Thanks for reporting the missing paved roads text. The port building gives one trade fleet by default, while the 2nd, 3rd or 4th are added in the EDB file. The way I conceive the Harbor building I'm quite happy with the 1,2,3 thing.
Thanks for reporting the missing paved roads text. The port building gives one trade fleet by default, while the 2nd, 3rd or 4th are added in the EDB file. The way I conceive the Harbor building I'm quite happy with the 1,2,3 thing.
Creator of Rome Total History
Rome 2 sucks, EB, RS and RTR were yesterday...
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The fourth level of port doesn't actually give 4 fleets though. What you get for upgrading is the ability to (in some cases) build better ships to fight.
There's no real reason to have the building info lie to the player
Last edited by Alavaria; October 10, 2015 at 09:33 AM.
Rebel army:
Note the Archers, Desert Archers and Syrian Elite archers all look the same, but the last lacks a unit card.
Your feedback is always very useful for me. I actually didn't realise that the "trade fleet" command only defines the info, but not the number of fleets available. Actually it appears as if there are only three port levels available (levels 2, 3, and 4, with level 1 being the fishing village) and now the last one is broken. I just built a dockyard in Syracuse to find that my sea trade was all gone. So for the moment you better not build a dockyard.
I'm currently trying to find a solution, but maybe the three levels are hardcoded. If anybody knows a way to add a working level 5 port, let me know.
Creator of Rome Total History
Rome 2 sucks, EB, RS and RTR were yesterday...
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There's similar issues with mines (2 levels only) and roads (3 levels only).
I see and I'm afraid there is no easy way to circumnavigate this. What I actually wanted was a port building level one offering protection for ships but no trade fleet. That's why I introduced the Harbor. But the game immediately recognized it as the new level-one-port and gave it a trade fleet. The problem is that the last level (dockyard) then falls off and gives no sea trade revenue at all.
I've checked other prominent mods and see that they make the same error: EB, RSII, XC, and to a minor extent RTR. Except the latter, all the others introduce additional port_building levels, some even inbetween, not realizing that anything after the third level is broken and generates no trade. EB and RSII have thousands of active players and I wonder how nobody noticed that!
Regarding the problem, I think I got a clean solution by making the shipwrights and dockyards a category of their own. This allows to divide shipbuilding from trade and makes sure that only the really large cities are able to maintain a strong navy. I think I can even make it compatible so that you may continue your campaigns started under previous versions. At the max your old saves will lose some description for specific buildings such as the Cothon in Carthage, but nothing more serious. You'll then have a shipwright in place, but still the possibility to rebuild it. Looks good, the only problem is that it will delay the next release.
Creator of Rome Total History
Rome 2 sucks, EB, RS and RTR were yesterday...
Don't you feel like it's time to move on?
Explore the ancient world, fight epic battles,
conquer beautiful queens and princesses...
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Play RTH or wait for Rome 3!
Regarding archers:
I see you have a lot in your army and your enemy too. When I read about the battles in Hellenistic times, I think they are quite overrated in Rome Total War. Hellenistic armies usually had only small contingents of archers. That's why I'm tempted to generally reduce their numbers. For normal archers to 60, elite archers to 50 and the very best such as the Cretans even to 40. What would you think about that?
Last edited by Philadelphos; October 12, 2015 at 02:40 PM.
Creator of Rome Total History
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The real issue is that your temple setup allows for some rather odd outcomes.
City level: +3 missile attack (more, but caps at 3) and +7 XP
Large City: can get +9 XP (more, but caps at 9)
With a standard archer, their 7 attack turns into... well the ones above are XP6, so it's 16 attack. They can kill people by shooting them in the face. If you check the stats of Roman heavy infantry, it's not much in comparison to your maximum of 19 attack (21 for some units that have 9 base ranged attack).
It's the way RTW handles experience for ranged units.
Ouch! So what do you propose?
Should I reduce
- the number of archers in a unit
- the missile bonus in the temples
- the missile attack of all archer units
- or all three of them?
P.S. I have already corrected the incoherent shield stats of the pikemen.
Creator of Rome Total History
Rome 2 sucks, EB, RS and RTR were yesterday...
Don't you feel like it's time to move on?
Explore the ancient world, fight epic battles,
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What probably does it is mostly the "recruits_exp_bonus" which are far too much (I think you can get like +13 or something, game caps at 9 ofc). Probably temples shouldn't be having them at the first level or so. Though it would be nice if it worked, the recruits_morale_bonus apparently just doesn't work as much as people can tell from testing.
The AI doesn't really use archers that much that I've seen... potentially the AI doesn't like building things which give it penalties. Just reducing the experience bonuses would solve most things.
For anyone playing on Hard or Very Hard battles, even unupgraded the AI missile units are very deadly as they get a magic +8 attack. For most light units however this isn't much of a difference. Especially archers shooting archers, a player with +3 upgrades can duel the AI with magic +8 because both sides have like 2 defence, so 10 or 15 still kills you basically if you get hit.
Last edited by Alavaria; October 12, 2015 at 12:13 AM.
I got a crash to desktop while trying to play a quick battle. It looks like some textures are missing. I looked for the texture in the folders but it's not there. Actually, it looks like it is, but the filename is preceeded by "unit_" or something like that, which of course means the computer can't find it
Failed to find texture 'RTH/data/models_unit/rth/textures/Bithynian_Snake_Hurler_Pontus.tga'
Here's a screen http://i.imgur.com/Q9vhlxS.jpg
Thanks for reporting.
Actually I can't find the line
'RTH/data/models_unit/rth/textures/Bithynian_Snake_Hurler_Pontus.tga'
in my current desc_model_battle.txt.
So I don't understand why the game should call it.
Maybe it's a bug from a previous version?
Are you sure that you got the latest version RTH 2.0?
You can download it here: http://www.mediafire.com/download/3i...ym/RTH_2.0.rar
In the meantime you can repair the error by correcting the line in your desc_model_battle.txt.
Creator of Rome Total History
Rome 2 sucks, EB, RS and RTR were yesterday...
Don't you feel like it's time to move on?
Explore the ancient world, fight epic battles,
conquer beautiful queens and princesses...
Try a new groundbreaking mod:
Experience Rome Total History!
Play RTH or wait for Rome 3!
Yes in fact I downloaded this mod yesterday for the first time It's really good. About the bug:
After reporting it, I tried another quick battle. My understanding is that the quick battle is semi-random, right? It chooses a faction for you and one for the computer. Well, this time it chose Carthage for me (same as before) and then it crashed just like before with the same error, like it tried to use Pontus for the AI commander. Or that's what I think.
Anyway, thanks for the tip. The campaign works fine though. And a custom battle (in which I select the factions) also works perfectly.
Now I seem to remember that there have been problems with quick battles before. Maybe they take the desc_model_battle.txt somewhere else? It seems strange, though. I have to look into this mystery.
Creator of Rome Total History
Rome 2 sucks, EB, RS and RTR were yesterday...
Don't you feel like it's time to move on?
Explore the ancient world, fight epic battles,
conquer beautiful queens and princesses...
Try a new groundbreaking mod:
Experience Rome Total History!
Play RTH or wait for Rome 3!
Hello, I just started to play the mod and so far so good!
Came across with such thing:
If I choose main army and hit "Start Battle" game will freeze.
On the other hand if I choose to play as 2nd army (not the main) I won't have those equipments and won't be able to start the battle again.
So only solution seem to be; either let 2nd army played by AI, or use auto resolve
Click to view content:
Meanwhile, not a biggie but can we get rid of those black stuffs beside the loading bar?
Click to view content:
Last edited by SharpEyed; January 21, 2016 at 10:54 PM.
Hey again;
Why some of my generals are "Mercenary" just because they've been married with my daughters?
Even after become a Faction leader! (That's not the guy but my Faction leader is still Mercenary!)
Click to view content:
That "Diplomat" thou
However this issue isn't only with Diplomats; Spies, Generals/Admirals also can have irreleavant ancillaries/traits
Click to view content:
Edit:
Click to view content:
Edit 2:
Click to view content:
Last edited by SharpEyed; February 02, 2016 at 05:55 PM.
I'm back with few more stuff:
I can't seem to be able to get to the Sicily like that.
Unless city was mine and put the character/army inside then click on to the island.
Ps. You can besiege Rhegium from the top of Sicily.
Click to view content:
On some cities this temple also gives %5 happiness but on others it doesn't. I don't know why.
Click to view content:
I thought it was suppose to be get better? But well it doesn't.
Click to view content:
And last but not least some repetitive text, well no biggie but thought you would like to know.
Click to view content:
Last edited by SharpEyed; January 28, 2016 at 07:56 PM.
I get a CTD as i conquer a city. It started after i conquered a city of Gaul and as i won the battle and took the city it CTD. Im currently playing v1.2 of the mod. What can I do in this case?
Hi!
I've been playing with Romans and have noticed the same thing as SharpEyed mentioned: all my new generals, whether they have been adopted or married into my family, even my own 'coming of age' sons, have Mercenary Genarals for their general units.
Is there a 'quick' way to fix this?
(Great mod btw!!!)
Here's a quick fix:
I removed all factions/cultures from Mercenary General, except slave:
type greek minor general guard
dictionary greek_generals_guard_cavalry_merc ; Mercenary General
category cavalry
class light
voice_type Medium_1
soldier greek_medium_cavalry, 10, 0, 1
mount medium horse
mount_effect elephant -8, camel -4
attributes sea_faring, general_unit, hide_forest, hardy, mercenary_unit
formation 1.5, 4, 3, 6, 4, square, wedge
stat_health 1, 0
stat_pri 6, 5, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
stat_sec_attr no
stat_pri_armour 3, 5, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 1
stat_ground 0, 0, -6, 0
stat_mental 4, normal, trained
stat_charge_dist 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 2000, 200, 40, 50, 1000
ownership barbarian, carthaginian, eastern, egyptian, greek, roman, slave
A better fix perhaps would be to remove Mercenary General from the game completely, by deleting them from descr_mercenaries.txt, and replacing all suxh existing general units from descr_strat.txt with corresponding sub-culture ones.
Cheers!!