes to any of these files means you won't be able to play online against others so backup the original files, these are: export_descr_unit.txt, descr_model_battle.txt, and export_descr_buildings.txt. There is a possibly of affecting your existing campaigns too.

    Solution - Creating a new Axemen entry that has a different model to the German one, meaning each axemen has a model that works for his texture.

    Part 1 - open the data\export_descr_unit.txt file. Find the entry:

    Code:
    type             warband axe german
    dictionary       warband_axe_german      ; Axemen
    category         infantry
    class            heavy
    voice_type       Light_1
    soldier          warband_axe, 60, 0, 2
    officer          barb_standard
    attributes       sea_faring, hide_improved_forest, warcry, hardy, power_charge
    formation        1, 1, 2.4, 2.4, 6, horde, square
    stat_health      1, 0
    stat_pri         40, 15, no, 0, 0, melee, blade, piercing, axe, 0 ,0.5
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr    no
    stat_pri_armour  1, 43, 4, flesh
    stat_sec_armour  0, 1, flesh
    stat_heat        2
    stat_ground      3,-2,4,2
    stat_mental      27, impetuous, trained
    stat_charge_dist 40
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        0, 550, 195, 50, 70, 250
    ownership        germans, dacia
    Change the ownership line to just germans -- eg:ownership germans

    Now copy the entire entry and paste it at the bottom of the text file (if you paste it after the existing entry, it will mess up the mercenary recruitment of any existing campaigns).

    Edit the copied entry and change it to this:
    Code:
    type             warband axe dacia
    dictionary       warband_axe_german      ; Axemen
    category         infantry
    class            heavy
    voice_type       Light_1
    soldier          warband_axe2, 60, 0, 2
    officer          barb_standard
    attributes       sea_faring, hide_improved_forest, warcry, hardy, power_charge
    formation        1, 1, 2.4, 2.4, 6, horde, square
    stat_health      1, 0
    stat_pri         40, 15, no, 0, 0, melee, blade, piercing, axe, 0 ,0.5
    stat_pri_attr    no
    stat_sec         0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr    no
    stat_pri_armour  1, 43, 4, flesh
    stat_sec_armour  0, 1, flesh
    stat_heat        2
    stat_ground      3,-2,4,2
    stat_mental      27, impetuous, trained
    stat_charge_dist 40
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        0, 550, 195, 50, 70, 250
    ownership        dacia
    The lines in bold are the parts that need changing. You've now got a new soldier that is identical to the original, however, it uses a new soldier entry in the descr_model_battle.txt file and is only recruitable for Dacia/Getae.

    One final change for this file, find the type warband axe scythian entry, and where it says soldier warband_axe, 60, 0, 2
    Change it to: soldier warband_axe2, 60, 0, 2
    Save the file.

    Part 2: Open data\descr_model_battle.txt
    Copy the warband_axe entry...
    Code:
    type				warband_axe
    skeleton			fs_s1_barbswordsman		; axe has same anims as club, and shares some with sword
    indiv_range			40
    texture			germans, data/models_unit/textures/wbb/unit_barb_warband_geaxe_.tga
    texture			dacia,   data/models_unit/textures/tone/dacia/unit_barb_warband_dacia_.tga
    texture			scythia, data/models_unit/textures/unit_barb_warband_scythia_.tga
    model_flexi_m			data/models_unit/unit_barb_warband_german_axe_high.cas, 8
    model_flexi_m			data/models_unit/unit_barb_warband_german_axe_med.cas, 15
    model_flexi			data/models_unit/unit_barb_warband_german_axe_low.cas, 30
    model_flexi			data/models_unit/unit_barb_warband_german_axe_lowest.cas, max
    model_sprite		germans, 60.0, data/sprites/rs/germans_warband_axe_sprite.spr
    model_sprite		dacia  , 60.0, data/sprites/rs/dacia_warband_axe_sprite.spr
    model_sprite		scythia, 60.0, data/sprites/rs/scythia_warband_axe_sprite.spr
    model_tri			400, 0.5f, 0.5f, 0.5f
    Paste it underneath, then change it to this:
    Code:
    type				warband_axe2
    skeleton			fs_s1_barbswordsman		; axe has same anims as club, and shares some with sword
    indiv_range			40
    texture			germans, data/models_unit/textures/wbb/unit_barb_warband_geaxe_.tga
    texture			dacia,   data/models_unit/textures/tone/dacia/unit_barb_warband_dacia_.tga
    texture			scythia, data/models_unit/textures/unit_barb_warband_scythia_.tga
    model_flexi_m			data/models_unit/unit_barb_warband_scythia_axe_high.cas, 8
    model_flexi_m			data/models_unit/unit_barb_warband_scythia_axe_med.cas, 15
    model_flexi			data/models_unit/unit_barb_warband_scythia_axe_low.cas, 30
    model_flexi			data/models_unit/unit_barb_warband_scythia_axe_lowest.cas, max
    model_sprite		germans, 60.0, data/sprites/rs/germans_warband_axe_sprite.spr
    model_sprite		dacia  , 60.0, data/sprites/rs/dacia_warband_axe_sprite.spr
    model_sprite		scythia, 60.0, data/sprites/rs/scythia_warband_axe_sprite.spr
    model_tri			400, 0.5f, 0.5f, 0.5f
    You've created the new warband_axe2 entry and changed the model to use the Scythian Axe model. This means the axeman no longer has a ridiculous hole in his head.

    If you're still with me chaps and non-chaps and not lost the will to live, save the file.

    Part 3 - Christmas! I mean open and edit data\export_descr_buildings.txt

    We're almost at the end and it's taken me twice as long to type all this as it took to make the changes, so I'll press on.

    All you must do is open export_descr_buildings.txt in notepad and search for this: recruit "warband axe german" 0 requires factions { dacia, }
    Change every line that starts like that to this: recruit "warband axe dacia" 0 requires factions { dacia, }

    Right save the file, cross your fingers and the fix should be made.

    Notes:
    The German and Getae axemen are now two separate troop types, although their stats and descriptions and unit cards remain as before. You'll be unable to bribe each other's axemen to the other side now.

    The new Dacian Axeman will no longer have sound files referenced to him. A very minor detail.

    If you are continuing an old campaign, I'm guessing it will still run, but you'll be unable to retrain any old Getae axemen as the game now only lets you recruit the 'new' version. Additionally, mercenary recruitment will be messed up if you didn't add the new axeman entry to the end of the export_descr_unit.txt file. If you're just starting a new campaign and don't want to continue old ones, you can just add the entry under the existing axeman entry.

    Changing the files mentioned will make you unable to play against others with the mod online, unless they too have the same changes.


    Epilogue:
    By Woden's itchy beard, that was a long post for a very trivial few fixes. If there are existing fixes or other solutions, pray let me know! Especially for that Getae swordsman as I want to play a Getae campaign but that missile issue bugs me somewhat!

    Anyway I look forward to playing the mod finally! However, I almost jumped out of my seat when I noticed the Sarmatian light spearmen use one of my own skins!! Good grief, who would have thought something crappy I made would be included.

    Cheerio.

    PS: I hope this is a) useful, b) correct, and c) posted in the right forum. If not please let me escape through the side exit unharmed and we'll say no more about it...
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  2. #2
    Brusilov's Avatar Local Moderator
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    Default Re: Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    Good post - I am almost willing to try out the changes!

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    Default Re: Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    Looks like you've got a good eye for detail and a good attitude to fixing things.

    1) Thanks for figuring those fixes....TBH, with all the work needed for RS2, I've tended to overlook those ones

    2) Do you have any other hidden talents you'd care to help the team with? You obviously know your way around the EDU and DMB.

    PM me if you're interested in helping out on a more formal basis.


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    Default Re: Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    Make sure you're using the latest release. I was checking the bugs, and although I can confirm the second and third, the butterfly shield is not present on any gallic cavalry unit (I tested all cavalry units belonging to gaul and none had the butterfly shield). I know in previous releases (pre 1.5 series) there were a few butterfly shields but they were all fixed.
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    Default Re: Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    Quote Originally Posted by SquidSK View Post
    Make sure you're using the latest release. I was checking the bugs, and although I can confirm the second and third, the butterfly shield is not present on any gallic cavalry unit (I tested all cavalry units belonging to gaul and none had the butterfly shield). I know in previous releases (pre 1.5 series) there were a few butterfly shields but they were all fixed.
    It happens on my 'clean install' of RS 1.5a on my desktop. That set up is based on the original RTW 3 CD-ROM, RTW BI 1 CD-ROM. The download is ages old.

    However, on my 'clean install' of RS 1.5a (downloaded over the weekend on the 12th) on my laptop which is based on RTW Gold Edition the butterfly shields don't appear..... I just started a custom battle between The Gallic Tribes and Germanic Tribes and neither had the problem.

    Strange....

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    Default Re: Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    I think I may have found the problem with the tarabostae models. I found that the high detail model was fine (which matches with your "it looks fine at 5 yards" description), but both the medium and low models had a spear for the primary weapon instead of a javelin. I deleted the spear primary weapon, imported the javelin primary weapon, exported the model and everything works. This will be included in 1.5b when it's released.

    EDIT: Updated post with correct details on the solution
    Last edited by Squid; July 14, 2008 at 03:33 PM.
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    Default Re: Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    The only thing I can think of is they updated the contents of one of the pak files for the gold and later releases of the game. My install is from the Eras DVD and as I noted, no butterfly shields.
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    Default Re: Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    Quote Originally Posted by SquidSK View Post
    The only thing I can think of is they updated the contents of one of the pak files for the gold and later releases of the game. My install is from the Eras DVD and as I noted, no butterfly shields.
    I would hate to think that could also be the cause of the problem trying to play MP with RS.....

    I can play MP with RTR TIC 1.1 from my desktop.

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    Default Re: Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    Quote Originally Posted by SquidSK View Post
    The only thing I can think of is they updated the contents of one of the pak files for the gold and later releases of the game. My install is from the Eras DVD and as I noted, no butterfly shields.
    I have a suspicion that those cavalry .cas files are in a pack file someplace. I am almost certain I saw them in one of them. It could well be that CA removed them in later versions because they WERE causing issues. But I have never seen a .rum file in RTW....that I know of, CA\RTW did not have any in their software. HOWEVER, Webbird included them with many of his units, and I may well have just copied them into the installer of earlier versions of RS1 just because I didn't know if they were necessary or not. If it is so, (as seems the case) that a .rum file takes precedence over a same-named .cas file, that could explain the issue.

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    Default Re: Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    I don't think so because no one can play MP at all. If it was a version thing then at least some people would be able to play, if only by fluke at both having the CD version or both having the DVD version.
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    Default Re: Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    Is it possible, for those using the newer releases of RTW (I'm still using the original RTW and BI versions), that the unnecessary .RUM files were removed? Because they are what is causing problems for the butterfly shield effect. I don't know what they're for exactly, but they take priority over .CAS model files. A simple renaming of the new models would have solved the issue regardless.

    By the way - I downloaded the 1.5a file provided in the link here in the forum. It goes to Filefront but the EDU in the file was last updated in 10-12-2007 I believe. Anyway must dash, have about 5 minutes to get ready and leave the house. Cheers.
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    Default Re: Fixing issues with Gallic Cav, Getae Axemen, and Tarabostae

    Quote Originally Posted by SquidSK View Post
    I don't think so because no one can play MP at all. If it was a version thing then at least some people would be able to play, if only by fluke at both having the CD version or both having the DVD version.
    I've posted a set of files on filefront but I don't think anyone has downloaded them yet (it is a big download). I think once we get the same set of files then we can definitely state if people can play MP with RS.

    I will try and burn a set onto a DVD-ROM and someone I work with is willing to load it up (they played RTW a while ago) and we will have a test.

    This has been slightly messed up by myself disabling my desktop with an install of a 9800GX2 card (the diagnostic is that I've stuffed the memory). The guy is also due to leave at the end of the month.

    The other thing with the butterfly shields - this doesn't happen with any of the other mods that I've played on my desktop (and I've played with most of them).

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