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  1. #1

    Default Loading the TSII Script

    First time I installed RSII I had the advisory off, then I uninstall it and it told me that RSII needed to LOAD THE SCRIPT. So I click on the Advisory's Face, Quit the game and restarted it. And it had X+1 ammount of Denarii. Does that mean the scrip now is fully loaded? I hope this was the reason i was having so much CTD.

  2. #2
    Durepanya's Avatar Foederatus
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    Icon7 Re: Loading the TSII Script

    Quote Originally Posted by Rafaelp View Post
    First time I installed RSII I had the advisory off, then I uninstall it and it told me that RSII needed to LOAD THE SCRIPT. So I click on the Advisory's Face, Quit the game and restarted it. And it had X+1 ammount of Denarii. Does that mean the scrip now is fully loaded? I hope this was the reason i was having so much CTD.

    Well my friend, if you get 1 denarii after u click the advisory portrait it means that you loaded the script. If the script doesn't load you might have CTD as it happened to me in one campaign when the script didn't loaded and continued to play. There can be spawned same generals and this things make you a nice present: a CTD full with love.

  3. #3

    Default Re: Loading the TSII Script

    Quote Originally Posted by Durepanya View Post
    Well my friend, if you get 1 denarii after u click the advisory portrait it means that you loaded the script. If the script doesn't load you might have CTD as it happened to me in one campaign when the script didn't loaded and continued to play. There can be spawned same generals and this things make you a nice present: a CTD full with love.
    Hey Durepanya I have auto saved "disabled" I think that also helps with CTD's, and do you need to click on the advisor every time you load RSII and you continue with the campaign???

  4. #4
    chris10's Avatar Primicerius
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    Default Re: Loading the TSII Script

    Quote Originally Posted by Durepanya View Post
    Well my friend, if you get 1 denarii after u click the advisory portrait it means that you loaded the script. If the script doesn't load you might have CTD as it happened to me in one campaign when the script didn't loaded and continued to play. There can be spawned same generals and this things make you a nice present: a CTD full with love.
    ok...guys...lot of confusion here...
    if the script is not loaded it only means no rebellion and no other events like levy armys and stuff...it has absoloutely nothing to do with having or not having CTDs on the campaign map...

    armys,generals or any sort of other event only can happen when the script is activated...(pretty obvious as all these things are written in the script)

  5. #5
    Brusilov's Avatar Local Moderator
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    Default Re: Loading the TSII Script

    Quote Originally Posted by chris10 View Post
    ok...guys...lot of confusion here...
    if the script is not loaded it only means no rebellion and no other events like levy armys and stuff...it has absoloutely nothing to do with having or not having CTDs on the campaign map...

    armys,generals or any sort of other event only can happen when the script is activated...(pretty obvious as all these things are written in the script)
    If the script is activated and then not activated when there is a load of a save game anything is possible. The script uses various counters etc. So, it's possible for these to become corrupted.

    It's also possible (or used to be) that characters could be generated again making two of them in the campaign which can lead to a CTD.

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  6. #6
    chris10's Avatar Primicerius
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    Default Re: Loading the TSII Script

    Quote Originally Posted by Brusilov View Post
    1. If the script is activated and then not activated when there is a load of a save game anything is possible. The script uses various counters etc. So, it's possible for these to become corrupted.

    2. It's also possible (or used to be) that characters could be generated again making two of them in the campaign which can lead to a CTD.
    1. EDIT...see post 11...EXCEPTIONS
    2. That is called a clone CTD caused by scripted characters for an AI faction which got adopted into the family tree of the faction the character was scripted for. Once the general got adopted the engine created a clone and so 2 identical characters existed in the game. When the first died nothing happens but when the second one (the adopted character) dies it causes a campaign breaking CTD because the engine gets confused. This breaks the campaign because the saves are corrupted with that issue and there is no way to escape it. However...this ONLY can happen when a script is running and spawning AI characters, except for the slave faction which has no family tree.

    Hope that clears up some facts
    Last edited by chris10; March 06, 2011 at 04:58 AM.

  7. #7
    Hunterbear's Avatar Civis
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    Default Re: Loading the TSII Script

    Hi Rafaelp,

    Here it is straight from the Roma Surrectum II Release page:

    Script Usage in Roma Surrectum II
    Roma Surrectum uses a background script which must be activated each time a campaign is started or loaded from a save. This script includes numerous events like the different Roman rebellions, armies spawning, and the Roman AI recruitment. To activate the script, click on a city, when the advisor pops up, click on the "Show Me How" button to activate the script. If the "Show Me How" button is grayed out, then simply click the advisor to activate the script.

    Each time the script is activated, a denarius will be added to your treasury. To verify script activation, check to see that your treasury has gone up a single denarius.

    Caveat:
    The script will not activate even if you do click on the "Show me how" button on the advisor if you failed to exit the game upon switching campaigns. To ensure proper script activation, quit from Rome Total War and re-launch RSII via the launcher before starting a new campaign.
    found here:

    http://www.twcenter.net/forums/showthread.php?t=386559

    Hope it helps

  8. #8

    Default Re: Loading the TSII Script

    Thank you very much

  9. #9
    Durepanya's Avatar Foederatus
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    Default Re: Loading the TSII Script

    Quote Originally Posted by Rafaelp View Post
    Thank you very much
    Yes bro, I also cleared all the construction queues. Enjoy the campaign. Hit always the advisor.

  10. #10
    dvk901's Avatar Consummatum est
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    Default Re: Loading the TSII Script

    I won't argue the points about the script, as you may be correct. Although I would 'highly' advise, as always, that the script not be loaded one time, and not the next. The problems here are simply too varied to mess with, and cause instability that one doesn't really need. Also, there may be 'turn number' entries in scripts that....if the game was played without the script for a time...could become botched. I'm not sure.

    The cloned character issue, as you describe it is 'almost' correct. The incorrect part is that if EITHER the original OR the clone die, the game is over. The game believes the character is whichever one dies...then it finds that the character it thought died didn't...resulting in a software 'TILT'. This is why cloned characters are such a problem, because there is no way to gracefully kill either one, or recover from RTW's original error. Also, it is not correct that cloned characters can only happen with a scripted character.....they will also result (as we found out to our consternation early in development) if you add a character to a faction who is not a member of the RTW happy family. I've actually witnessed such a character offered for adoption, cloned, and well...the rest is obvious.

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  11. #11
    chris10's Avatar Primicerius
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    Default Re: Loading the TSII Script

    Quote Originally Posted by dvk901 View Post
    I won't argue the points about the script, as you may be correct. Although I would 'highly' advise, as always, that the script not be loaded one time, and not the next. The problems here are simply too varied to mess with, and cause instability that one doesn't really need. Also, there may be 'turn number' entries in scripts that....if the game was played without the script for a time...could become botched. I'm not sure.
    Of course Its highly recommendable to activate the script...
    but Iam totally convinced that running and then not running the backgroundscript wont cause end turn ctds or harm the campaign in any other way. It would simply be in total contradiction to the way it works technically and how the engine deals with scripted code. In M2TW it could very well be that activating a BG script and then not activating it can confuse the engine because in M2TW the counters and events are stored in the savegames which is the reason why M2TW sripts are so much more flexible, reliable and easier to handle.
    In RTW the script has to reload freshly on each load after exit the game and it is like the script never existed before, no counters or monitors are stored..not in the RAM not in the saves (thats the reason the game has to be exit before loading the script again as the engine can not deal with the trashed counters and monitors in the RAM thus leading to the uncorrect script activation without exit the game) the engine has no memory on the fact that there where a script before or this or that event already happend...and all events and counters are set to 0 which leads to the infamous script re-trigger bug where events retrigger after reloading a game despite the fact that they already happend but as the engine does not "remember" it it starts looking for the triggers again and if they are met it will trigger the event again. So RTW scripts have to written in a special form to make this impossible.
    Even if there are turn numbers in the script it wont make any difference as the turns are counted internally...if the script is not activated on a certain turn no event will happen..if the script gets activated later when the turn number already passed the command is simply ignored as it relates to a turn number already passed if the code is if I_TurnNumber = 451 for example but the game is on turn 480.
    NOW 2 EXCEPTIONS
    1.
    If the script contains a 4tpy sequence then its diferent as the turn numbers are directly tied to the internal date count...not activating this only ONCE will mess the entire script up, true
    2.
    Reloading a save without exit the game and continue playing after failed script re-actiation and let the trashed old counters and monitors exist in the RAM can very well lead to instability and on this I have to apologize to Brusilov as he was correct on this. My reading on his statement was to hasty and sloppy. After all we are all human..Sry
    Last edited by chris10; March 06, 2011 at 04:59 AM.

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