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  1. #1

    Default Big Problem

    A lot of the buttons dont work such as I cant end turns cant click on the faction sign and view income etc and cant select units inside places or in the menu when I click on a army and when I click on a settlement the recruit and build options are blank Whats wrong?

  2. #2
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Big Problem

    You must activate the script first.


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  3. #3

    Default Re: Big Problem

    A little off topic here but I do have a question...
    In my first test run, after concurring Sparta, I could only pick the empire development vs independence one there. This bugged me because with the independence one, I could plausibly recruit true Spartans into my army. :-( It was strange too, because up in Meglopolous both development options where available to me, and I gave them the more independent rout, because it would give me another city where I could recruit and retrain my standard troops. Is it supposed to be that way, in Sparta at least? Do I have a bug, bad install? ????

  4. #4

    Default Re: Big Problem

    Quote Originally Posted by WRL View Post
    A little off topic here but I do have a question...
    In my first test run, after concurring Sparta, I could only pick the empire development vs independence one there. This bugged me because with the independence one, I could plausibly recruit true Spartans into my army. :-( It was strange too, because up in Meglopolous both development options where available to me, and I gave them the more independent rout, because it would give me another city where I could recruit and retrain my standard troops. Is it supposed to be that way, in Sparta at least? Do I have a bug, bad install? ????
    Not all government trees are available in all towns, even in ones right next to each other. Some of the government trees have culture restrictions, which might include Spartan culture but not generic Greek culture like in Megalopolis. Even if you were able to build the government building in Sparta, you wouldn't be eligible to recruit Spartan Hoplites, as they are a special unit only available to the Spartan faction (even they can't recruit them, the units spawn at specific points).

    The culture vs. government building thing will be true in many places across the map. Some governments will be available, some won't. It all depends on the local culture settings for that settlement.

  5. #5

    Default Re: Big Problem

    Ah I got you. I don't get why incorporation was better than a more independent rout though? Strong cultures should favor a more independent government, no? I have an idea about allowing all options for all cities, only strong cultures require vastly more money, and time, for incorporation of course. Annexing Sparta should take years, of riots, and destruction, and occupation, but in the end you should have full control of the city, able to recruit local, and your own units, or maybe just your own units so that independence has greater value where historic units are located... Allowing an independent government, allows for less rioting, less monetary commitment, and occupation time, but you can only recruit local units due to the lack of infrastructure and cultural identity, and poor approval ratings.

    Just some ideas I'm trying to toss around, hope no one takes anything as criticism, I'm only hoping to get some idea's out, engage in some debate to possibly help out. Growth is possible even if your the best!

  6. #6

    Default Re: Big Problem

    Quote Originally Posted by WRL View Post
    Ah I got you. I don't get why incorporation was better than a more independent rout though? Strong cultures should favor a more independent government, no? I have an idea about allowing all options for all cities, only strong cultures require vastly more money, and time, for incorporation of course. Annexing Sparta should take years, of riots, and destruction, and occupation, but in the end you should have full control of the city, able to recruit local, and your own units, or maybe just your own units so that independence has greater value where historic units are located... Allowing an independent government, allows for less rioting, less monetary commitment, and occupation time, but you can only recruit local units due to the lack of infrastructure and cultural identity, and poor approval ratings.

    Just some ideas I'm trying to toss around, hope no one takes anything as criticism, I'm only hoping to get some idea's out, engage in some debate to possibly help out. Growth is possible even if your the best!
    Giving Spartans independence is just asking for a revolt. Strong cultures would require strong governance in order to keep them in line. Greek cities were historically notorious for breaking ranks and declaring secession the minute their current overlord was busy elsewhere, Sparta as much or more than most. Other strong cultures would be similar. As a tyrant, I would be more inclined to allow freedom and independence to a weak and pliable culture rather than a strong one.

    I don't think anyone here takes offense to ideas in general, so long as the idea isn't inherently offensive. Wanting to add more or different functionality to the game doesn't seem like that to me. I like the way RTR is set up, personally, but you should definitely post your results if you try it out.

  7. #7

    Default Re: Big Problem

    What file controls the features of those buildings? I wouldn't mind tinkering around. How can I lower/adjust the public approval percentages, preferably globally, or through the building itself? Thx

  8. #8
    Caligula Caesar's Avatar Horse Lord
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    Default Re: Big Problem

    It's in export_descr_buildings. You can tweak the buildings there.
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

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  9. #9

    Default Re: Big Problem

    Quote Originally Posted by Caligula Caesar View Post
    It's in export_descr_buildings. You can tweak the buildings there.
    Thank you! I'll take a look today.

    I'll need to figure out what triggers which governmental options become available, and write in the code so they all become options, correct?

    I assume from descr_buildings you can only adjust individual buildings public approval ratings? Is their a way to adjust them globally?

  10. #10
    Caligula Caesar's Avatar Horse Lord
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    Default Re: Big Problem

    You adjust the building on a global basis, as in you change the stats of the building, so that every example of that building then has different stats. The bit which says what can be built where is the upgrades section at the end of the building, and the first line of each building.
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

    "History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata

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  11. #11

    Default Re: Big Problem

    Quote Originally Posted by Caligula Caesar View Post
    You adjust the building on a global basis, as in you change the stats of the building, so that every example of that building then has different stats. The bit which says what can be built where is the upgrades section at the end of the building, and the first line of each building.
    Thank you for your time and help. That points me in the right direction. This is not only a great mod, but it has a great community as well.

    My next question is, what determines global public approval ratings? I understand that you can adjust them through buildings, say give this building + - 15% happiness, but what sets the base rate they start with? I'm trying to lower the global rates to make paying attention to your towns imperative.

    Thanks again.

  12. #12

    Default Re: Big Problem

    ; Occupation
    achaion_govt_1 requires factions { greek_cities, } and building_present_min_level hinterland_settlement_id id_1
    {
    capability
    {
    religious_belief pagan 11 requires factions { greek_cities, }
    }
    construction 1
    cost 0 ;0
    settlement_min village
    upgrades
    {
    achaion_govt_2 requires hidden_resource not_used (This is saying no Emporia if no greek_mac met? What is greek_mac? Can I just delete the part about hidden resource to open this up always? )
    achaion_govt_2
    achaion_govt_3
    achaion_govt_4
    }
    }
    ; Emporia (trade cite)
    achaion_govt_2 requires factions { greek_cities, } and hidden_resource greek_mac (This is confirming the need for greek_mac to be meet? Can both of these italicized references, to greek_mac and the required hidden resource be deleted to 'open' up the government tree? )
    {
    capability




    _________________

    construction 8
    cost 0 ;7200
    settlement_min village (I probably should put all settlement lines at min_village to fully open up the government tree?)
    upgrades
    Last edited by WRL; September 15, 2012 at 06:10 PM. Reason: added line about settlement

  13. #13

    Default Re: Big Problem

    yeah that pretty much did it. I tweaked achaia around a bit. Made the first three options always available after occupation, one is trade based, one is population control based, the other is AOR based. I had the chart follow through incorporation routs till federal capital, and independent routs till independent city. I'll continue to play around with them, the changes are save game compatible. I think these governmental buildings are a great addition to the game.

  14. #14

    Default Re: Big Problem

    Well I figured out my problem I simply used the reset campaign map thing in the files

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