I know some people have been asking about this, so I'll give an update so everyone will know. First off, all of the patch one changes are now being tested in the SVN version of RS2, and it appears that most of the problems have been corrected. Reports are that it is stable, and the nuisance CTD's have stopped. The 'snag' I have run into with the patch concerns the 'Rebellion CTD' that has occurred in a number of cases....rare, I guess, but essentially campaign ending as there seems to be no way around them. I had thought in the development of RS2 that this problem was fixed.....but apparently there were certain conditions under which this would happen that never reared their ugly heads during Beta Testing. So....
It is not possible to introduce some of the 'standard' solutions to this problem into RS2 because of the fact that we have used all 500 unit slots. Removing a unit in order to introduce a 'generic' unit that could be used to prevent this CTD would be a great deal of work as far as I'm concerned, and no matter how you add this unit it just looks out of place in this mod. And, it's just a waste of a good unit slot for a peasant or something that is purposely undesirable for recruitment. Therefore, I'm going to fix this in a different way. Fortunately, having thought about this problem and having 'tried' to assure it didn't happen, I had been meticulous about matching the cultural buildings to the 'faction_creators' of settlements, so I can use this building to correct the issue by changing the way a few units get recruited. It is a building that, at least to date, I have never seen damaged in any way....and this is most likely because the building has bonuses in it that really affect other factions more than the faction that owns it. This makes it an undesirable target for an assassin....which is, BTW, the way certain indestructible buildings that can't be repaired are getting damaged. A 'non-setttlement plan' building can't be damaged in a battle, because it doesn't physically exist on the battlemap. But buildings that are added to the game (as many are in RS2), CAN be damaged by an assassin. There's just no way to prevent that.
Anyway, this change in recruitment involves a number of low end units already in the mod that will be available in the cultural building, depending on the culture of the faction, obviously.....but, I have to remove these units from all of the barracks OR make sure that the AOR for the unit matches the AOR in the culture building. If it doesn't, it will duplicate the unit in recruitment ques, which could ALSO cause CTD's for certain factions (Greek, mainly) that are already dangerously close to the que limit of 32. So it's a bit of work I'll have to do in each campaign folder, and the reason the Patch is taking so long.






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