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Thread: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

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  1. #1

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by chris10 View Post
    well...I maintain perfect track of my units...when you click on them or drag a box around them they are highlighted anyway so why having all those banners and arrow markers ?...they destroy the feeling of a real battle as they look to much "game-like"...its just a personal thing though

    I think normal RSII Rome Campaign is easier on huge (independently from difficulty setting) but I tend to think that FGE is more difficult on huge than on normal/large as the enemy is constantly silver chevron and can cause a lot more casualties which can lead to the need to drain Settlements from Population which hinders overall growth of the Roman Population and makes it more realistic

    and battles are so freaking epic on huge ...
    ohk got your point, would be starting a new campign on large one this time. but i would still like to have banners anyway
    What man is a man who dose not make this world a better place to live in ...

  2. #2

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    hi havent been following the thread for a few weeks so dont know exactly, but are you still developing the money script for second rebellion where it will prevent UI into going negative ???
    What man is a man who dose not make this world a better place to live in ...

  3. #3
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by the.phoenix View Post
    hi havent been following the thread for a few weeks so dont know exactly, but are you still developing the money script for second rebellion where it will prevent UI into going negative ???
    Yes, its done among one or two other things but I want to implement the new roman traits system too to deliver a highly polished FGE campaign so Iam basicly waiting for 2.2 (which is alpha right now) to get in beta status and everything will be released with RSII patch 2.2...
    ....

  4. #4

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    I have the problem that despite building governtment determination, when i took the Macedonian captial, and triggered a few Macednian stacks to spawn, all the Bandit stacks respwaned.
    Is this due to a faulty install, i seem to have a lot of the same problem.......

  5. #5
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by wardyuc View Post
    I have the problem that despite building governtment determination, when i took the Macedonian captial, and triggered a few Macednian stacks to spawn, all the Bandit stacks respwaned.
    Is this due to a faulty install, i seem to have a lot of the same problem.......
    After the bandit stacks spawn you have to built the roman fortress A.S.A.P in Akragas and it wont happen again...normally the advisor pops up to give this instruction to the player

  6. #6

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Hi, first off I'd like to say that this is a fantastic submod. It actually makes RTW a challenge, if Hannibal was more aggressive I wouldn't have survived the first few turns.

    Unfortunately, I still feel that the Coward trait is too common, unless you actually haven't fixed it and I've been lucky?...
    I've also noticed a small problem with a building trait. A few characters have randomly acquired the "terrible builder" trait, killing population growth in those settlements. Two of these characters previously and still have the "superior builder" trait. Is this another trait problem with the original RS2 or just FGE?

  7. #7
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by Ranger Blue View Post
    Hi, first off I'd like to say that this is a fantastic submod. It actually makes RTW a challenge, if Hannibal was more aggressive I wouldn't have survived the first few turns.

    Unfortunately, I still feel that the Coward trait is too common, unless you actually haven't fixed it and I've been lucky?...
    I've also noticed a small problem with a building trait. A few characters have randomly acquired the "terrible builder" trait, killing population growth in those settlements. Two of these characters previously and still have the "superior builder" trait. Is this another trait problem with the original RS2 or just FGE?
    Glad you have fun ...

    The core RSII stuff remained untouched (traits and stuff) and with the coward you just have won the lottery cause it is fixed (but not removed) in FGE ...(triggers down to 1 - 5%)
    Right now the traits/ancillarys system of RSII get a complete rework and patch 2.2 is going into betas...I will port the new system then into FGE togehter with one or two new things and I really look forward to the fact that it will be even more fun the in its final version...
    The new traits and ancillarys systems are genius, maybe the best and most comprehensive ever seen in RTW

    AS A SIDENOTE:
    "Terrible Builder" I think is adquiered if you do not built in a Settlement despite having cash (dangerous combination)
    if possible try to build in all settlements all the time even if its only cheap/random stuff...it will keep the good traits coming along
    Last edited by chris10; April 16, 2011 at 03:44 PM.

  8. #8

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    I don't remember leaving any building queues empty when I had cash, but perhaps I did forget. Anyway, when I looked in the traits file for FGE, it looked like the only trigger was, as you said, not building when cash was available. It also looked like the chance for it to occur was 3%, so I must have got really unlucky. AND I believe that they went straight to the 3rd level of this trait. Not certain though.

    Anyway, as this should be fixed with 2.2, I'll just have to get on without it.

  9. #9
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by Ranger Blue View Post
    I don't remember leaving any building queues empty when I had cash, but perhaps I did forget. Anyway, when I looked in the traits file for FGE, it looked like the only trigger was, as you said, not building when cash was available. It also looked like the chance for it to occur was 3%, so I must have got really unlucky. AND I believe that they went straight to the 3rd level of this trait. Not certain though.

    Anyway, as this should be fixed with 2.2, I'll just have to get on without it.
    Some of the actual traits where not 100% working as intended and on the other side where throwing hilarious bonuses towards the player kicking the balance off in many cases (making the game a real cakewalk)...this is the reason the traits system will be re-done completely for RSII ...

  10. #10

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    hi chris i was womdering if you could help me with this one, after the last one u had i restared and it wasnt good having to do it all over again whe i just got to reforms lol, this i have the reforms but it crashes for no reason on turn AUC 668, no reason i can see, tried toggle fow and also to follow AI to seeif thats the cause going into settlement, wondering if you could help, coz relay dont wana start again this time,

  11. #11
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by owen View Post
    hi chris i was womdering if you could help me with this one, after the last one u had i restared and it wasnt good having to do it all over again whe i just got to reforms lol, this i have the reforms but it crashes for no reason on turn AUC 668, no reason i can see, tried toggle fow and also to follow AI to seeif thats the cause going into settlement, wondering if you could help, coz relay dont wana start again this time,
    there is another end turn ctd coming from a faulty trait trigger for the romans...it basicly occurs when the culprit character stays in a settlement at the end of the turn...
    I had this in one of my campaigns too and it drove me mad...I found the guy by try and error (remove one character after another from settlements before hitting end turn) ...sunk him on a boat trip and continued my campaign...

    another possible ctd source is a cloned character which rarely can happen (its an engine glitch) but there is nothing to do about it as saves are corrupted and the campaign would be doomed although Its a very rare case so I dont think that this is your problem...

    As I had over 1000 downloads of FGE by now I know for fact that there are no ctd´s caused by FGE additional content...so whatever it is, its either:
    1. one of the old RTW bugs
    2. the faulty trait trigger
    3. the clone character ctd
    4. the enemy unit moving into a settlement causing ctd
    Last edited by chris10; April 19, 2011 at 02:53 PM.

  12. #12

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    cheers chris i took ur advice last time and had numerous saves and just by trial and error have it resolved, moy other question is i keep getting a pop up from advisor after each turn saying ''treasury transport failed'' then somethign about the taxes outside of italy wernt transorted properly, what s this about? also ages ago in campaign i accepted being a protectorate of greece by accident then went to war with them but ever since on my finance screen it shows me giving them about 800,000 denarii each turn but doesnt actualy take it from me, is there any way to stop this?
    thanks again

  13. #13
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by owen View Post
    cheers chris i took ur advice last time and had numerous saves and just by trial and error have it resolved, moy other question is i keep getting a pop up from advisor after each turn saying ''treasury transport failed'' then somethign about the taxes outside of italy wernt transorted properly, what s this about? also ages ago in campaign i accepted being a protectorate of greece by accident then went to war with them but ever since on my finance screen it shows me giving them about 800,000 denarii each turn but doesnt actualy take it from me, is there any way to stop this?
    thanks again
    yeah...when you have over 600.000 denari in your treasury there will be 200.000 taken away and you get a message that by transporting founds something went wrong...

    as for the second question...that is really strange with the 800.000 protectorate fee..I imagine the only way to get rid of this "glitch" is to eliminate the greek city states faction...not sure the moment...did you try to contact the greeks with a diplomat ?..maybe it offers the option to cancel protectorate and/or cancel the tribut payment...

  14. #14
    Foederatus
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Reinforcement with stonethrowers
    Sometimes it happens like that:
    A faction (in this case the Averni) is sieging one of mine settlement. In the settlement is a stonethrower. I bring a legion to free my settlement and the citytroops are reinforcement. Is the battlefield a forest, the stonethrower can not enter the battlefield and the battle is frozen...

    regards Kaddirrh

  15. #15
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by Kaddirrh View Post
    Reinforcement with stonethrowers
    Sometimes it happens like that:
    A faction (in this case the Averni) is sieging one of mine settlement. In the settlement is a stonethrower. I bring a legion to free my settlement and the citytroops are reinforcement. Is the battlefield a forest, the stonethrower can not enter the battlefield and the battle is frozen...

    regards Kaddirrh
    What do you mean with "frozen" ?
    Do the game freeze and you can not continue ?

    Siege weapons cannot enter forests..
    well...it seems this is a RSII problem as I did not touch these things...

    Post this problem here pls...maybe this is a known problem
    Roma Surrectum II: Questions, Suggestions & Discussion

  16. #16
    Foederatus
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    frozen means the computer try to find a way for the siegeweapon and has no time for other things. (like me or my mouse...).
    The problem is for all the reinforcement (the AI too) with siegeweapons. Not olny a forestbattlefield, also some trees near the point of entree on a grasland are enough for a diashow. I think there is olny one solution: handle siege weapens like elephants. But you are right, this is generally RTW problem.

  17. #17

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Hi chris! Glad to see your submod gained huge success and appreciation and became a sticky thread, congratulations dude! Too bad I don't have time nor the chance to play it, but from what I've read, it's a damn great job.

    Keep on!


  18. #18
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by Spartan 666 View Post
    Hi chris! Glad to see your submod gained huge success and appreciation and became a sticky thread, congratulations dude! Too bad I don't have time nor the chance to play it, but from what I've read, it's a damn great job.

    Keep on!
    thnx pal...how the army going ?

  19. #19
    Merula's Avatar Campidoctor
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Hi chris, i was just wondering how that update was going (the one that included loyalty for generals) or have i missed the release already? haha
    Anyway keep going and it was a good submod you have made for yourself here well done!!!

    Oh and by the way, that update, will it be save game compatible? prbably not, but i just thought i'd check

    Thanks

    Blip

  20. #20
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by blip99 View Post
    Hi chris, i was just wondering how that update was going (the one that included loyalty for generals) or have i missed the release already? haha
    Anyway keep going and it was a good submod you have made for yourself here well done!!!
    Oh and by the way, that update, will it be save game compatible? prbably not, but i just thought i'd check
    Thanks
    Blip
    thnx... Iam still not thru with the loyalty thingi...I get a very annoying ctd once a character rebels...if I can not find the reason, well...

    By now I eliminated almost all other errors and now Iam waitng to update FGE with the new traits/ancillarys system which is going to be delivered with patch 2.2...

    and well...NO...update will not be save compatible...

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