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Thread: V1.3- Unofficial "fix" for Orc factions dying too early -HERE-

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  1. #1
    NSFW's Avatar Semisalis
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    Default V1.3- Unofficial "fix" for Orc factions dying too early -HERE-

    Version for TATW 1.3

    Due to popular demand (well, one person PM'd me) I've created a 1.3 version of this "fix".

    The download can be found HERE

    Important Note:
    This bundle makes all of the orc factions' starting generals eligible to be leader or heir (effectively they're family members even though the factions don't have visible family trees) and thus should stop most cases of early faction death by the orc factions.

    However
    , there is a seperate issue which some people are experiencing, where Mordor is dying off when the WitchKing is killed, even though the heir, or other "family members", are still alive.
    Unfortunately this bundle doesn't appear to stop that source of faction death, but if you're one of the few unlucky folks who are experiencing that problem please see this thread by KK and take the time to give feedback, so that he can work out what's causing it. Cheers

    /EDIT


    This bundle of files makes the Orc Factions (Mordor, Isengard, & OMM) less likely to die early in the campaign, due to running out of generals who are eligible to become leader/heir.

    Basically, it changes the game so that, in almost all cases, as long as these factions have a general & at least one region they'll survive, but without being completely unkillable, as they were in vanilla V1.2.

    Unfortunately this isn't save game compatible, it will require new campaigns to take effect.

    There is one small problem which I've not been able to work out; The Orc factions' designated heirs always seem to be the last eligible general to become faction leader, but the files have been pretty well tested and other than this issue seem to work correctly. It's a superficially annoying bug, but overall less annoying than the behaviour it's fixing IMHO.

    The bundle also includes vanilla V1.2 versions of the files it alters, so it's relatively easy to reverse these changes if you try them & don't like them.

    The file bundle's hosted here:
    http://www.twcenter.net/forums/downl...o=file&id=2607

    The readme included with the bundle is spoiler tagged below for convenience:

    Spoiler Alert, click show to read: 

    UNOFFICIAL MOD FOR TATW V1.2 -MAKING ORC FACTIONS WITH TEUTONIC STYLE FAMILY TREE LESS FRAGILE

    1- What this fixes
    2- Known issues
    3- Installing
    4- Uninstalling
    5- The geeky bit
    6- credits


    1- What this fixes
    Spoiler Alert, click show to read: 

    Since the first hotfix for TATW V1.2, which came about because the Orc Factions (Mordor, Isengard & Orcs of the Misty Mountains) weren't killable, it has been quite widely reported that the Orc factions are dying very easily, especially when AI controlled. The files offered here provide a work around for this problem. When applied they make the Orc factions work the same way that the teutonic order does in the kingdoms Ex-Pack. i.e. so long as they have generals and regions they will survive as a faction.

    Hopefully these files offer a middle ground between vanilla 1.2, which made the Orc Factions literally unkillable, & the hot fix provided to solve that problem:
    http://www.twcenter.net/forums/showthread.php?t=284357
    Which lead to many people reporting that they saw the Orc Factions dying very quickly in their campaigns.

    +++NOTE+++
    This download includes the hotfixed file descr_sm_factions.txt, provided by King Kong for TATW V1.2, which was originally hosted here:
    http://www.twcenter.net/forums/showthread.php?t=284357

    This means that the bundle can be applied to vanilla TATW V1.2, without needing to apply King Kong's patched file first. Just to make life easy. :-)



    2- Known issues
    Spoiler Alert, click show to read: 

    #1) -

    #At the time of writing this is ***NOT*** an official "fix".

    Although I've spent a few hours testing these files and haven't found any problems other than those outlined below, I can't promise that these files are 100% bug free, maybe 95%, but not 100%- I'm only human afterall *shrug*

    HOWEVER-
    -Given the files which I've altered, It's *very* unlikely that they'll have knock-on effects other than those noted below,
    &,
    -I have provided a copy of TATW V1.2's vanilla files in this bundle, so it's safe to try my fix, and, if for some reason you decide you don't like it, it's as easy to get rid of as it was to install.

    PLEASE NOTE: The "uninstall" files provided here take TATW back to vanilla V1.2!!!!
    i.e. if you want the Orc Factions to operate as if they have a vulnerable teutonic tree, then you'll have to apply King Kong's descr_sm_factions.txt patch (referenced above in section 1) after following my uninstall instructions.


    #2) -

    #NOT SAVE GAME COMPATIBLE

    The above says it all I'm afraid. Because this mod alters files which are only read at the start of a campaign it can't be applied to existing games.


    #3) -

    #Any general designated as "faction heir" is unable to become faction leader, unless they're the last eligible general the faction has.

    I have *NO* idea why this is happening, really, I've spent more time trying to work on fixing this one issue than the rest of these modifications put together! The Factions' other generals can still become leader, but for some reason the heir always seems to get "passed over" if there's another legitimate family member to choose as the new leader.

    i.e. All the Orc Factions' starting generals are eligible to become their faction leader, and the faction can't die, so long as it has a region, *&* one of it's starting generals, or one of their adoptees, is alive. However, for some reason, the faction heir is always last in line to be made leader.

    Ultimately I feel a little ashamed to release a mod with such an ugly hole in it, but IMHO this is a much smaller problem than these files fix. Still, if anyone does have a solution for this I'd *love* to know what it is I've missed; You wouldn't believe the hours I've wasted on this, so I'm betting a fresh pair of eyes will spot it in about 5 minutes. *grin*


    #4) -

    #Bribed generals can't become faction leader/heir

    This seems to be a legacy of the Teutonic campaign, where exactly the same condition applied. Basically, with this mod, the only generals eligible to take on an Orc Factions' "leader" or "heir" positions are ones that the factions starts the game with, or ones that those starting generals adopt. A bribed general could potentially become a leadership candidate but only if he'd been adopted by another family member first, e.g. through the "man of the hour" event.


    #5) -

    #Mordor Faction leader always has Witch King model on the strat map

    I noticed this while play testing, however I believe it to be an artifact of TATW, since I've seen it reported on the forums by others who have played a Mordor campaign and lost the Witch King. In other words, I'm about 99.99% certain this isn't due to any changes I've made.



    3- Installing
    Spoiler Alert, click show to read: 

    - Copy the folder named "data", from the "Modded Files" folder of this zip, to C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age folder. The required path will be different if you didn't install M2TW to the default location.
    - Click "Yes to all?" when you get an overwrite warning.
    - You're good to go, but don't forget you need to start a new campaign for the files to work properly!



    4- Uninstalling
    Spoiler Alert, click show to read: 
    - Copy the folder named "data", from the "TATW1.2 Vanilla Files" folder of this zip, to C:\Program Files\SEGA\Medieval II Total War\mods\Third_Age folder.
    - Click "Yes to all?" when you get an overwrite warning.
    - You're good to go! If you rollback to vanilla 1.2 any new campaigns will work as if you'd never installed these files. Campaigns started using these files might still be playable, but it's possible you'll see some odd things happen.

    - IMPORTANT-

    This "Uninstall" takes TATW back to it's vanilla V1.2 state, i.e. it doesn't include King Kong's fix for descr_sm_factions. You will have to reinstall this seperately.

    It can be found here:
    http://www.twcenter.net/forums/showthread.php?t=284357

    or in the "Modded Files\data" folder of this zip




    5- The geeky bit
    Spoiler Alert, click show to read: 
    This section is for anybody who's interested in the problem I've seen, or what I've done to make these files from the vanilla TATW V1.2 files.

    -----------------------------------------------------------------------------------
    Making the Orc Factions (Mordor, Isengard, OMM) operate with a teutonic family tree
    -----------------------------------------------------------------------------------

    ----------
    THE THEORY
    ----------

    I believe the intention, in TATW V1.2, is that the Orc Factions should survive as long as they have a general, & a province; Even if there's no designated heir a general will be promoted if the current leader dies, and the faction will continue.

    However, Vanilla 1.2's descr_sm_factions.txt file had the Orc factions' (labelled as england, france & hre in-game) family tree entries defined as "no", which is the setting used by the Papal states in vanilla M2TW. Like the Papal states the Orc factions became invincible in campaigns started with these settings;
    Even if their last province was taken, and their family wiped out, a new faction leader would still spawn for these factions on their next turn.

    The fixed descr_sm_factions.txt released by King Kong in the bug fix thread at TW center.net changed the Orc factions family tree entries from "no" (ie Papal) to "teutonic". Presumably with the intention that they should instead act as the teutonic order does in Kingdoms.
    However it's been quite widely reported, on the forums, that Orc factions seem to be dying rather quickly since this update &, in particular, if they lose their leader &/or heir.

    I tested the Orc factions myself to confirm these quick deaths, and found that if any of these faction loses both the leader & heir designated at the start of the game, before either of these characters adopt a general, then the faction does indeed die. If, on the other hand, their are living adoptees, or anyone who's been adopted by an adoptee, then they will become faction leader, if one is required.

    By this stage it was looking to me as if the Orc Factions had a family tree, albeit a very small one at the start of the game, so on a hunch I started looking at the files from the Teutonic campaign to see what CA did to get the Teutonic order's family tree working.
    I found that as well as having the "teutonic" family tree entry in descr_sm_factions, they also had a family tree defined in descr_strat.txt, which (surprisingly) included a wife for the starting faction leader, & defined all the TO's other starting generals as his sons.

    I did I bit of modding and testing, and through the course of it determined that, although the manual tells us that the TO has no family tree, it does in fact have one, albeit that it's a limited one which the player's not shown.
    They don't appear to get offered wifes (or, as a result, have children) but the generals eligible to become leader or heir are limited to generals who are include in the descr_strat's family tree, or their in-game adoptees.
    Bribed generals are treated just the same as factions with family trees would treat them, i.e. despite being general characters they're not part of the family tree by default, & as such can't become leader or heir.
    I tested this by removing the TO family tree from the teutonic campaign's descr_strat.txt & found that they behaved exactly as the Orc factions in TATW are post V1.2 hotfix i.e. the faction died if both the starting leader & heir die before either of them adopt.

    I think the reason why people are seeing Orc Factions die so easily at the moment, is that the AI may be getting a little confused. Two of the three Orc factions have a lot of generals, but only two "family members" each. I believe that either the AI is thinking of these non-family member generals as potential successors even though they aren't, & therefore not adopting new, *real* family members, *OR* that it's an issue to do with these factions' upkeep costs; general units are expensive so it might be refusing new ones because a) it's expensive, &, b) it's already got a lot of other expensive generals bloating it's upkeep costs.
    These are my best guesses, but they're not much more than hunches. *shrug*

    --------
    SOLUTION
    --------

    The solution I've implemented is to give the Orc factions family trees and include all of the factions' starting generals in these trees.

    By including them all in these starting trees it pretty much ensures that these factions really will survive as long as they have a general; Since, by definition, any of their generals are either going to be on that starting family tree, or adoptees of someone on it. The only exceptions would be bribed generals, & it's rare enough that they occur, let alone the chance that they end up being the sole surving general of a faction. Even in rare circumstances where this does happen, it would kill a faction with a normal family tree the same as it would one with a TO tree.

    It's not an elegant fix, but it's the same method which CA used to make the TO work, so I don't feel too bad about it. The only thing which *REALLY* bothers me is the strange behaviour where, once a general has been designated as an Orc faction's heir he never seems to get promoted to leader, unless he's the only eligible general left.
    It's probably something simple I'm missing but I've spent more time on this one point than the rest of the investigation, modding and testing combined! I believe I've tried most of the working alternatives which could be applied to descr_strat, & that I'm not doing anything significantly different to the way the Teutonic campaign's descr_strat is written, but I still haven't had any luck, and I'm starting to wonder if the solution is hidden in another file, or hardcoded.

    If anyone knows what the answer to this is I'd love to know! My inner Geek is loosing all sorts of sleep over it! *grin*



    6- credits
    Spoiler Alert, click show to read: 
    JRR Tolkien, shouldn't need to explain why
    Peter Jackson, Great films, for a man who, apparently, never read the books ;-)
    CREATIVE ASSEMBLY, For providing the engine
    The TATW Team, For making the best TW mod I've played!!! Awesome work guys, cheers!

    The files included in this bundle are not intended to infringe on any third party's copyright, are not intended for profit, & are offered "as is" for users of TATW 1.2. They are in no way offically endorsed by either CA, or the TATW team, &, while every effort has been made to ensure that they are stable, & don't kill kittens, any problems resulting from their use are the users' sole responsibility.

    M2TW is property of The CREATIVE ASsEMBLY Ltd & SEGA Europe Ltd:
    http://www.totalwar.com/

    The original ideas, work & concepts presented in TATW are the property of the TATW Team:
    http://www.twcenter.net/forums/forumdisplay.php?f=654


    NSFW 31/08/09
    Last edited by NSFW; November 16, 2009 at 12:04 PM. Reason: update

  2. #2

    Default Re: V1.2- Unofficial "fix" for Orc factions dying too early -HERE-

    I'll try it out as soon as I'm able to play again
    In every case - +rep for the trouble it costs!

  3. #3

    Icon1 Re: V1.2- Unofficial "fix" for Orc factions dying too early -HERE-

    I have not play the Teutonic Campaign for some time. But doesn't the Teutonic Order actively recruit generals from its settlements?

    Maybe a Teutonic style faction needs to be able to actively recruit generals from its settlements to function properly.

  4. #4
    NSFW's Avatar Semisalis
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    Default Re: V1.2- Unofficial "fix" for Orc factions dying too early -HERE-

    Quote Originally Posted by TNZ View Post
    I have not play the Teutonic Campaign for some time. But doesn't the Teutonic Order actively recruit generals from its settlements?

    Maybe a Teutonic style faction needs to be able to actively recruit generals from its settlements to function properly.
    you may be right but I've checked the EDU.txt & EDB.txt for the teutonic campaign, and, so far as I can tell the TO's general unit doesn't appear in EDB.txt -i.e. They don't appear to be able to build generals in settlements.

    AFAIK teutonic style family trees work pretty much the same as standard family trees, except that the player doesn't have a family tree tab, &, because their generals don't marry, the only way to acquire "children" is through adoption. These adopted children are eligible to become faction heir/leader in the same way that a normal factions adoptees are considered part of the line of succession.

    For more details, see section 5, "The Geeky bits", of the readme included in the OP, &/or this post I've made since:
    http://www.twcenter.net/forums/showt...41#post5883841

  5. #5
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    Default Re: V1.2- Unofficial "fix" for Orc factions dying too early -HERE-

    I think I might try this, but do the issues you mentioned only affect the Orc factions? If that is the case, it's not that big a deal at all.
    "Veni, vidi, vici"
    "I came, I saw, I conquered"
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  6. #6
    NSFW's Avatar Semisalis
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    Default Re: V1.2- Unofficial "fix" for Orc factions dying too early -HERE-

    Quote Originally Posted by RomanGuy View Post
    I think I might try this, but do the issues you mentioned only affect the Orc factions? If that is the case, it's not that big a deal at all.
    If you mean the problem with the faction heir being the last family member to become faction leader, then yes, AFAIK, this only effects the orc factions.

    The main changes this bundle makes are to descr_strat, and I only changed entries relating to Mordor, Isengard, & OMM, so other factions' (& their family trees) should behave exactly as they do in vanilla TATW 1.2.

    As you say, it's not a big deal compared to the behaviour it's fixing; You're only likely to notice it's there if you're playing one of the Orc factions, & even then it's only likely to be a "problem" if you're the sort of player who likes to micromanage their family tree. *shrug*

    Hope that answers your question, if you have any others feel free to ask
    Last edited by NSFW; August 31, 2009 at 10:00 PM.

  7. #7

    Default Re: V1.2- Unofficial "fix" for Orc factions dying too early -HERE-

    Teutonic Order can't recruit Generals they just adopt them.

  8. #8

    Default Re: V1.2- Unofficial "fix" for Orc factions dying too early -HERE-

    So, what is the current status of this "bug"? Is it still there and is it caused by KKs 1# bug fix? Not installing his fix eliminates the "early AI destruction"-threat but also maintains the "indestructible faction"-bug?

  9. #9

    Default Re: V1.2- Unofficial "fix" for Orc factions dying too early -HERE-

    If you have TATW without the fix, Mordor, Isengard and OoMM will never die.
    If you have KK's fix, they will die as soon as their faction leader and their heir are killed.
    Last edited by Seleukos_I.; September 10, 2009 at 07:34 PM.

  10. #10
    NSFW's Avatar Semisalis
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    Default Re: V1.2- Unofficial "fix" for Orc factions dying too early -HERE-

    Quote Originally Posted by Seleukos_I. View Post
    If you have TATW without the fix, Mordor, Isengard and OoMM will never die.
    If you have the fix, they will die as soon as their faction leader and their heir are killed.
    No offense, but just to make that second line a little clearer, since "the fix" could refer to either KK's fix, or to my files...

    If you have KK's fixed descr_sm_factions Orc factions will die if their starting leader & heir die before either of them adopts, but, if you have the files linked to in this thread's OP the Orc factions' family trees will be much less vulnerable to getting wiped out in the early game, since all their starting generals act as part of a teutonic order style family tree.

    /pedantry *grin*
    Last edited by NSFW; September 10, 2009 at 07:14 PM.

  11. #11
    NSFW's Avatar Semisalis
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    Default Re: V1.3- Unofficial "fix" for Orc factions dying too early -HERE-

    Someone asked me to create a version of this "fix" for vanilla 1.3, so I obliged.
    The download's HERE
    "Never argue with an idiot; They drag you down to their level, then beat you with experience." -Obake Date

  12. #12
    Valiant Champion's Avatar Praepositus
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    Default Re: V1.3- Unofficial "fix" for Orc factions dying too early -HERE-

    Do you need a female character in your modification?

    Or does it just suffice to list your generals in the relatives lines?

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