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  1. #1

    Icon5 About this mod...

    what does it include in it?
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  2. #2
    KittySN's Avatar Senator
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    Default Re: About this mod...

    A lot? This thread had a lot of the details that helped me:

    http://www.twcenter.net/forums/showt...69#post4328569

  3. #3

    Default Re: About this mod...

    since this thread's topic is so general, let me take the opportunity to ask a real quick question. i know that according to house rules you are supposed to play with garrison script. i never did that because i heard that garrison script sometimes screws up your savegame files, especially if you save and load every turn. there's nothing i hate more than playing a long campaign and being unable to continue because the savegame files are corrupted. i'm on v6.4 right now and am planning on upgrading to 7.0 this weekend. have garrison script issues been hammered out of 7.0? i usually play a very slow, methodical campaign anyway, but i thought i'd give garrison script a whirl this time around.

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    Civis
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    Default Re: About this mod...

    Well, playing 7.0 with the script for the last months, the only issue I noticed is when, for example, you are playing with the script on and then you try to load a savegame taken something like the turn before.

    Then, you are likely to engage for a time travel and find your whole Roman Empire catapulted in 260 AC. Which is actually quite fun the next turn, since you get all the messages for the event you skipped during these 300+ years of time travel (science breakthrough, diseases,...)

    More seriously, to avoid this minor bug is really easy. If you want to load a previous save, just close RTW and restart it. And anyway, I think it is against houserules to load a previous game because you just noticed you made a mistake .

    So, i would definitely recommend playing with the script. These spawning garrisons are actually pretty fun.
    Into my SQPR 8.0 campaign....

  5. #5
    Hesus de bodemloze's Avatar The Gaul
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    Default Re: About this mod...

    I need to point out that there is nothing wrong with the garrison script, not in 6.4 nor 7.

    When your game gets catapulted to 260 AC this will mean that you FORGOT to load the script. You need to activate the script every time you load your saved game.

    So the most important thing that you need to remember is reactivating the script every time you load/continue your game because the script gets deactivated when you quit your game.
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  6. #6
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    Default Re: About this mod...

    Quote Originally Posted by Hesus de bodemloze View Post
    When your game gets catapulted to 260 AC this will mean that you FORGOT to load the script. You need to activate the script every time you load your saved game.
    Really? Damn it! I DID try to activate the script every time I loaded my campaign, but looks like I still forgot it a couple of time... So usual from me.

    Anyway, the time travelling experience was still fun, and if it means there is normally no glitch with the script, then it's all the best
    Into my SQPR 8.0 campaign....

  7. #7

    Default Re: About this mod...

    Think of it as encouragement to save for CTDs only. If you're only reloading a save when you enter the game for the first time or because of a crash or error, then you're only running the script once per load.

    I just got Flavius killed because I got too excited to chase down a Carthaginian army, and it was sorely tempting to go back and reload...but then it was like, eh, script reload. So I didn't. The less I have to reload the script, the safer my game is.

  8. #8
    Raglan's Avatar ~~~
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    Default Re: About this mod...

    i think that the no reloads rule is one of the most important, it fits the spirit of the game

  9. #9
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    Default Re: About this mod...

    Quote Originally Posted by LordRaglan View Post
    i think that the no reloads rule is one of the most important, it fits the spirit of the game
    It does, and I never ever re-load because of a mistake.

    I was instead carrying out some testing about how the garrison script kicks in. What I found is that the script needs to play one full turn (meaning human + AI) to be active on the next AI turn. And this any time you load your campaign.
    It means for example despite you activate the script everytime, if you play only one turn every day, garrison shall never spawn. You have to play at least one full turn (AI and you) before it activates.

    And so, knowing the garrisons spawn during the AI turn, I figured out it was better to save and stop your campaign at the end of your turn, just before letting the AI play. That way, next time you load your campaign, you begin by AI playing, then your turn, then, bingo, AI turn again with the garrison activated. Otherwise, you might just need one more turn to activate it. (Human, AI, Human, Bingo AI).

    I was curious because I took Carthago without too much fight due to this. I was almost playing one turn/evening last week, so no garrison script for me (Might also explain my "Crazy Gaul expansion" now that I think about it...)

    I would have known this before, probably things would have gone differently, so I hope it might help some people.
    Into my SQPR 8.0 campaign....

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    KittySN's Avatar Senator
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    Default Re: About this mod...

    Quote Originally Posted by Gauliez View Post
    What I found is that the script needs to play one full turn (meaning human + AI) to be active on the next AI turn. And this any time you load your campaign.
    It means for example despite you activate the script everytime, if you play only one turn every day, garrison shall never spawn. You have to play at least one full turn (AI and you) before it activates.
    This is TRUE, TRUE, TRUE! It reflects all my tinkering, testing and guide design. In retrospect, it makes me want to start over, but I know many of my turns will end with a siege. Sadly, I can't get a garrison all the time and have a life too, so I usually just minimize RTW and keep it running in the background (thoughout standby mode too). Proof of concept is turn 1: attack Syracusa right off the bat and there will be no garrison.

  11. #11

    Default Re: About this mod...

    Quote Originally Posted by KittySN View Post
    This is TRUE, TRUE, TRUE! It reflects all my tinkering, testing and guide design. In retrospect, it makes me want to start over, but I know many of my turns will end with a siege. Sadly, I can't get a garrison all the time and have a life too, so I usually just minimize RTW and keep it running in the background (thoughout standby mode too). Proof of concept is turn 1: attack Syracusa right off the bat and there will be no garrison.
    ugh if garrison doesn't even spawn most of the time (because I usually only have enough time to play one turn per sitting), am i not just better off playing without garrison script activated? i'm pretty anal about historical accuracy, and if I'm playing 4 TPY with no garrisons spawning because i only play one turn at a time, i'll have the entire map conquered by 100 BC! suggestions?

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  12. #12

    Default Re: About this mod...

    Quote Originally Posted by el_dude View Post
    ugh if garrison doesn't even spawn most of the time (because I usually only have enough time to play one turn per sitting), am i not just better off playing without garrison script activated? i'm pretty anal about historical accuracy, and if I'm playing 4 TPY with no garrisons spawning because i only play one turn at a time, i'll have the entire map conquered by 100 BC! suggestions?
    I play only 1 or 2 turns several times, never any problems. Sometimes I need to siege the city for an extra turn or two. Also, make sure you activate the script only once, when you load the game, before making anything else. Long time ago, I activated the script several times during a turn cause I wanted to be sure lol - that I believe, made the garrisons not being spawned.

  13. #13
    Hesus de bodemloze's Avatar The Gaul
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    Default Re: About this mod...

    22. Never Reload a saved Game because you Made a MISTAKE or LOST a Battle. In Real life there are no saved games. Saved games should be used when you quit playing or If there is a CTD.
    This one you mean.
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    Default Re: About this mod...

    thats really interesting, i rarely play just one turn but it's a good bit of testing

  15. #15

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    When I'm done playing I always do all my moves for the turn, and then save and quit before pressing the "end turn" button. This is mainly though because I don't want to leave my turn incomplete, and maybe forget to do something before I reload it the next time. It's always easiest to pickup on whats going on by pressing the end turn button after loading it, and see whats happening aswell as getting all the announcements at the start of the turn. If you save a game after ending the turn, it will mean you lose any unread announcements.
    Maybe this behaviour of mine has saved me from any problems with the script, but I have never had one, and I have more than 500 turns played in v6.4 and v7.0 combined with script every turn....

  16. #16
    Civis
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    Default Re: About this mod...

    Well, in my campaign last week, I began to siege Tingis (Carthaginian city in north-west Africa). I played less than one turn every evening of the week, and for 4 turns, no garrison. Then, this week-end, I just played 3 turns in a row, and immediatly, bang, garrison.

    That is how I began suspecting something like this, and then I just carried out some basic tests to verify it.
    Last edited by Gauliez; March 31, 2009 at 04:13 PM.
    Into my SQPR 8.0 campaign....

  17. #17
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    Default Re: About this mod...

    Quote Originally Posted by Ejergard View Post
    When I'm done playing I always do all my moves for the turn, and then save and quit before pressing the "end turn" button. This is mainly though because I don't want to leave my turn incomplete, and maybe forget to do something before I reload it the next time. It's always easiest to pickup on whats going on by pressing the end turn button after loading it, and see whats happening aswell as getting all the announcements at the start of the turn. If you save a game after ending the turn, it will mean you lose any unread announcements.
    Maybe this behaviour of mine has saved me from any problems with the script, but I have never had one, and I have more than 500 turns played in v6.4 and v7.0 combined with script every turn....
    this is exactly hoe i play as well, mainly because as Ejergard say's it's easier to pick up and not forget to do something

  18. #18

    Default Re: About this mod...

    Quote Originally Posted by Ejergard View Post
    When I'm done playing I always do all my moves for the turn, and then save and quit before pressing the "end turn" button. This is mainly though because I don't want to leave my turn incomplete, and maybe forget to do something before I reload it the next time. It's always easiest to pickup on whats going on by pressing the end turn button after loading it, and see whats happening aswell as getting all the announcements at the start of the turn. If you save a game after ending the turn, it will mean you lose any unread announcements.
    Maybe this behaviour of mine has saved me from any problems with the script, but I have never had one, and I have more than 500 turns played in v6.4 and v7.0 combined with script every turn....
    I do exactly the same - never any issues with the scipt

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  19. #19

    Default Re: About this mod...

    ahh good advice. i will have to get in the habit of saving before i click "end turn." SPQR 7.0 this weekend. **** will be going down.

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    KittySN's Avatar Senator
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    Default Re: About this mod...

    I still hold to my turns/garrisons experience, and I definitely load the script correctly!

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