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Thread: No Access to certain Rebel settlements???

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  1. #1

    Default No Access to certain Rebel settlements???

    while playing my Roman Empire (Byzantine) campaign on BC2.02 i noticed that i can't get access to at least 3 rebel settlements, which are Siwa, Buraydah & Lhasa i also noticed that Buraydah & Lhasa are empty with no rebels at all but in Siwa there are rebels

    i tried to get access to them from all possible directions but no way i could get even near them, can this be fixed or something??



    † Christus Vincit, Christus Regnat, Christus Imperat

  2. #2
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: No Access to certain Rebel settlements???

    It's not a bug. Player is not supposed to reach those settlements in BC2. They are there to fill areas which are predominantly desert (Siwa and Buraydah) or don't quite fit to cultural scope of BC (Lhasa).

    I assume you have used toggle_fow, otherwise you wouldn't even noticed them. Well, toggle the fow on. "Out of sight, out of mind", you know.

    Under the patronage of m_1512

  3. #3

    Default Re: No Access to certain Rebel settlements???

    i see, yes i used the toggle fow, for the purpose to see if there are any settlements in the desert.. you know, from 1 mod to the other settlements vary places



    † Christus Vincit, Christus Regnat, Christus Imperat

  4. #4
    Jazz19's Avatar Civis
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    Default Re: No Access to certain Rebel settlements???

    Quote Originally Posted by wudang_clown View Post
    It's not a bug. Player is not supposed to reach those settlements in BC2. They are there to fill areas which are predominantly desert (Siwa and Buraydah) or don't quite fit to cultural scope of BC (Lhasa).

    I assume you have used toggle_fow, otherwise you wouldn't even noticed them. Well, toggle the fow on. "Out of sight, out of mind", you know.
    That's about the best quote I have seen to the numerous threads about these settlements!








  5. #5

    Default Re: No Access to certain Rebel settlements???

    Quote Originally Posted by Praetorian1 View Post
    while playing my Roman Empire (Byzantine) campaign on BC2.02 i noticed that i can't get access to at least 3 rebel settlements, which are Siwa, Buraydah & Lhasa i also noticed that Buraydah & Lhasa are empty with no rebels at all but in Siwa there are rebels

    i tried to get access to them from all possible directions but no way i could get even near them, can this be fixed or something??
    Just use the teleport general cheat code to get there n take it, thats what i do....

  6. #6

    Default Re: No Access to certain Rebel settlements???

    Quote Originally Posted by Redrum View Post
    Just use the teleport general cheat code to get there n take it, thats what i do....
    teleport general cheat code? i think its only fair to cheat in the game ONLY when the game is cheating u anyway i suppose if no one can go in those areas then no one in them could come out either



    † Christus Vincit, Christus Regnat, Christus Imperat

  7. #7
    nnnm's Avatar Senator
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    Default Re: No Access to certain Rebel settlements???

    LOL xD



  8. #8

    Default Re: No Access to certain Rebel settlements???

    was there any conqueror in history after alexander the great, who visited siwa?

  9. #9
    ~Fell~Harlequin~'s Avatar Foederatus
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    Default Re: No Access to certain Rebel settlements???

    Well, this is what I'm doing, cheater or not :

    http://www.twcenter.net/forums/showt...61#post5925161

    Having had to skip through many turns due to those script bugs has left my Merchants weakened. Couldn't skill them up by using Quick Save :O So I need a permanent trickle of gold to make things a bit better. I probably lost about 30k in revenue, not sure.

    Slejuk,Abbasid and Ayyubid merchants are everywhere by turn 1211! And units aren't cheap in this mod.

    So going to teleport an army, hopefully. Here are my questions:

    Can I teleport the army with a general using this code? How precisely, please? And will it have any reprecussions, bug wise, later on in the game? Maybe balance wise, too? (it's only two backwater (backdesert?) settlements that I won't be developing too much...)

    Also if a settlement is completely cut off I suppose there's no point developing trade unless they use pidgeons or something to carry spice bags village to village or something... (haha). Will income be strictly pop value and farming etc?

    No crazy hard/iron rules responses please or go hard completists. It's a game, a game that can chew a lot of time; get over it.


    And thanks for any advice on this.



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  10. #10

    Default Re: No Access to certain Rebel settlements???

    Quote Originally Posted by ~Fell~Harlequin~ View Post
    Well, this is what I'm doing, cheater or not :

    http://www.twcenter.net/forums/showt...61#post5925161

    Having had to skip through many turns due to those script bugs has left my Merchants weakened. Couldn't skill them up by using Quick Save :O So I need a permanent trickle of gold to make things a bit better. I probably lost about 30k in revenue, not sure.

    Slejuk,Abbasid and Ayyubid merchants are everywhere by turn 1211! And units aren't cheap in this mod.

    So going to teleport an army, hopefully. Here are my questions:

    Can I teleport the army with a general using this code? How precisely, please? And will it have any reprecussions, bug wise, later on in the game? Maybe balance wise, too? (it's only two backwater (backdesert?) settlements that I won't be developing too much...)

    Also if a settlement is completely cut off I suppose there's no point developing trade unless they use pidgeons or something to carry spice bags village to village or something... (haha). Will income be strictly pop value and farming etc?

    No crazy hard/iron rules responses please or go hard completists. It's a game, a game that can chew a lot of time; get over it.


    And thanks for any advice on this.



    .
    yes i tried the teleport cheat but either i'm not doing the right one or i misunderstood cos although the units indeed build up in those sttlements by using the cheat , they will be rebel units not mine EVEN THO ITS EMPTY....

    what i tried yesterday, i didn't like it much, cos i edited the descr_strat & created a small force of 4 units with coordinates to spawn near Buraydah BUT THAT MEANS I HAVE TO RESTART MY CAMPAIGN

    can i create a unit in the same area by giving the coordinates in the cheat ??? i'm gonna give it a try...



    † Christus Vincit, Christus Regnat, Christus Imperat

  11. #11

    Default Re: No Access to certain Rebel settlements???

    Quote Originally Posted by megalitho View Post
    was there any conqueror in history after alexander the great, who visited siwa?
    As for me, i'm not sure...



    † Christus Vincit, Christus Regnat, Christus Imperat

  12. #12

    Default Re: No Access to certain Rebel settlements???

    yeah, that is the point. a commander of a great ancient or medieval army would not send his men through the desert to take a small settlement like siwa. alexander visited the oasis and his great army remained at the nile. this region is a uncomfortable place for travelling. you remember hannibal crossing the alps or napoleon in the snow deserts of russia? all these armies suffered enourmes casualties by nature not by enemies.

    The problem is, that in medieval2 there is no system of supplyinglimit. Europa Universalis 3 has such a system. For example: The region Palestine has a supplylimit of 1000. That means, that you can send only 1000 soldiers in the region without loss. Palestine has enough water, food and so on for your 1000 guys. if you send 6000 to the deserts of palestine your army shrinks every turn. This is more realistic than Medieval2 where you can send thousands through the sands without loosing one single man.

    I doubt that it will possible for the modders to attach such a system in the game. So unreachable regions are the best solution to keep the game "realistic".
    Last edited by megalitho; January 14, 2011 at 07:31 AM.

  13. #13
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: No Access to certain Rebel settlements???

    Quote Originally Posted by megalitho View Post
    I doubt that it will possible for the modders to attach such a system in the game. So unreachable regions are the best solution to keep the game "realistic".
    It is possible, I've seen it somewhere, though I can't recall where exactly. I think it was to be implemented in Rusichi 2, but I'm not sure - an army moving through marshy terrain was supposed to lose men.

    Under the patronage of m_1512

  14. #14

    Default Re: No Access to certain Rebel settlements???

    Quote Originally Posted by wudang_clown View Post

    an army moving through marshy terrain was supposed to lose men.
    i don´t think that this will fit into BC. In Europa Universalis 3 a decimationed army will get their full quantity in a rich region with a high supplylimit automatically. The game has a "national pool of soldiers" system. If there are enough young men ready to join military service your armies refresh after several turns to full strength. In medieval2 you have to send the troops back to the barraks to retrain. and for some factions the way back to home barracks could be very long. The conclusion is, that the players would recruit a large number of cheap units or only some very high-end armies or hire mercenaries and this is ...uhm isn´t that realistic? i´m not sure. alexanders army was very small but very professional. the army of persia was large but with many mercs... I don´t know

  15. #15
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: No Access to certain Rebel settlements???

    I'm not sure about replenishing, but I thought the idea is to implement losses in hard terrain, which would suit any mod, right? If so, then writing such a script - e.g. an army losses men during a march through an arid land - is probably possible.

    Under the patronage of m_1512

  16. #16

    Default Re: No Access to certain Rebel settlements???

    "getrennt marschieren – vereint schlagen" -- "march divided - fight together" moltke -- maybe a little bit too advanced for this era, but possible.

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