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  1. #1

    Default Revolt CTD. Need a workaround

    Hey guys, I've got the revolt CTD, more or less exactly like this thread starters problem:

    http://www.twcenter.net/forums/showt...ighlight=crash

    What I've been doing is destroying all buildings in a city, leaving it, and letting rebels/Carthaginians take it. This way it hurts them so I can return to Europe to go for more rewarding cities (as the cities I am currently destroying are in the economy destroying Africa). I don't have any troops to spare to garrison the city anyway, and I really would rather not start a new campaign. Is there any workaround for this? The city revolting is Lambaeise(sp?). It has no barracks which is why I think it's causing the CTD.

    Thanks in advance guys.

  2. #2
    Brusilov's Avatar Local Moderator
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    Default Re: Revolt CTD. Need a workaround

    Quote Originally Posted by Bona221 View Post
    Hey guys, I've got the revolt CTD, more or less exactly like this thread starters problem:

    http://www.twcenter.net/forums/showt...ighlight=crash

    What I've been doing is destroying all buildings in a city, leaving it, and letting rebels/Carthaginians take it. This way it hurts them so I can return to Europe to go for more rewarding cities (as the cities I am currently destroying are in the economy destroying Africa). I don't have any troops to spare to garrison the city anyway, and I really would rather not start a new campaign. Is there any workaround for this? The city revolting is Lambaeise(sp?). It has no barracks which is why I think it's causing the CTD.

    Thanks in advance guys.
    Well, the morale of the story is destroy all buildings except the barracks building. This is a known problem.

    Some mods have included a non-destructible building that allows a unit to be created in such circumstances.

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  3. #3

    Default Re: Revolt CTD. Need a workaround

    Quote Originally Posted by Brusilov View Post
    Well, the morale of the story is destroy all buildings except the barracks building. This is a known problem.

    Some mods have included a non-destructible building that allows a unit to be created in such circumstances.
    I know it's a known problem, but what I need is some kind of workaround. I don't understand why these cities revolt and instead of having peasants they have a full fledged army, which I think is part of the problem.

    I have no savegame to go back to to not destroy that barracks, and even if I could, it feels so odd to me to not destroy it so I don't get a CTD. Is there no fix or workaround? Or perhaps a file I can modify to do this myself?

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    Default Re: Revolt CTD. Need a workaround

    No, it was fixed in 1.5b, but required a new campaign for the fix to be implemented, if you choose not to start a new 1.5b campaign you're on own.

    The only work around is to add the new infobuilding to the city you're trying to have revolt via script since you can't do it through romeshell.
    Last edited by Squid; September 07, 2008 at 02:36 PM.
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  5. #5

    Default Re: Revolt CTD. Need a workaround

    Quote Originally Posted by SquidSK View Post
    No, it was fixed in 1.5b, but required a new campaign for the fix to be implemented, if you choose not to start a new 1.5b campaign you're on own.

    The only work around is to add the new infobuilding to the city you're trying to have revolt via script since you can't do it through romeshell.
    Alright, well I guess I will just start a new campaign. My real problem was that if I did start a new campaign the bug would still be present, but if it's fixed in the patch I'll just start a new campaign. Thanks mate.

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    Brusilov's Avatar Local Moderator
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    Default Re: Revolt CTD. Need a workaround

    Quote Originally Posted by Bona221 View Post
    I know it's a known problem, but what I need is some kind of workaround. I don't understand why these cities revolt and instead of having peasants they have a full fledged army, which I think is part of the problem.
    So you knew there was a problem and still went ahead?

    If the settlement revolts and gets a full-fledged army it is nothing to do with your CTD. If there was no barrack building there would be no full-fledged army - just a CTD.

    Both are 'features' of the original RTW engine. There are work arounds that some mods have implemented. RS has also implemented such a fix.


    Quote Originally Posted by SquidSK View Post
    No, it was fixed in 1.5b, but required a new campaign for the fix to be implemented, if you choose not to start a new 1.5b campaign you're on own.

    The only work around is to add the new infobuilding to the city you're trying to have revolt via script since you can't do it through romeshell.
    Thanks for the update - I wasn't sure if this was the case or not.

    I have seen the first building in the settlement but didn't read all the text - it started with a 'how to play the game' which I tend to ignore.

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  7. #7

    Default Re: Revolt CTD. Need a workaround

    Quote Originally Posted by Brusilov View Post
    So you knew there was a problem and still went ahead?

    If the settlement revolts and gets a full-fledged army it is nothing to do with your CTD. If there was no barrack building there would be no full-fledged army - just a CTD.

    Both are 'features' of the original RTW engine. There are work arounds that some mods have implemented. RS has also implemented such a fix.




    Thanks for the update - I wasn't sure if this was the case or not.

    I have seen the first building in the settlement but didn't read all the text - it started with a 'how to play the game' which I tend to ignore.
    No, I found out it was a known problem when I read the thread in the first post. Problems fixed now, downloaded the patch, started a Macedonian Campaign, so I'll just let that campaign go.

    I hope RS2 revolts won't have these full fledged armies, they just seem so unrealistic to me. Though that may just be my personal opinion. Thanks Squid

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    Default Re: Revolt CTD. Need a workaround

    As stated by Bursilov, it has nothing to do with RS, the RTW engine will create a garrison in the settlement whose size and compoisition is based on the settlement size and units able to be recruited there, there is nothing RS or any other mod can do to alter this.
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  9. #9

    Default Re: Revolt CTD. Need a workaround

    Quote Originally Posted by SquidSK View Post
    As stated by Bursilov, it has nothing to do with RS, the RTW engine will create a garrison in the settlement whose size and compoisition is based on the settlement size and units able to be recruited there, there is nothing RS or any other mod can do to alter this.
    Really? If you guys can edit so much of the game, I would think you'd be able to change the composition of troops that are spawned on revolt.

  10. #10
    Brusilov's Avatar Local Moderator
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    Default Re: Revolt CTD. Need a workaround

    Quote Originally Posted by Bona221 View Post
    Really? If you guys can edit so much of the game, I would think you'd be able to change the composition of troops that are spawned on revolt.
    Not if it's hard coded.....

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