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  1. #1

    Default Re: end turn ctd think i know why

    Marcus Caelius,
    I am using PLATINUM 1.6 no gold or BI
    Like i wrote everything was destroyed barracks and all
    No egptians took the towns back i had spys in the region so i could see their movements, the egyptians had two full armies in the area but wouldnt challenge or even touch my new egypt settlements after i was gone,i guess they were intimidated by the 2 armies i crushed and my 8 star or so ferocious general.They wouldnt even attack when their 2 stacks could have attacked my 1 stack at the same time.They alowed me to do what i wish and watched.
    When settlements switched and i got no report of it, all egyptian armies stood still and never made any moves or attacking attempts,they were so shook they didnt even pursue me or advanced my way.
    No saves to replay that perticular revolt.my save is past that point and is at the Alexandria crash but i will try what kbfntc wrote and see if it makes a difference for Alexandria

    Cant find any egyptian rebels in desc_rebel_factions
    and i cant find proper files and text so i cant do what kbfntc did
    Last edited by AncientWarrior; September 05, 2006 at 01:13 PM.

  2. #2

    Default Re: end turn ctd think i know why

    OK thanks

    I am mystified and we still clearly haven't got to the bottom of this, however I can describe the temporary fix that has got me past the CTD. I'm going on a trip to greece for two weeks tomorrow, so I won't be doing anything more no this for a while.

    As Cheexsta said earlier in the thread, (check his post for more detail)

    go to

    export_descr_buildings.txt

    The first buildings described are the government buildings. Each government building has a list of aor recruitable units.

    Some units are labelled as custom as follows:


    Code:
    recruit "aor italy spearmen custom"   4  requires not factions { romans_julii, } and not marian_reforms and hidden_resource aor_italy
                    recruit "aor italy swordsmen custom"  4  requires not factions { romans_julii, } and not marian_reforms and hidden_resource aor_italy
    		recruit "aor italy skirmisher custom" 4  requires not factions { romans_julii, } and not marian_reforms and hidden_resource aor_italy
    		recruit "aor italy cavalry custom"    4  requires not factions { romans_julii, carthage, } and hidden_resource aor_italy
    Delete the condition that says "not factions { faction name } so it looks like this:

    Code:
    recruit "aor italy velite custom"     4  requires marian_reforms and hidden_resource aor_italy
                    recruit "aor italy hastati custom"    4  requires marian_reforms and hidden_resource aor_italy
                    
    		recruit "aor italy spearmen custom"   4  requires not marian_reforms and hidden_resource aor_italy
                    recruit "aor italy swordsmen custom"  4  requires not marian_reforms and hidden_resource aor_italy
    		recruit "aor italy skirmisher custom" 4  requires not marian_reforms and hidden_resource aor_italy
    		recruit "aor italy cavalry custom"    4  requires not hidden_resource aor_italy
    You have to do that for each unit labelled custom, and do that for each of the government buildings.

    However i still got a crash with egypt, but i noticed that there were no egypt Aor units in these slots, so i created a quick aor_slave grouping for egypt:

    Code:
    ; Egyptian AOR
                    ;recruit "merc eastern infantry" 4  requires factions { slave, } and hidden_resource aor_egypt and not hidden_resource aor_arab
    		recruit "aor egypt spearmen custom"  4  requires hidden_resource aor_egypt 
    		recruit "aor egypt archer custom"   4  requires hidden_resource aor_egypt 
                    recruit "aor egypt heavy cavalry custom"  4  requires hidden_resource aor_egypt
    try pasting that into the EDB in the aor-slave section, once for each of the government buildings. This worked but not 100% reliably. But i did get past the CTD and have forced a few other egyptian cities to rebel back since, all of them successfully, and the units you get are now proper machimoi units.

    If you can follow this and get either a good or a bad result, it would be great to know either way.

    have fun,

    now i'm off to greece
    Last edited by Marcus Caelius; September 05, 2006 at 04:07 PM.

  3. #3

    Default Re: end turn ctd think i know why

    I have to say that this is the most useful post I've seen so far
    in regards to the end of turn / revolt ctd problem. Unfortunately, it took a while before I found this one, and others might have the same challenge too.

    I put together a script that basically does what our generous contributors specified below, what I've come to remember as Post #128. My export_descr_buildings.txt is attached. It's basically RTR PE with the edits in post #128. Hope this saves time for people who have similar struggles as ours. I for one, found that doing the replacements manually in a text editor was repetitive and prone to error.




    Quote Originally Posted by Marcus Caelius View Post
    OK thanks

    I am mystified and we still clearly haven't got to the bottom of this, however I can describe the temporary fix that has got me past the CTD. I'm going on a trip to greece for two weeks tomorrow, so I won't be doing anything more no this for a while.

    As Cheexsta said earlier in the thread, (check his post for more detail)

    go to

    export_descr_buildings.txt

    The first buildings described are the government buildings. Each government building has a list of aor recruitable units.

    Some units are labelled as custom as follows:


    Code:
    recruit "aor italy spearmen custom"   4  requires not factions { romans_julii, } and not marian_reforms and hidden_resource aor_italy
                    recruit "aor italy swordsmen custom"  4  requires not factions { romans_julii, } and not marian_reforms and hidden_resource aor_italy
            recruit "aor italy skirmisher custom" 4  requires not factions { romans_julii, } and not marian_reforms and hidden_resource aor_italy
            recruit "aor italy cavalry custom"    4  requires not factions { romans_julii, carthage, } and hidden_resource aor_italy
    Delete the condition that says "not factions { faction name } so it looks like this:

    Code:
    recruit "aor italy velite custom"     4  requires marian_reforms and hidden_resource aor_italy
                    recruit "aor italy hastati custom"    4  requires marian_reforms and hidden_resource aor_italy
                    
            recruit "aor italy spearmen custom"   4  requires not marian_reforms and hidden_resource aor_italy
                    recruit "aor italy swordsmen custom"  4  requires not marian_reforms and hidden_resource aor_italy
            recruit "aor italy skirmisher custom" 4  requires not marian_reforms and hidden_resource aor_italy
            recruit "aor italy cavalry custom"    4  requires not hidden_resource aor_italy
    You have to do that for each unit labelled custom, and do that for each of the government buildings.

    However i still got a crash with egypt, but i noticed that there were no egypt Aor units in these slots, so i created a quick aor_slave grouping for egypt:

    Code:
    ; Egyptian AOR
                    ;recruit "merc eastern infantry" 4  requires factions { slave, } and hidden_resource aor_egypt and not hidden_resource aor_arab
            recruit "aor egypt spearmen custom"  4  requires hidden_resource aor_egypt 
            recruit "aor egypt archer custom"   4  requires hidden_resource aor_egypt 
                    recruit "aor egypt heavy cavalry custom"  4  requires hidden_resource aor_egypt
    try pasting that into the EDB in the aor-slave section, once for each of the government buildings. This worked but not 100% reliably. But i did get past the CTD and have forced a few other egyptian cities to rebel back since, all of them successfully, and the units you get are now proper machimoi units.

    If you can follow this and get either a good or a bad result, it would be great to know either way.

    have fun,

    now i'm off to greece

  4. #4

    Default Re: end turn ctd think i know why

    Salvor did a hotfix based on the info above and it was added to RTRPE v1.8. What version of RTRPE are you using? And if it`s v1.8, did you have a revolt CTD?

  5. #5

    Default Re: end turn ctd think i know why

    I downloaded RTRPE v1.8 about a week ago, and the crash problem debilitated any more progress in my campaign. Was the hot-fix that you mentioned applied in between? I downloaded the RTRPE v1.8 for sure, and since RTRPE v1.8 has been out for a while, I'm pretty sure I have the latest version (if by chance there's multiple v1.8's). I followed everything in the twcenter forum thread "RTR Platinum v1.8 Release". I downloaded my files using the links on that opening thread as well.

    One thing I did though, is apply the optional Roman Cognomen mod that was offered on the same page, Sinuhet's AI battle formations mod, and the RTR music mod, also offered on the same page. I removed the music mod by replacing the old data/music? file, but did not touch any of the .txt files until I saw post #128. I doubt these mods have anything to do with the .txt file or ctd, but I haven't gone back to check it.

    So, when I examined the export_descr_buildings.txt file, it did not have the entries described in #128 (I'm not sure who to give the credit for the fix on, is it Cheexsta?). Was the hot-fix that you mentioned applied to other files (such as binaries maybe), or was it directly to export_descr_buildings.txt?

    To answer your question, from reading the forums, it does sound like it's what people call the revolt bug, although I didn't really trace it back to a revolt in my faction. Actually, I kept getting ctd even after I made all my other existing cities as happy as possible (low tax, max entertainment available). I'm aware that low tax / bread&circus doesn't guarantee no revolt, but just an observation. But people will understand that I was willing to do any workaround possible just to continue the campaign.

    In my experience, it'd be more called a "occupy settlement at end of turn ctd". Basically, I'd be sieging a city, and ctd would happen either after I got attacked by an enemy relief army and won and captured the city, or when I outsieged the enemy city by turns that I could capture it without battle. It always happens after I click on one of the three buttons (occupy/enslave/exterminate).

    I also wanted to follow up and report that I played all last night and no ctd's so far. And in regards to revolts, I went back to the save right before the ctd from the situation above with the modified export_descr_buildings.txt, and did not have any revolts the next turn. So, it could very well be that my problem is not the "end of turn revolt ctd" and should be called "occupy settlement at end of turn ctd", but that's just my guess.



    Quote Originally Posted by florin80 View Post
    Salvor did a hotfix based on the info above and it was added to RTRPE v1.8. What version of RTRPE are you using? And if it`s v1.8, did you have a revolt CTD?

  6. #6

    Default Re: end turn ctd think i know why

    Well, after a full month of enjoyment I have to say that the export_descr_buildings.txt related to Post #128 has been well worth it. I'm now in the year 45 BC and experiencing ctd after more than a month of RTR PE 1.8 playtime. And in all seriousness, this is a great game.

    That's why I'm back to this forum.

    I'm not sure if there's anything else I can do to the export_descr_buildings.txt. My empire is vast enough that the extremeties are likely to revolt, thus bringing me back to thinking that it may be end turn revolt related. I'm 99% sure export_descr_buildings.txt fix solved the ctd following Occupy/Enslave/Exterminate settlement bug. My problem right not is not related to Occupy/Enslave/Exterminate because I'm not sieging anybody now.

    My problems started after I began conquering Carthaginian cities and and the rebel province of Maeotis (city is Tanais). The two cities most likely to revolt are Tingi and Tanais, the extremities of my empire (capital is Oduba).

    I'll try looking into the export_descr_buildings.txt file again, but so far I found nothing. The Punic entries look like the other ones. If anybody has any ideas or pointers, I'd appreciate it cause I want to cherish the rest of this campaign.

    Quote Originally Posted by spqr_arcani View Post
    I have to say that this is the most useful post I've seen so far
    in regards to the end of turn / revolt ctd problem. Unfortunately, it took a while before I found this one, and others might have the same challenge too.

    I put together a script that basically does what our generous contributors specified below, what I've come to remember as Post #128. My export_descr_buildings.txt is attached. It's basically RTR PE with the edits in post #128. Hope this saves time for people who have similar struggles as ours. I for one, found that doing the replacements manually in a text editor was repetitive and prone to error.
    Last edited by spqr_arcani; May 30, 2007 at 03:52 PM.

  7. #7

    Default Re: end turn ctd think i know why

    More details on my ctd...

    It started around 66 BC, but I was able to load older save, move different things around, and avoid it the next turn. It got tiresome and this nonsensical workaround is less and less effective as the years progress... Now it's 45 BC and ctd happen like every 2-3 turns, and I can't get past this current one.

    At first I thought it might be related to the civil war 67/66 BC CTD, but that doesn't seem to be the case. However, I'm not ruling this out either.

    The weird thing is that I have a golden savegame file (call it #1), which can end turn properly. But if I save that very same snapshot as another savegame (call it #2) and load savegame #2, end turn will ctd. I did not move anything, buy any units or buildings, only a save as another file. I don't know what gives.
    Last edited by spqr_arcani; May 30, 2007 at 02:02 PM.

  8. #8

    Default Re: end turn ctd think i know why

    1. Thanks Marcus I would help but I'm beta testing for AE.
    2. Should we start a new thread for the fixes since this is starting to get cluttered up
    Whoever gives nothing, has nothing. The greatest misfortune is not to be unloved, but not to love.
    -Albert Camus

  9. #9

    Default Re: end turn ctd think i know why

    Quote Originally Posted by The Walrus
    1. Thanks Marcus I would help but I'm beta testing for AE.
    2. Should we start a new thread for the fixes since this is starting to get cluttered up
    It will be good if you can make a new one and make a first post that will contain the most important stuff discussed here(maybe with links to the important posts from this thread) and which you will be able to update when new info becames available. If you`re willing to do this tell me.
    After you`ll do that I`ll post a link here and close this one.

  10. #10

    Default Re: end turn ctd think i know why

    I will after I finish my homework.
    Whoever gives nothing, has nothing. The greatest misfortune is not to be unloved, but not to love.
    -Albert Camus

  11. #11

    Default Re: end turn ctd think i know why

    ATTENTION EVERYONE!!!!!

    I tried what MARCUS CAELIUS mentioned a couple posts up on my carthage campaign and IT WORKED!!

    They rebelled back to egpyt as loyalists and not rebels so egypt regained their lands.The rebels seemed mostly gauls from what i could see
    and they had silver weapons upgrade, gold armour upgrade and 2 silver chevrons of experince(fierce).
    It took a while to edit the files the way suggested but there are no crashs when the city revolts.
    I went through 3 revolts and no ctd.

  12. #12

    Default Re: end turn ctd think i know why

    Quote Originally Posted by AncientWarrior
    ATTENTION EVERYONE!!!!!

    I tried what MARCUS CAELIUS mentioned a couple posts up on my carthage campaign and IT WORKED!!

    They rebelled back to egpyt as loyalists and not rebels so egypt regained their lands.The rebels seemed mostly gauls from what i could see
    and they had silver weapons upgrade, gold armour upgrade and 2 silver chevrons of experince(fierce).
    It took a while to edit the files the way suggested but there are no crashs when the city revolts.
    I went through 3 revolts and no ctd.
    Maybe I didn`t follow this as closely as I should, but:
    1. did they became rebels or egyptians?
    2. what do you mean
    seemed mostly gauls from what i could see
    and they had silver weapons upgrade, gold armour upgrade and 2 silver chevrons of experince(fierce)
    ?
    Egyptians with gauls with gold armour in their armies?

  13. #13

    Default Re: end turn ctd think i know why

    Quote Originally Posted by florin80
    Maybe I didn`t follow this as closely as I should, but:
    1. did they became rebels or egyptians?
    2. what do you mean
    ?
    Egyptians with gauls with gold armour in their armies?
    Ehhh close enough. I might make the summary after dinner or beta test.
    Whoever gives nothing, has nothing. The greatest misfortune is not to be unloved, but not to love.
    -Albert Camus

  14. #14
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: end turn ctd think i know why

    Can someone who have vanilla RTRPE copies edited to reactify this problem (fully tested and no error orcource) to send the file to Marcus Camillus so he cna probably add in in RTRPE 1.7 ?

    I unfortunately don't have any unmodified EDB in my keeping.


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  15. #15

    Default Re: end turn ctd think i know why

    I already told Marcus about this thread and the last time he was online saw it, but he gave no reaction to it yet.

  16. #16

    Default Re: end turn ctd think i know why

    Great. Marcus needs to see this right when he gets on.
    Whoever gives nothing, has nothing. The greatest misfortune is not to be unloved, but not to love.
    -Albert Camus

  17. #17

    Default Re: end turn ctd think i know why

    After all that I just experienced another crash with my carthage campaign.The settlements Alexandria, Memphis, Herocleopolis and the other settlement something ptolemy i think in egypt rebelled normally exept the fact
    they were mostly barbarians with high upgrades.I think this time it was in sicily where the rebellion should have takin place or in siwa the settlement in the dessert under egypt .I thought it was
    fixed but i guess other areas on the map need work.It still fixed my first settlement crash.So that means you guys are on to somethin.

  18. #18

    Default Re: end turn ctd think i know why

    Just to summarize a few "experiments" regarding rebellions that I performed yesterday:

    NOTE: UNMODDED export_descr_buildings.txt

    - First of all, I made a this settlement revolt:
    Settlement: Heracleopolis
    Faction_allegiance in descr_regions: Egypt
    Faction_creator in descr_strat: Egypt
    Rebels in descr_rebel_factions: Lybians (Egypt-originally Macedon, I changed them)

    Result: Peasant rebellion, no-CTD.

    - Second try:
    Settlement: Paleophapos (¿?). Well, one in Cyprus
    Faction_allegiance in descr_regions: Egypt
    Faction_creator in descr_strat: Egypt
    Rebels in descr_rebel_factions: Cypriots (Macedon)

    Result: Peasant rebellion, no-CTD.

    - Third try:
    Settlement: Capsa.
    Faction_allegiance in descr_regions: Numidia
    Faction_creator in descr_strat: Carthage
    Rebels in descr_rebel_factions: Gaetuli (Numidia)

    Result: Peasant rebellion, no-CTD.

    CONCLUSION:

    Although this is a very reduced sample, I tested the sources of CTD I had thought of:
    1. Mismatch between faction_allegiance in descr_regions and faction_creator in descr_strat.
    2. Mismatch between faction_allegiance in descr_regions and the faction that the rebels of this region belonged to.

    In the tests I ran none of these combinations produced a CTD. Although not conclusive, due to the reduced size of the sample, I am inclined to think that the CTD might happen when certain loyalists revolts take place, as apparently the revolts that spawn rebels of the slave faction do not produce this CTD.

    My theory is that a fix to the export_descr_buildings.txt file, in the way Marcus Caelius suggested, might be the solution to this CTD.

  19. #19

    Default Re: end turn ctd think i know why

    Ok, I've read through at least some of the posts concerning the CTD's people are getting involving city rebellions. From near the end, it appears to involve loyalist rebellions back to whatever faction originally owned a city when the campaign started and they are listed in the descr_strat.txt file as the "faction_creator" for that region's city. One fix seems to be the one listed in post#128 of the "end turn ctd think i know why" thread. There seems to be two problems also. One of them might be due to something I noticed and have corrected in the RTRPE v1.7 Beta Patch. It deals with the game engine names for some cities. Here is a copy of my notes for my city name corrections...
    Game engine names can not have spaces in them. Corrected the "imperial_campaign_regions_and_settlement_names.txt", "descr_regions_and_settlement_name_lookup.txt", and "descr_regions.txt" files to eliminate spaces in game engine settlement names.

    * Corrected the game engine settlement name from "Seleuceia Pieria" to "Seleuceia_Pieria".

    * Corrected the game engine settlement name from "Ghajn Tuffieha" to "Ghajn_Tuffieha".

    To create unique game engine settlement names for the 3 Alexandria cities, I renamed their game engine settlement name as follows in the "imperial_campaign_regions_and_settlement_names.txt", "descr_regions_and_settlement_name_lookup.txt", and "descr_regions.txt" files. The UI text name that the player sees is still "Alexandria" in all 3 cases.

    * "Alexandria" is the city in the region of "Nile_Delta" that starts in the Ptolemaic Empire.

    * "Alexandria_Seleucia" is the city in the region of "Alexandretta" that starts in the Seleucid Empire.

    * "Alexandria_Bactria" in the city in the region of "Orus" that starts in the Kingdom of Bactria.
    The city name corrections are already in the RTRPE v1.7 release. I'll see about adding the solution listed by Marcus Caelius in his post#128. I'll try to keep up with this thread concerning these CTD issues.

    I would like everyone to know I greatly appreciate the assistance of all involved in tracking down a solution or solutions to these CTD's.
    Last edited by Marcus Camillus; January 05, 2007 at 09:18 PM.
    Marcus Camillus


  20. #20

    Default Re: end turn ctd think i know why

    I tried everything you guys suggested and it seems sometimes the settlements rebel and theres no ctd but other times the same settlements rebel and i get a ctd.
    Most of the ctds for me involve settlements that started as rebels.The fixs seemed to work at first but now im back to square one.I hope this bug doesnt present itself in 1.7.
    Anyone have any luck fixin this?

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