Repeatable CTD with a certain kind of unit in battles? AI only ever recruit one kind of unit? You're pretty sure that the Mughals weren't riding flying elephants?
If you think you have a bug, post it here.
More an annoyance than a bug and it might not be TROM specific, but here it is:
In my campaign as France (VH/H) in 1770. About 10 turns or so ago I began experiencing a bad unit and city selection delay. It is similar to the navy/port selection delay in the pre-1.2 vanilla. It only happens to armies/agents/cities in Europe, and the bigger the city I am near the worse the delay. Cities/agents/armies in America have no delay and army delays get better when they are not near a city. I have a great campaign going, with Britain landing several invasion forces on the continent and even sneaking in to take Alsace for a few turns, but I am about ready to throw in the towel because of these delays.
I did experience the delays on some ports pre-1.2 but never with agents, land units, or cities. However, this is my longest 1.2 (vanilla or modded) game to date, so it might be a new late game problem in vanilla. IIRC the latest patch did address the port/navy delay problem and in my current game there is no delay in selecting either. Also, if I load earlier games (the nearest in date was 1753) the delay goes away.
Thanks.
So, I suppose the questions are: 1. Has anyone else experienced this? 2. If so, was it in Vanilla, TROM, or both? 2. Has TROM made any pathfinding changes that might account for the problem?
I ahven't actually started a full flung game with your mod but... but...
The AI does invasions acorss the ocean now?I have a great campaign going, with Britain landing several invasion forces on the continent and even sneaking in to take Alsace for a few turns, but I am about ready to throw in the towel because of these delays.
Holy.... I actually have to defend old England now instead of leaving a unit of pikemen to police London while the rest have fun in India and the America's.
This is going to be very interesting.
I'm having navy or port selection delay 1702 - Bahamas port for example. I think I can live with it as long as there are no CTDs.
Link: http://www.twcenter.net/forums/showt...20#post5144120
Regarding the waiting time when clicking on fleets (or on cavalry on the campaign map)-- yes, that is this mod. It is because the added range I gave to ships. I think it's really needed to make navies more flexible, and balance out the significantly extended movement range that troops get on the campaign map (espeically cavalry with advanced roads). The game is veerrrrryyy slowly calculating out what the grahpic overlay for movement needs to look like. I believe this will get a lot better with the 1.3 patch, based on their description of the optimizations. There is a very large gameplay benefit, which is why I feel that it is worth the price. Now, if it starts causing CTDs (which is a concern I have), it would need to be removed, or reduced.
Last edited by F@32; May 08, 2009 at 09:05 PM.
Hmmm. Ok, well I took a screen shot but don't know how to paste it into my comments. Anyway, recruited the Dutch Infantry (as opposed to regular line) but they are EXTREMELY neon blue with completely black faces. I know you mentioned that there were graphical issues but is this right? certianly playable but kinda of weird. Looks like electric blue with black masks on! I tried a UP skin mod so i will see if that helps
BTW, i am also having the port selection delay.
Last edited by mikeCK; May 08, 2009 at 11:11 PM.
In God we trust...everyone else gets searched.
Hmmmm... if you have other texture mods installed, can you do a me a favor and complete remove them from the \data directory and test again? It sounds like you have conflicting textures?
I will look at this this evening (~12 hours) and see if I can duplicate it, however, I had tested Dutch line just before I shipped the 1.10 patch and they looked pretty good.
This delay is due to the really crappy path finding / transparent overlay routines utilized by ETW. How crappy? REAAAALLLLY crappy. When I increased the range of units on the campaign map (which I strongly believe is needed, for gameplay reasons, IMHO), it results in a slow down when calculation path finding.
You are seeing it get worse because of the better road systems: i.e. roads = faster movement, meaning even more pathfinding calculations.
It sounds like performance is a big focus of the 1.3 patch, so I have hopes that this will get a lot better.
In the meantime, this evening, I am going to play around a little with my naval speed changes and see if I can find a better mid-point between perf and increased distances.
All sounds seem to cut out when I fight a sea battle and can only be restored by restarting the client.
Also, does anyone have any freaking tips on how to win sea battles?
I change firing to manual and micromanage my ships but the enemy always seems to outfight me even when he'd outnumbered and our Admiraled.
Sinking is still retarded, someone said Darth has it turned all the way down, if it isn't for TROM, it should be.
I again fought a battle against the French fleet off Brest as the RN with my combined forces in Europe and ended up winning the battle at the cost of one 6th rate dead from fire, and the other and a 5th rate sunk.
And to top it all off, I "captured" every ship which they had: an Admiral's 5th rate and two 6th rates, but I'm denied the ability to add them in my navy like they did historically because....
well, because the game says so!
So I reload and find when I auto-resolve, I win everytime: sink two French ships and capture the third while my ships are near untouched, all with a nice little experiece rank for the (cough) "battle".
I'll try it more, but all I'm seeing if how poorly and tacked on sea warfare was, it was an afterthought and it doesn't seem to be improvable with the engine.
But please please please prove me wrong. I want to play this aspect of the game and enjoy it to its utmost.
Edit: and how the hell can the AI swtich from spaced fire and full broadsides while your only limited to the broadside?
They use this and pick your guns off at any distence with EXETREME accuracy. I'm fight a battle with a Spanish fleet and in three salvos they've knock 4 guns off my flagship while I've hit them in kind but almost all rounds miss and fall short or hit, but do zero effect to guns and crew.
BTW, I have yet to cause a fire on an enemy ship while they are so free do to so at their leasure that a ship of mine can catch on fire when only surrounded by two enemy ships that have surrended and not doing anything.
Is there some mechanic behind fire that makes it "start" but doesn't tell you, and then it can flare up at any moment even as your sailors sit back cheerfully on their ship surrounded by the defeated and playing no further role in the rest of the fight due to ruined masts?
You think these men would be able to keep a thing like fire from poping up with nothing like fighting and dieing to occupy their time any longer....
Edit edit: we finally made a close pass in which the Spanish A5th rate and a sloop managed to shave off a further 16 cannons, ten of which were lost off a single brig alone.
They have lost not a one.
Edit yet again: three more salvos from them and my fleets down ten more guns.
Until things gets sorted it's quicker, easier and more rewarding to allow the AI to auto-resolve sea battles.
Last edited by Beastro; May 09, 2009 at 04:30 AM.
I'll make another post for this.
Typo or is that it's actual morale value?
OK I'm a blody, tied fool this night that needs to shut his mouth up and play the game.And to top it all off, I "captured" every ship which they had: an Admiral's 5th rate and two 6th rates, but I'm denied the ability to add them in my navy like they did historically because....
well, because the game says so!
I just found how to work the bloody capture ship function out correctly.
I still stand by my gripes over the battles themselves though.
Actual value. I turned down the bonus, but not the occurace rate, for certain positve modifiers since they're much more beneficial to the player (the AI's general rarely last long enough to get real bonuses).
The +0 means just that -- no bonus (yet), but on the way to getting a bonus.
And I'm thankful for everything you've done in this mod.
I only pray they fix what shouldn't have been broken to begin with and allow you and every other modderto show them how a feature should properly play out.
Ok, that's good.The +0 means just that -- no bonus (yet), but on the way to getting a bonus.
Pardon my ignorance if it was mentioned somewhere obvious like the information & features thread.
Good to hear you will be looking at those navy movement fixes for later ships of the line. I guess the best thing to do is for the time being reduce the movement bonuses in your next version until CA fixes it in a patch. The navy CTD will happen for every one it seems.
http://www.twcenter.net/forums/showthread.php?t=236016A lot of people are experiencing this problem. Maybe a Dev/Mod could sticky this fix until it's patched.
Basically when you have a fleet consisting of only higher-end ships (ie Ship-of-the-Lines), they can move a much farther range on the campaign map than a lower-end fleet (ie fleets with Brigs and Sloops mixed in). For some reason many computers aren't able to calculate the extreme range of moving these higher-end fleets, so it causes a CTD. If you have said fleet in port it also has the same issues.
This problem is compounded if you have researched the Copper Bottoms upgrades. That increases the range your fleets can move by 5% for first level (Copper Bottoms), another 5% for second level (Improved Coppering), and an additional 10% for the final upgrade (Top Gallants). Since you usually have researched the Copper Bottoms line around the same time you're producing higher-end fleets, the problems add to one another and you end up with a fleet that can move HUGE distances at sea.
To SOLVE this (until it's patched by CA), always include ONE Sloop in your fleets. The Sloop has slower campaign-map movement and thus reduces the range your entire fleet can move. The Sloop also does NOT receive the last upgrade (Top Gallants), while the Brig and Ships-of-the-Line do.
Once you include a Sloop in your fleet, make sure you never sub-select one of the other ships without first sub-selecting the Sloop. eg If you need to repair your ships, sub-select the Sloop, THEN sub-select the rest of the fleet and choose "repair all." If you auto-calc your naval battles, your poor little Sloop will often get destroyed, so make sure NOT to select that fleet again until you have moved a replacement Sloop into it. Also keep in mind anytime you select a fleet (in port or at sea) that doesn't have a Sloop escorting it, you run the risk of the CTD. I keep a Sloop in all my Shipyards so that if I build a Ship-of-the-Line I can select that port without worrying about a CTD. I then have the Sloop escort my newly built Ship-of-the-Line to whatever fleet I want to merge it with.
While this is an annoyance, fortunately Sloops can be built at Shipyards, Trading Ports, AND Fisheries, so you should be able to replace them easily if they're destroyed.
Ok I've adjusted it to 25% increase total. An Admiral can give movement increase also so see if this fixes your campaign please.
http://files.filefront.com/Navy+CTD+.../fileinfo.html
EDIT:
You have to end a turn after the mod has been applied to take affect.
hi...havent tried the mod yet just installed it...looking forward to playing it now...i did load all the factions to see what units they had and i noticed that the poles do not have named line inf recruitable in their unique highest lvl barracks...they do in all other barracks but not the unique one
Merged Russian mounted militia unit with army stationed in Abo, Finland - resulted in CTD.
Courland launched several attacks across the bridge on my fort at Riga (I believe). Both times they have sent only mounted units and even though I didn't pick auto-resolve - I came out as decisive victor with forced auto-resolve.