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  1. #1

    Default Revolt-related CTD.

    During my Spartan Campaign, I encountered a crash that happens, without fail, in 547 AUC. After testing various conditions, I determined that Rome, which had spread to the east at a rather fast pace, was the culprit. More specifically, their easternmost town, Aquincum, was in revolt and causing the CTD, as removing population from said town prevented the crash.

    Admittedly, I already have a solution for this particular problem, but I believe it would be prudent to inform the team of this matter, just in case this wasn't an isolated incident. Revolt-related bugs aren't unheard of in RTW mods, after all.

    As for my settings...

    OS: Vista 64-bit
    RTW Version: Barbarian Invasion 1.6
    Steam: No
    Install Path: C:\Users\[User Name]\Desktop\Roma Surrectum II\Rome - Total War
    Launcher Options: RomeTW-BI.exe, Sparta Campaign, High Res unit models, Post-Marian Roman General, High Quality Vegetation, no bloom.

    Other than this, Roma Surrectum II has been working quite splendidly.

  2. #2
    Brusilov's Avatar Local Moderator
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    Default Re: Revolt-related CTD.

    The 'revolt' CTD is avoided by either having the lowest level government building (which cannot be destroyed) able to recruit a unit or to have another building with similar abilities which is also unabkle to be damaged.

    Please post your Save Game (in compressed format) to the thread and someone can try and have a look at it.

    When you post that 'you already have a solution for this' what do you mean?

    Oh, and good to hear that you're enjoying the mod.

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  3. #3

    Default Re: Revolt-related CTD.

    Quote Originally Posted by Brusilov View Post
    The 'revolt' CTD is avoided by either having the lowest level government building (which cannot be destroyed) able to recruit a unit or to have another building with similar abilities which is also unabkle to be damaged.

    Please post your Save Game (in compressed format) to the thread and someone can try and have a look at it.

    When you post that 'you already have a solution for this' what do you mean?

    Oh, and good to hear that you're enjoying the mod.
    Ah, the method I used to test the CTD, which also turned out to be the (possibly temporary) solution, was to subtract population from the settlement until it stopped revolting, which allowed me to pass the turn without any problems.

    And... well, I would post my save game, but I overwrote the save in question once I reached the next turn. My bad.

  4. #4
    Brusilov's Avatar Local Moderator
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    Default Re: Revolt-related CTD.

    OK. Don't do that in future (overwrite saves)!

    Remember the autosave feature should be turned off in the preferences and quicksave not used either. They are both known to cause corrupt games. I manually save every now and then - when testing each turn. I name the files faction_seasonyear - so Cart_S558 is my Carthage campaign in the summer of 558 (I guess it may be better to use Cart_559S and Cart_558W to keep them on better sequence.

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  5. #5

    Default Re: Revolt-related CTD.

    I experienced a revolt CTD in RS2 recently as well, and like the above user I did not save the game for that. It was an end of turn error less CTD that happened happened over and over again not allowing me to pass the turn. I knew right away that it was a revolt CTD because I have experienced them before, and I know how to correct them. I fixed this one by adding a unit (peasant) to the EDU file that all factions can recruit. Then I made it recruitable in nearly every building in the EDB file. After I implemented these changes I was able to pass the turn without issue, and I'm still playing the campaign many turns later without issue.

    This is the peasant that I added to the EDU:

    Spoiler Alert, click show to read: 

    ;;;;;;REVOLT FIX


    type peasant;;; revolt CTD fix
    dictionary greek_peasant ; Peasants
    category infantry
    class light
    voice_type Light_1
    soldier greek_peasant, 60, 0, 0.7
    attributes sea_faring, hide_improved_forest
    formation 1.2, 1.8, 2.4, 2.4, 6, horde
    stat_health 1, 0
    stat_pri 1, 0, no, 0, 0, melee, simple, piercing, knife, 25 ,1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 3, 1, 0, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 2, -2, 3, 2
    stat_mental 0, low, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 999999, 30, 50, 70, 420
    ownership dacia, romans_brutii, thrace, slave, macedon, seleucid, britons, greek_cities, numidia, egypt, parthia, pontus, armenia, carthage, spain, scythia, romans_scipii, germans, gauls, romans_julii, boii



    For more insight see Aradan's comments here: http://www.twcenter.net/forums/showt...ght=Revolt+CTD

    This link is insightful as well: http://www.twcenter.net/wiki/Revolt_CTD

    This is a great mod, but the revolt CTD is a real problem.
    "What's the matter, kid? Don't ya like clowns?
    Don't we make ya laugh? Aren't we freakin' funny?" - CPT Spaulding in Devil's Rejects

  6. #6
    Brusilov's Avatar Local Moderator
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    Default Re: Revolt-related CTD.

    Well, it appears from the various threads that the onkly way the revolt CTD should happen in RSII is if the government building is damaged in some way. My understanding is that cannot happen - unless some sort of natural disaster can do this.

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  7. #7

    Default Re: Revolt-related CTD.

    What unit did you remove to make space for the peasant? The EDU is full.

    DVK is having a look to try and fix this anyway.


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  8. #8
    Brusilov's Avatar Local Moderator
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    Default Re: Revolt-related CTD.

    Yes, dvk901 is onto the case.

    There will be a fix to prevent the revolt CTD from happening. I don't know when the fix will be releeased but hopefully it will be part of the patch - we don't know when the patch willbe available.

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  9. #9

    Default Re: Revolt-related CTD.

    I removed the Roman Velite because I never use that unit anyways.

    The reason this can happen to the government building or any hinterland building is because in a revolt they can be damaged too. The only thing the hinterland prevents from damage is it does not allow the player to destroy the building. Therefore, you must have recruitable land units, or at least one unit, in multiple buildings or you will get the revolt CTD. I chose to use a peasant and made him so expensive that the AI will only use it in the case of a revolt when the other recruiting buildings are damaged.
    "What's the matter, kid? Don't ya like clowns?
    Don't we make ya laugh? Aren't we freakin' funny?" - CPT Spaulding in Devil's Rejects

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