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  1. #1
    Quinn Inuit's Avatar Artifex
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    Default Revolt CTD fix question

    I'm currently using two versions of the revolt CTD fix. Well, three, kind of. The computer can recruit AOR and special revolt units from the town square (a hinterland building) and the government building.

    The government building also gives law and income bonuses in certain situations.

    My question is this: does the fact that a building allows unit recruitment and gives bonuses cause problems? I remember having some trouble with that and the barracks buildings.

    If so, which building should I have give the bonuses, and which building should I have allow troop recruitment?
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  2. #2

    Default Re: Revolt CTD fix question

    Quote Originally Posted by Quinn Inuit View Post
    I'm currently using two versions of the revolt CTD fix. Well, three, kind of. The computer can recruit AOR and special revolt units from the town square (a hinterland building) and the government building.

    The government building also gives law and income bonuses in certain situations.
    We have a building with the same sort of function as your plaza building. And for us it is placed prior to the core_building in descr_strat. I have played many campaigns trying to get the building damaged after sacking the settlements time after time until almost all buildings had 100% damage (including the core_one), but the plaza building never had any damage at all!!

    So my conclusion of this would be that a building in this place and the hinterland tag simply can't be damaged due to an RTW "bug". This makes it a perfect place for the revolt CTD unit

    My question is this: does the fact that a building allows unit recruitment and gives bonuses cause problems? I remember having some trouble with that and the barracks buildings.
    What kind of problems were that? In our government trees we have recruitment combined with some capabilities as well, though I'm not aware of any problems.

  3. #3
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Revolt CTD fix question

    We have a building with the same sort of function as your plaza building. And for us it is placed prior to the core_building in descr_strat. I have played many campaigns trying to get the building damaged after sacking the settlements time after time until almost all buildings had 100% damage (including the core_one), but the plaza building never had any damage at all!!

    So my conclusion of this would be that a building in this place and the hinterland tag simply can't be damaged due to an RTW "bug". This makes it a perfect place for the revolt CTD unit
    This is perfectly true and a method I have used since the days of FATW (this is mentioned in the main thread on this issue - wherever that is these days )
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  4. #4

    Default Re: Revolt CTD fix question

    Shh... don't say that! That was supposed to be a very unique never seen before system to counter the revolt CTD, rather than a common fix every self-respecting mod has

    (I'm actually not even sure if the plaza building is placed prior to the core building already btw )

  5. #5
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Revolt CTD fix question

    Oh, yes..of course..say no more

    I might also add that every self-respecting modder has an indestructible PC which is placed first (before the keyboard). In my experience though the keyboard can get damaged the PC never is.
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  6. #6
    Quinn Inuit's Avatar Artifex
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    Default Re: Revolt CTD fix question

    Heh, I wish.

    I think my first question was unclear, so let me try again. The town square is definitely indestructible. I'm not worried about that. However, I've had trouble with buildings that give law bonuses and allow unit recruitment...although, now that I think about it, I think that may have been because a couple of rogue recruitment lines had a building_present requirement.

    Ok, now I'm confusing myself. Let's try this in small sentences that I can keep straight while in an MSG coma.
    1) Is it a problem that a building allows unit recruitment while giving law bonuses or any other bonus type?
    2) Does the revolt CTD require that the gov't building be able to recruit units, or just that units be recruitable by some building in the settlement?

    What I'd like to do in an ideal world is move all of the revolt CTD recruitment and bonuses to the town square building, since that way I can change one line instead of five.
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  7. #7

    Default Re: Revolt CTD fix question

    Quote Originally Posted by Quinn Inuit View Post
    Heh, I wish.

    I think my first question was unclear, so let me try again. The town square is definitely indestructible. I'm not worried about that. However, I've had trouble with buildings that give law bonuses and allow unit recruitment...although, now that I think about it, I think that may have been because a couple of rogue recruitment lines had a building_present requirement.

    Ok, now I'm confusing myself. Let's try this in small sentences that I can keep straight while in an MSG coma.
    1) Is it a problem that a building allows unit recruitment while giving law bonuses or any other bonus type?
    2) Does the revolt CTD require that the gov't building be able to recruit units, or just that units be recruitable by some building in the settlement?

    What I'd like to do in an ideal world is move all of the revolt CTD recruitment and bonuses to the town square building, since that way I can change one line instead of five.
    1) There are no problems that I am aware of as long as your coding is good.
    2) Any building will do, a hinterland building may be better as it can't be damaged, whereas the gov't building can be.

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    Default Re: Revolt CTD fix question

    1) As long as the units don't use a building_conditional on the recruitment line there's no problem
    2) Just that some unit any unit be recruitable to avoid the CTD. As for hinterland that's the keep the player from destroying it, as long as you don't put the building on the battlefield it can't be damaged.
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  9. #9

    Default Re: Revolt CTD fix question

    Quote Originally Posted by Sqυιd View Post
    1) As long as the units don't use a building_conditional on the recruitment line there's no problem
    Unless you make the building in question have a hidden information scroll. ie one where the image is so large that the descriptions fall off the scroll so to say. This means that you will never be able to right-click the bugged unit.

    2) Just that some unit any unit be recruitable to avoid the CTD. As for hinterland that's the keep the player from destroying it, as long as you don't put the building on the battlefield it can't be damaged.
    I thought it still can be damaged with auto calculated battles and sacking settlements

  10. #10
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    Default Re: Revolt CTD fix question

    Quote Originally Posted by PatricianS View Post
    Unless you make the building in question have a hidden information scroll. ie one where the image is so large that the descriptions fall off the scroll so to say. This means that you will never be able to right-click the bugged unit.
    This doesn't fix the bug where you can't have more than 4 units with building conditional and non-unit bonuses in the same building level because it causes a CTD.


    I thought it still can be damaged with auto calculated battles and sacking settlements
    I didn't even think of that but you're probably right, though I haven't even looked into it.
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  11. #11
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Revolt CTD fix question

    This doesn't fix the bug where you can't have more than 4 units with building conditional and non-unit bonuses in the same building level because it causes a CTD.
    That's true
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  12. #12
    Quinn Inuit's Avatar Artifex
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    Default Re: Revolt CTD fix question

    Thanks for the info everyone! I think I'll move all of my revolt CTD recruitment and a lot of the bonus lines into the town square hinterland building, then. That'll streamline updates a lot.

    Quote Originally Posted by MasterOfNone View Post
    That's true
    Oh, yeah, that's the bug I ran into by accident. I remember now.
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  13. #13

    Default Re: Revolt CTD fix question

    Quote Originally Posted by Sqυιd View Post
    This doesn't fix the bug where you can't have more than 4 units with building conditional and non-unit bonuses in the same building level because it causes a CTD.
    I didn't know about that bug! Well, now I do know

    Thanks

  14. #14

    Default Re: Revolt CTD fix question

    In my experience, hinterland buildings are not damaged during auto-resolved battles.

    Expand your borders, a mod based on XGM 5.

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