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Thread: RS2.5 Issues and Problems:

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  1. #1

    Default Re: RS2.5 Issues and Problems:

    I am having the same problem with Post-Marius Roman units garrison scripts playing as Syracuse. And for some reasons, I found 2 stacks of silver chevrons numbered legions marching out of nowhere and kicking my Syracusian butts even though it's only been 15 turns into the game.

  2. #2
    Sertorio's Avatar Domesticus
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    Default Re: RS2.5 Issues and Problems:

    Quote Originally Posted by Sertorio View Post
    Ok this is a picture of the sieged garrison in Rhegion in 564 AUC. I am doing a Carthaginian campaign-1 turn. Isnt it early for this units ?
    In 570 AUC i ocupied Rhegion and among the buildings in the city there was a Roman Fortress.
    Since im no expert in the roman campaign could this be the reason why the garrison script is recruiting this units in such a early stage ?
    Also there is a second army also of reform units roaming around Italy.

    Edit: After reading the full information about the building i realise i was wrong. Ups

    Edit2: What i thougt was a problem of garrison script may be untrue. What is happening is that in my campaign with Carthage, Rome seems to be already in the Marian Reforms, probably since 550-560 AUC.... related to my taking of Sicily ?
    Last edited by Sertorio; March 30, 2012 at 11:40 AM.
    Texture works by Sertorio, banner courtesy of Joar

    My AAR for VGRII-AQUILAE

  3. #3

    Default Re: RS2.5 Issues and Problems:

    I started yesterday a campaign with Carthage (BI.exe, H/H, 0 turn) and here are my first impressions from the first turn(s), with particular emphasis on the siege battle for Rome, where I noted some issues – good and bad ones – regarding the AI's behavior. The entire siege battle lasted for nearly three hours (!) and that's why I decided to post it here…

    1st turn:
    • I attack Nepos and his army… and both vanish at the shoreline of LakeTrasimene.
    • I decide to do what the real Hannibal did not: I besiege Rome, build my siege equipment and hope that the Roman garrisons in Ariminium and Capua will not arrive in time to relieve the city. Even without them this will certainly be a hard fought battle

    2nd turn:
    • The Romans decide to sally fort… I arrange my Carthaginians and wait for the assault… which never comes. Instead, the AI arranges the troops in front of the gate and then… nothing. I believe this is an old vanilla RTW problem and not a lot can be done here… Only their general, Maximus, decides to chase my Balearic slingers and soon the fool dies a heroic death. That is unfortunate because I wanted a fair fight with him…
    • The battle then starts but not in the way as expected. As the Romans do not move, I try to provoke them… slingers harass them, they send one cohort which is destroyed.
    • I decide to speed up things a bit… I take one slinger unit, assign to them a siege tower and they manage to climb the walls of Rome. When that happens, the entire Roman army withdraws back into the city (good move) and march in the direction of the main plaza and in the direction of my slingers (also good move)
    • I use the old trick by walking on the walls so my slingers manage to capture one main gate and two towers… I know, not fair but I wanted to test the AI.

    Walking on walls:
    When I tried to let my slingers walk on and around the entire wall, I noticed that it was not possible – well at least not in the normal way. At one point I was noticed that "this unit cannot attack walls" and I saw this part clearly marked as a part in the wall (square shaped). So this could not be crossed and the unit had to leave the wall, go down, go up the next tower and continue. Do not get me wrong, I believe this is actually good cause it makes the old trick of capturing towers and gates (see above) a bit obsolete!… Though not entirely. However, I could imagine that it could cause problems if a siege tower arrives exactly at this spot and then the unit attacking the walls gets stuck.

    AI behavior:
    It was - apart from the beginning of the battle, not too bad. I was glad to see that the cohorts used the testudo when bombarded by my slingers (I know the Polybians could not form the testudo but the fact that the AI used it, is good)

    Path finding issues:
    The enemy AI had enormous path finding issues which made this battle so complicated! Their troops (infantry and cavalry) got stuck nearly at every corner. They got cramped and lost within / among the houses, especially within those houses/insulae which are built close to the wall. This happened even with my own units.

    The new faces of Rome and Carthage:
    The new buildings, houses, temples etc. look fantastic!!

    Traits for family members / generals:
    They got their traits as it should be and some became infantry or cavalry commanders. One question: Does this mean that they get their additional command star only if their armies are composed exclusively of infantry or cavalry units, respectively?

    Traits for Spies/Diplomats
    I liked it that my spy and diplomat got a "Carthaginian citizen" trait… Gives them more personality

    Elections (?):
    Are there elections for the Carthaginian magistrate members like it is the case for the Romans?

    Again, these are just first impressions… Others will follow after more turns played…

  4. #4
    ferike_2007's Avatar Tiro
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    Default Re: RS2.5 Issues and Problems:

    Hi,

    changed some ancillary pictures with my own ones - just the pictures, nothing else! - when observed that ancillaries have/give NavalCombat bonuses.
    Is this "premeditated", for some reason?

    Thanks.

  5. #5

    Default Re: RS2.5 Issues and Problems:

    First Off great work DVK, Tone and company. I have been playing this for awhile and its just fantastic work.

    I am playing a Seleucid campaign on H/H and for some reason when I take on Parthia the garrison script is not firing. i think was one of the best additions to 2.5 and I personally wish the garrison script was heavier like in FGE. I dont know if it is possible or not but it would be really interesting if you could scale the enemy experience and weapons upgrades with the campaign difficulty. So for M/M you could have basic garrisons and on H/H you could have the garrisons exerpience and weapons levels from FGE. Just a thought not a complaint.

    Once again this is just a fantastic mod and my hat goes off to all of you.

    Best Regards,

    Plebeius

  6. #6
    dvk901's Avatar Consummatum est
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    Default Re: RS2.5 Issues and Problems:

    Quote Originally Posted by Legatus Legionarii View Post
    I started yesterday a campaign with Carthage (BI.exe, H/H, 0 turn) and here are my first impressions from the first turn(s), with particular emphasis on the siege battle for Rome, where I noted some issues – good and bad ones – regarding the AI's behavior. The entire siege battle lasted for nearly three hours (!) and that's why I decided to post it here…

    1st turn:
    • I attack Nepos and his army… and both vanish at the shoreline of LakeTrasimene.
    • I decide to do what the real Hannibal did not: I besiege Rome, build my siege equipment and hope that the Roman garrisons in Ariminium and Capua will not arrive in time to relieve the city. Even without them this will certainly be a hard fought battle

    2nd turn:
    • The Romans decide to sally fort… I arrange my Carthaginians and wait for the assault… which never comes. Instead, the AI arranges the troops in front of the gate and then… nothing. I believe this is an old vanilla RTW problem and not a lot can be done here… Only their general, Maximus, decides to chase my Balearic slingers and soon the fool dies a heroic death. That is unfortunate because I wanted a fair fight with him…
    • The battle then starts but not in the way as expected. As the Romans do not move, I try to provoke them… slingers harass them, they send one cohort which is destroyed.
    • I decide to speed up things a bit… I take one slinger unit, assign to them a siege tower and they manage to climb the walls of Rome. When that happens, the entire Roman army withdraws back into the city (good move) and march in the direction of the main plaza and in the direction of my slingers (also good move)
    • I use the old trick by walking on the walls so my slingers manage to capture one main gate and two towers… I know, not fair but I wanted to test the AI.

    Walking on walls:
    When I tried to let my slingers walk on and around the entire wall, I noticed that it was not possible – well at least not in the normal way. At one point I was noticed that "this unit cannot attack walls" and I saw this part clearly marked as a part in the wall (square shaped). So this could not be crossed and the unit had to leave the wall, go down, go up the next tower and continue. Do not get me wrong, I believe this is actually good cause it makes the old trick of capturing towers and gates (see above) a bit obsolete!… Though not entirely. However, I could imagine that it could cause problems if a siege tower arrives exactly at this spot and then the unit attacking the walls gets stuck.

    AI behavior:
    It was - apart from the beginning of the battle, not too bad. I was glad to see that the cohorts used the testudo when bombarded by my slingers (I know the Polybians could not form the testudo but the fact that the AI used it, is good)

    Path finding issues:
    The enemy AI had enormous path finding issues which made this battle so complicated! Their troops (infantry and cavalry) got stuck nearly at every corner. They got cramped and lost within / among the houses, especially within those houses/insulae which are built close to the wall. This happened even with my own units.

    The new faces of Rome and Carthage:
    The new buildings, houses, temples etc. look fantastic!!

    Traits for family members / generals:
    They got their traits as it should be and some became infantry or cavalry commanders. One question: Does this mean that they get their additional command star only if their armies are composed exclusively of infantry or cavalry units, respectively?

    Traits for Spies/Diplomats
    I liked it that my spy and diplomat got a "Carthaginian citizen" trait… Gives them more personality

    Elections (?):
    Are there elections for the Carthaginian magistrate members like it is the case for the Romans?

    Again, these are just first impressions… Others will follow after more turns played…
    I am\was aware that the city of Rome would have a few 'issues'...especially in the area of the city where the Colosseum is located. The reasons for this are several. The limitations on me in terms of what I had to work with (just the old RTW files, mainly), and the terrain on that side of the city. When I started working on the cities, I had made some changes in Rome, and they looked good, but a few people said: "Why don't you make Rome look more like Rome did?" Well, ok, that required a lot more work, and presented a big problem because that huge Colosseum had to be moved from why CA put it to the other side of the city....and there was no room for it. So I wandered off into uncharted territory, dug up the old RTW wall editor, and moved the walls on that side of the city 'out' so that I could put the Colosseum over there. That worked ok, but created another problem (which is what usually happens when you screw around with stuff. ) The ground on that side of the city (as bad luck would have it) slopes downward....so my newly created walls ended up being about six feet off the ground on that side at their furtherest extent. This happens because the walls were now 'off' the underlay for the city (which flattens the ground), and there was no way around that except to have a new underlay...which was never going to happen.

    My solution to this was to very 'slightly' move the walls 'down' as they went into the slope of the land, and then back up again as they met the sections of wall still sitting on the underlay. It is hardly noticeable, but if you look real close you could probably see it. I was then worried if units could walk on the wall, so I tested this by sieging the city and walking my units along that whole section of wall to see that they could do it without a glitch. And they did, so I figured it was OK.

    Now, as I mentioned, there is no underlay or overlay in that area around the Colosseum...therefore, no 'path finding' laid out, so to speak. So units have to make their way as best they can around the buildings over there. I attacked the city several times over there, so I observed the difficulties. But, I just figures: Hey, this was a big city with congested streets and 'close' buildings...it's actually a bit more realistic. But only in that area.

    As for the weird behavior of the AI defending army....yeah, that's just RTW's weird behavior sometimes, which is only evident when you wait until the defending army is forced to come out.

    Quote Originally Posted by ferike_2007 View Post
    Hi,

    changed some ancillary pictures with my own ones - just the pictures, nothing else! - when observed that ancillaries have/give NavalCombat bonuses.
    Is this "premeditated", for some reason?

    Thanks.
    Yes, this is intentional. It is to prevent characters from getting more than 6 ancillaries. This was necessary so that some of the Legion ancillaries, and Roman and Greek government ancillaries would have a 'place to go' if the character should get them.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  7. #7

    Default Re: RS2.5 Issues and Problems:

    Quote Originally Posted by dvk901 View Post
    I am\was aware that the city of Rome would have a few 'issues'...especially in the area of the city where the Colosseum is located. The reasons for this are several. The limitations on me in terms of what I had to work with (just the old RTW files, mainly), and the terrain on that side of the city. When I started working on the cities, I had made some changes in Rome, and they looked good, but a few people said: "Why don't you make Rome look more like Rome did?" Well, ok, that required a lot more work, and presented a big problem because that huge Colosseum had to be moved from why CA put it to the other side of the city....and there was no room for it. So I wandered off into uncharted territory, dug up the old RTW wall editor, and moved the walls on that side of the city 'out' so that I could put the Colosseum over there. That worked ok, but created another problem (which is what usually happens when you screw around with stuff. ) The ground on that side of the city (as bad luck would have it) slopes downward....so my newly created walls ended up being about six feet off the ground on that side at their furtherest extent. This happens because the walls were now 'off' the underlay for the city (which flattens the ground), and there was no way around that except to have a new underlay...which was never going to happen.

    My solution to this was to very 'slightly' move the walls 'down' as they went into the slope of the land, and then back up again as they met the sections of wall still sitting on the underlay. It is hardly noticeable, but if you look real close you could probably see it. I was then worried if units could walk on the wall, so I tested this by sieging the city and walking my units along that whole section of wall to see that they could do it without a glitch. And they did, so I figured it was OK.

    Now, as I mentioned, there is no underlay or overlay in that area around the Colosseum...therefore, no 'path finding' laid out, so to speak. So units have to make their way as best they can around the buildings over there. I attacked the city several times over there, so I observed the difficulties. But, I just figures: Hey, this was a big city with congested streets and 'close' buildings...it's actually a bit more realistic. But only in that area.

    As for the weird behavior of the AI defending army....yeah, that's just RTW's weird behavior sometimes, which is only evident when you wait until the defending army is forced to come out.
    Thanks for the explanation!

  8. #8
    dvk901's Avatar Consummatum est
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    Default Re: RS2.5 Issues and Problems:

    You might try the different types of formations (for both player and AI) in the _important_stuff folder under 'alternate_formations'. I had a try at fixing that problem, but TBH, with the surrent RS2 formations I could not. But, I have included PLAYER formations by Sinuhet, Darth, RTR and Athenagorus....and AI formations by Sinuhet and Darth. Now, RS2 uses a modified version of Sinuhet's formation AI, but the alternate I'm talking about is a 'pure' Sinuhet 7.0 version that has only been modified so that the right factions use the right formations.

    Maybe one of these can solve the issue, I have just never had time to explore that. If one does, surely let me know!

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  9. #9
    Domesticus
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    Default Re: RS2.5 Issues and Problems:

    Quote Originally Posted by dvk901 View Post
    You might try the different types of formations (for both player and AI) in the _important_stuff folder under 'alternate_formations'. I had a try at fixing that problem, but TBH, with the surrent RS2 formations I could not. But, I have included PLAYER formations by Sinuhet, Darth, RTR and Athenagorus....and AI formations by Sinuhet and Darth. Now, RS2 uses a modified version of Sinuhet's formation AI, but the alternate I'm talking about is a 'pure' Sinuhet 7.0 version that has only been modified so that the right factions use the right formations.

    Maybe one of these can solve the issue, I have just never had time to explore that. If one does, surely let me know!
    Where do i copy the descr_formations file to?

  10. #10
    Ferdiad's Avatar Patricius
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    Default Re: RS2.5 Issues and Problems:

    Quote Originally Posted by Grimbold View Post
    Where do i copy the descr_formations file to?
    data folder.

  11. #11

    Default Re: RS2.5 Issues and Problems:

    Is it me or does the senatorial elections message sorta glitch. It keeps saying to me that the elections are next turn but on the hit of every turn the message comes back..

    Just wondering?
    Proudly under the patronage of Tone
    Roma Surrectum Local Moderator

  12. #12
    ferike_2007's Avatar Tiro
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    Default Re: RS2.5 Issues and Problems:

    Quote Originally Posted by century x View Post
    Is it me or does the senatorial elections message sorta glitch. It keeps saying to me that the elections are next turn but on the hit of every turn the message comes back..

    Just wondering?
    Hi,

    i deleted the elections command lines in descr_advices, and the messages no more appears at all at the start of every turn.
    IDK if this will affect the gameplay in any way, as far as I observed the characters gained the offices, so i think I didn't altered nothing, except the messages.

  13. #13
    dvk901's Avatar Consummatum est
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    Default Re: RS2.5 Issues and Problems:

    Quote Originally Posted by Grimbold View Post
    Where do i copy the descr_formations file to?
    All formations files go in the 'main' data folder....not in the 'Play_xxxx' data folders.
    Although I suppose you 'could' put them in the data folder of the campaign you are playing, and they would just change that campaign.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  14. #14

    Default Re: RS2.5 Issues and Problems:

    My launcher says RS 2.2B Rev on top, is that normal?

  15. #15

    Default Re: RS2.5 Issues and Problems:

    Quote Originally Posted by TotalKnight2 View Post
    My launcher says RS 2.2B Rev on top, is that normal?
    It is not right, but yes it is normal.
    I forgot to modify it for the release.
    Under the patronage of apple.
    Patron of ybbon66.

  16. #16

    Default Re: RS2.5 Issues and Problems:

    City plans seems unchanged at the start. Saving and other matters also problematic. I'm now trying my old CD install.

  17. #17

    Default Re: RS2.5 Issues and Problems:

    Weird, everything is a.ok installing on top of an old copy of my CD install. The city maker is an artist. It's tenement not tenament.

  18. #18
    dvk901's Avatar Consummatum est
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    Default Re: RS2.5 Issues and Problems:

    Noted and fixed.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  19. #19

    Default Re: RS2.5 Issues and Problems:

    Hi, great mod, but I was wondering about something. A lot of my generals have a "disdaines his father" trait. Was that done on purpose, is it a bug, or am I just unlucky in this campaign? BTW. I'm playing 0 turn Rome.
    Optio, Legio I Latina

  20. #20
    dvk901's Avatar Consummatum est
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    Default Re: RS2.5 Issues and Problems:

    The 'Disdains his father' and 'respects his father' traits are just two traits that determine a few 'genetic' and family type traits passed on from father to son. Every character really should get one of the other at some point, but having a LOT of one or the other is just random. So that's normal.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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