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  1. #1
    Heptagenia's Avatar Civis
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    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    Quote Originally Posted by BattlerBritain View Post
    Yep - the background_script.txt in post 101 cures my CTD's as well.

    So I've used Notepad++ to compare the background_script.txt's from Patch1 and Patch1a.

    In Patch1a there's a whole load of new bits to add buildings for AMPHIPOLIS and KASSANDREIA, eg:
    monitor_event SettlementTurnStart SettlementName AMPHIPOLIS
    and not SettlementBuildingExists raw_mat_gath3
    and not SettlementBuildingExists metal_mine3
    and not SettlementBuildingExists precious_metal_mine3
    and not SettlementBuildingExists fishing_grounds3
    and not SettlementBuildingExists quarry3
    and not SettlementBuildingExists logging_camp3
    and not SettlementBuildingExists livestock_pasture3
    and not SettlementBuildingExists grain_farm3
    and not SettlementBuildingExists luxury_res_gath3
    and SettlementBuildingExists forum
    console_command create_building Ak_Ink raw_mat_gath3
    terminate_monitor
    end_monitor

    monitor_event SettlementTurnStart SettlementName KASSANDREIA
    and not SettlementBuildingExists raw_mat_gath3
    and not SettlementBuildingExists metal_mine3
    and not SettlementBuildingExists precious_metal_mine3
    and not SettlementBuildingExists fishing_grounds3
    and not SettlementBuildingExists quarry3
    and not SettlementBuildingExists logging_camp3
    and not SettlementBuildingExists livestock_pasture3
    and not SettlementBuildingExists grain_farm3
    and not SettlementBuildingExists luxury_res_gath3
    and SettlementBuildingExists forum
    console_command create_building Ak_Ink raw_mat_gath3
    terminate_monitor
    end_monitor

    But the next city in the list is AK~INK which uses the line:
    console_command create_building Ak_Ink raw_mat_gath1

    Notice that the AMPHIPOLIS and KASSANDREIA also use the line:
    console_command create_building Ak_Ink xxxxxxxxxxxxxxxx

    So I think this is a cut+paste error from the AK~INK sections and we just need to go through and change the AMPHIPOLIS and KASSANDREIA console_command create_building commands to read the correct city.

    I took a guess that the correct city for AMPHIPOLIS would be Amphipolis and for
    KASSANDREIA it would be Kassandreia, and corrected the names accordingly.

    Testing the corrected Patch1a background_script on a game save of mine that consistently CTD'd and it worked!

    I also noticed in the additions to the Patch1a script for the Spartan reforms and for the Achaean "Phillipoemem" Reforms there seemed to be a terminate_monitor missing at the end of the reforms routine that was there before. It looked suspicious so I added one in. Very limited testing seemed to indicate no problems.

    Note that this not been extensively tested so feedback on success or not is required!

    Extract the background_script_Patch1a_fixed.txt from the zip below, copy to the Rome Total Realism VII\RTRVII\Data\scripts\show_me folder, rename your old background_script.txt file as background_script_old.txt and rename the background_script_Patch1a_fixed.txt as background_script.txt .

    Hope this helps,

    Battler
    Hi i play as Rome and always got ctd around 268 bc. Now with this script no ctd so far. see #109
    Last edited by Heptagenia; December 26, 2011 at 03:07 PM.

  2. #2

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    Hi, i have rome gold wich includes BI patched to 1.6... i installed RTR VII, then installed patch 1a, played about 2 hours without problems with sparta, then got a sudden CTD in battlemap while deploying my troops. I tried then to launch the game again but while loading ( before the SEGA logo appears ) it comes out now with the following error: " error found in data/settlements_plans/roman_city.txt at line 97 column 1 ". How can i fix this? Thx

  3. #3

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    ...Quick update to #101...
    ...I retried a completely fresh reinstall of VII exe plus 1A patch...and wiped out at 250 BC...no amount a script changing/toggle_fow/follow ai movements could salvage...It also crashed on the Norici turn around Petrodava...

    ...I agree with Christianus to be wary of the forced diplomacy for now, so I've reinstalled original VII exe plus Hotfix (these originals were always very stable) then from the 1a patch everything except the forced diplomacy (i downloaded it separately to see what was in it...FD_txt. script and the 2 export advice txts) and the 1A background script....so it's Minus 4 1A files, using the VII originals...

    ...so far going good, past 250 BC...if this wipes i'm gonna try Battler #109 script next when RL time allows

  4. #4
    Libertus
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    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    Voice of Treason: please try my Patch1a fix. I'm dying to see if it fixes other people's CTDs

  5. #5
    davepyne's Avatar Civis
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    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    Quote Originally Posted by BattlerBritain View Post
    Voice of Treason: please try my Patch1a fix. I'm dying to see if it fixes other people's CTDs
    Good job, BattlerBritain, and Voice of Treason! The background script fix from post#109 fixed my problem too! I kept getting CTD at end turn at 250 BC playing as Pergamon (or whatever they are called, have a picture of an owl). I turned off the script to get past it and there was no error. But every time I turned the script on after that I got the CTD at end of turn again. As soon a I installed your patch no more CTD's! Thanks for sharing your work!

  6. #6

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    ...@ BB #113...
    ...Ok, I've downloaded your edited script, re-named, pasted it over and will continue testing with yours...

  7. #7

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    Thanks, youve saved my campaign.
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  8. #8

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    I have a question. The "Spartan king" trait... If a bearer of that trait dies - how one can get the trait for a different family member? Do I have to travel to Sparta and then to wait several turns and it will appear by itself or is there some other way to get it? My leader was slain in the battle and the trait went down with him, but none of the other family members seems to receive it. But, as I understand there should always be two "Spartan king" traits present, right? Thank you.

  9. #9
    Maurits's Avatar ЯTR
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    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    In patch 1a, this should be fixed. Your current heir will become the new leader, the new heir should get the 'Spartan King' ancillary automatically.

    RTR: Imperium Surrectum Team Member
    My AAR: For Glory and the Republic!

    Proud to be patronized by ybbon66

  10. #10

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    Quote Originally Posted by Maurits View Post
    In patch 1a, this should be fixed. Your current heir will become the new leader, the new heir should get the 'Spartan King' ancillary automatically.
    Does not happen.

  11. #11

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    ...@ RTR TEAM...
    ...Just some petty campaign stuff, nothing gamebreaking...
    ...1. Land of the Oscans still generic. (If it’s going to be -10 happiness and destructible why not give it a small positive effect, like tiny population increase too, so people can decide whether to destroy it or keep it yet take the negative happiness for a tiny pop increase or something?...
    ...2.The aedui_govt constructed in Patch 1A. The picture is also used for Keltoi and Norici. I’ve uploaded all three correct (7-zip)...
    ...3. The Lusitania govt constructed was still the blue chicken. I’ve uploaded corrected to the pentaswirl...(pic 3)...(7-zip)...
    ...4. Carthage’s epic port appeared also at Syracuse...(pic 4)...
    ...5.Rhegion had error 2 X errors“filename doesn’t exist/data/models_building/info_wall/lime_wood (Both tall and small)_ec info.cas...The battle played ok, just the two errors in the wall...(pic 5)...
    ...and 6, an idea I had to make the diplomacy screen easier to discern, four simple edits to the event strings txt to remove “the following factions blah blah blah”...So you can see instantly diplomacy at a glance...(pic 6)...
    ...back to the campaign
    ...DISCLAIMER: THESE MOD TWEAKS ARE NOT OFFICIAL and require basic understanding of extraction/cut & paste etc for installation. Try at your own risk...
    Last edited by Voice of Treason; January 12, 2012 at 11:33 AM. Reason: disclaimer

  12. #12

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    In my game when my spartan king dies, he doesnt pass on the Spartan king trait either
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  13. #13

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    I took Halicarnassus today. Still no Reform.
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  14. #14
    Maurits's Avatar ЯTR
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    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    Quote Originally Posted by matekaitis View Post
    I took Halicarnassus today. Still no Reform.
    That's weird, for I do know that someone posted he had triggered the Marian Reforms.

    RTR: Imperium Surrectum Team Member
    My AAR: For Glory and the Republic!

    Proud to be patronized by ybbon66

  15. #15

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    i dont know if this is the problem, but i downloaded a backround script from BATTLERBRITAIN because i was getting a ctd. it fixed the problem but could it cause the reforms to cease to exist? I have a Carthage campaign where the reform happened in about 5 years
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  16. #16

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    I just got the reforms. I think i know what the problem is....


    ; ISLANDS

    if I_SettlementOwner Ebusos = rome_republic
    inc_counter RomeIslandRegions 1
    end_if

    if I_SettlementOwner Caralis = rome_republic
    inc_counter RomeIslandRegions 1
    end_if

    ;if I_SettlementOwner Tharros = rome_republic ; MiR
    ; inc_counter RomeIslandRegions 1
    ;end_if


    Notice that Tharros is apart of the 2/3 regions needed for control of the "Islands", but Tharros is not a city. There is no mention of AILIA (dont know spelling but is on the island of Corsica). I got the reform 3 turns after i took EBUSOS, when i already had control of CALIS, AILIA, and Tharros.
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  17. #17

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    ...1.Have you thought about setting brigand_spawn_value /pirate_spawn_value to 50 in both descr_strat.txts? This is a very comfortable setting that I personally use because of the strength of generated rebels, but I find it can help to toward keeping the narrow see lanes open (pic 1) and stops areas becoming stagnant (like Volubilis or Lepcis-Magna)...
    ...2.Was something else changed with generals stats? I’m finding even on M/M I’m getting horrendous autoresolve issues, like a critical limit setting was crossed over. Now I’m finding enemy generals with a few units are taking out armies in their thousands quite regularly if autoresolved?...just curious...
    ...3.Potential CTD/FREEZE Issue. Rhegion. You might want to move this in 1 pixel from the coast because of its unique location. If an enemy attacks from the east, and an ally helps from the west, though they appear to be within the battlezone (pic 2), when the battlemap generates, because of the sea in between, it can’t generate a second deployment zone for the allies and the game will freeze (pic 3). Obviously, if you move Rhegion you will need to reset the generation coordinates of Placus Cornelius Arvina in both strat.txts...
    ...4.Finally I’m gonna see if I can make a Punic see route from Lepcis to Malta. I let you know if it’s worthwhile...(pic 4)...
    ..PS...Is Corvus Quinquireme supposed to be recruited in 2 not 4 turns, seems an unfair advantage to Rome?
    Last edited by Voice of Treason; December 15, 2011 at 07:38 AM. Reason: Quinquireme

  18. #18

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    I have this bug (pucture explains everyting; I do not have much time...)
    Sorry for my English...

    top 10 favourite mods: RTRVII, RSII, 300WOS, LOTRTW, FATW, HCT, EB, ROP, ARISTEIA, IBFD

  19. #19

    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    I am having rampant CTD's with the RLS switcher. My game wont start when i downloaded the RLS switcher from the download page(something about carthage b?). i had to use the the files already in the data folder. Now i am getting random ctds every couple turns. any ideas?
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

  20. #20
    SoulBlade's Avatar Vicarius
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    Default Re: RTR VII Patch 1a Bugs and Issues Thread

    I haven't played RTRVII 1.0, I applied the 1a patch immediately but in RTRVII: FOE there were tips on the campaign instead of proverbs in the vanilla. So I wondered if it is a bug that no tips appear in the loading screens in VII 1a?
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