Page 1 of 6 123456 LastLast
Results 1 to 20 of 138

Thread: Corsair Invasion v1.0 Bugs & Issues Thread

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Corsair Invasion v1.0 Bugs & Issues Thread

    This is the thread to post any bugs and other issues you may encounter in Corsair Invasion v1.0. Do not post problems with installation here. We will try to keep an up-to-date list here in the first post, so you don't have to repost issues that have already been noticed.

    List of Issues:

    - Freeze or crash when selecting units in battle. Solution: Change Sound Provider in Options > Audio Settings to Miles Fast 2D Positional Audio.
    - Descr Strat error. Solution: You have RTW Gold, and BI 1.4 - you need to patch to BI 1.6.
    - Missing unit cards: Dragonshield Riders, Blackroot Vale Bowmen, Dúnedanic Settlers, Harondor Sword Levies
    - Dúnedanic and Barbarian event images still need to be done
    - Some models still placeholders/WIP
    - Edhellond blocks fleets built in Tarnost. Solution: Right click on the army button on the campaign ui, and find the unit you just built, select it, and then you can move it.
    - Riddermark Scouts have black secondary weapon.
    - CTD if attempt to select "change to: Top 5 Factions" in faction stats' scroll.
    - Harad's initial armies too large/strong which makes it too easy to win as Harad?
    - Easterling's need better chance of creating stronger trade (increase cattle and horse value)?
    - Some archer units overpowered (reduce ammo)?
    - Wonder Capture buildings have no icons or constructed images.
    - Sprites need generating and coding for most units (not most Easterlings).
    Last edited by Amroth; November 05, 2006 at 05:53 PM.

  2. #2
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,184

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    There is a way i found to be able to select fleets built in Tarnost. Right click on the army button on the campaign ui, and find the unit you just built, select it and voila, you can move it.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  3. #3
    MasterOfNone's Avatar RTW Modder 2004-2015
    Join Date
    May 2005
    Location
    England
    Posts
    16,707

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    That's right, Lusted...we should have included this in the readme but forgot. Still, it's nice for people to work out We will list it here though as otherwise people will keep on mentioning it and we will not be able to rebuke them for not having read the Bugs & Issues Thread :tooth: . Attempts to make the ship selectable in the normal way failed and it is doubtful the wonder model placement will allow it; so the tab-select will have to be used.
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

  4. #4
    The Black Reaper's Avatar Hell's Gate
    Join Date
    Apr 2006
    Location
    the states
    Posts
    2,407

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    the rohan ridemark archers have black secondary weapons when they charge in

    CPU: AMD Phenom II X4 965 @ 4.0 GHz | CPU Cooling: Coolermaster Hyper 212 + | Mobo: Asus m4a79xtd evo
    Ram: Corsair XMS3 2x4GB DDR3 1333 MHz | PSU: Antec Truepower 650W | GPU: Evga Geforce GTX 580

    Under the Patronage of the Honorable Nicholas Rush


  5. #5

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    Can someone help? I keep getting this error when the game loads. Any ideas? I had a clean install and followed all the instructions carefully.

    http://img293.imageshack.us/img293/8942/errorzl5.jpg
    Last edited by Amroth; November 04, 2006 at 08:20 PM.

  6. #6
    MasterOfNone's Avatar RTW Modder 2004-2015
    Join Date
    May 2005
    Location
    England
    Posts
    16,707

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    That file has not been modded if I remember correctly. This means that it must exist in a folder where it cannot - by that path stated - find the cas file. The cas file should exist however and the only answer I can imagine is that the mod has not been installed to the correct folder.

    Have you reviewed the screen shot helps?

    http://www.thefourthage.org/forums/viewtopic.php?t=163
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

  7. #7

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    ive got an issue when in battle on campaign. im using reunited kingdoms and when i click a unit the whole game just crashes. i can play custom battles and the historical battle fine tho. ive tried 3 times and if i click on a unit i have to restart my computer.
    does look like an amazing mod tho from what i have seen.
    any ideas on what it could be or should i reinstall the game and see if the problem carrys on?

  8. #8

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    Hmm, that is strange. Usually such an issue is related to the audio settings, so I'd check whether you are using Miles under Audio Options, and if you are not, switch to that and try again.

  9. #9

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    aah right ill try it thanks for fast reply. i was using using miles fast for the customs and changed it to creative at the end of the historical battle.

    EDIT
    that seems to have fixed the problem. did 2 battles to check and they were fine. easiest solution i had yet lol. thanks for fast reply again.
    Last edited by Titus Protius; November 04, 2006 at 09:44 PM.

  10. #10
    Croaton's Avatar Libertus
    Join Date
    Sep 2006
    Location
    Hungary
    Posts
    97

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    Hello again! I've found a new bug . In the city of Emyn Arnen, you can train the White Company (elite archers), training time is 3 turns. When a unit is completed, they are not appearing in the city, so cannot use them.


    ........



    This is not a bug.... , I figured it out now . So, the White Company is not a single unit, they are the bodyguards of a commander! If you train them, you train a commander also. It was not clear to me that this will happen... I have to think frist, then post
    Last edited by Croaton; November 05, 2006 at 07:33 AM.

  11. #11

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    The White Company is a recruitable general unit. So if the new captain in Emyn Arnen has a White Company bodyguard.
    Oh, and it is also only recruitable in Emyn Arnen.








    The Fourth Age: Total War - Map Manager, Editor and Coder

  12. #12
    MasterOfNone's Avatar RTW Modder 2004-2015
    Join Date
    May 2005
    Location
    England
    Posts
    16,707

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    descr_building_vegetation is not only unmodded it does not even exist in BI or our mod of BI in CI!

    It is a RTW data folder file.

    You have installed or set it up incorrectly. Please review the instructions and the screenshot helps.

    Apoc, you have gain a new trait.

    Modding Tech. Support Ability +1, "This man can deal with more than the average problem encountered by those installing CI."
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

  13. #13
    The Black Reaper's Avatar Hell's Gate
    Join Date
    Apr 2006
    Location
    the states
    Posts
    2,407

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    just a quick question... were sprites made?? battles in this mod with about 5000 men are 20 fps which is fine for me but when i have more then 7000 it turns into a slide show

    CPU: AMD Phenom II X4 965 @ 4.0 GHz | CPU Cooling: Coolermaster Hyper 212 + | Mobo: Asus m4a79xtd evo
    Ram: Corsair XMS3 2x4GB DDR3 1333 MHz | PSU: Antec Truepower 650W | GPU: Evga Geforce GTX 580

    Under the Patronage of the Honorable Nicholas Rush


  14. #14
    CaptainCernick's Avatar Trouvère
    Join Date
    Aug 2004
    Location
    In between Holland, Germany, France aaand... Luxemburg!
    Posts
    1,047

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    I have a tiny little issue.
    When I move my units around on the campaign map, they move a lot quicker than I'm used to. I actually prefer the slower pace at which they move in the vanilla game (without double-clicking). Was this intentional and is there a way I can reverse this?

    Siggy pic courtesy of the uncomparably artistic Atterdag.
    Tacticalwithdrawal
    is my patron.

  15. #15

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    I believe you can do so by going to Rome - Total War > bi > ci > preferences and opening preferences.txt. Scroll down to CAMPAIGN_MAP_SPEED_UP:TRUE and change that to CAMPAIGN_MAP_SPEED_UP:FALSE. I have not done it myself, but I think that will work.

  16. #16
    CaptainCernick's Avatar Trouvère
    Join Date
    Aug 2004
    Location
    In between Holland, Germany, France aaand... Luxemburg!
    Posts
    1,047

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    Quote Originally Posted by -apocalypsis-
    I believe you can do so by going to Rome - Total War > bi > ci > preferences and opening preferences.txt. Scroll down to CAMPAIGN_MAP_SPEED_UP:TRUE and change that to CAMPAIGN_MAP_SPEED_UP:FALSE. I have not done it myself, but I think that will work.
    That worked. Thanks!

    Siggy pic courtesy of the uncomparably artistic Atterdag.
    Tacticalwithdrawal
    is my patron.

  17. #17

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    - some unit shadows start blinking when zooming out
    - bodyguards of Rhûn are too expensive, as chariots are not that effective against close infantry formations (like shield walls)
    - heavy cavalry formation seems not close enough to provide an effective charge
    (aka) Teutonic Knight
    (aka) TK

  18. #18

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    I´ve already posted it in the release announcement threat, but since it is an issue, I´ll take the liberty of repeating myself: Are Gondors cavalry units supposed to be that cheap? They cost less than half the price of a unit of Kings Spears or Men at Arms, considering their power (judging from their stats), that feels extremely cheap. A typo maybe?
    Life is a sequence of missed opportunities

  19. #19

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    cant you just press space bar to turn down the speed the men move on the campaign map?
    or is it a different thing you on about.

  20. #20
    MasterOfNone's Avatar RTW Modder 2004-2015
    Join Date
    May 2005
    Location
    England
    Posts
    16,707

    Default Re: Corsair Invasion v1.0 Bugs & Issues Thread

    Sprites are not done for most factions.


    The Reunited Kingdom's cavalry is more expensive than their infantry counterparts. For example, Gondorian Swordsmen (unit size 40 on normal) cost 314 Mirian. Their mounted counterparts (of which there are but 12 on normal) cost 150 Mirian. This means that Gondorian Swordsmen (infantry) cost 7.85 Mirian per soldier whilst the Gondorian Horsemen (their mounted counterparts) cost 12.5 Mirian per soldier. That's well over 50% more expensive.
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

Page 1 of 6 123456 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •