"Path obstructed" glitch for destroyed Roman huge city wall section

Thread: "Path obstructed" glitch for destroyed Roman huge city wall section

  1. Roma_Victrix's Avatar

    Roma_Victrix said:

    Default "Path obstructed" glitch for destroyed Roman huge city wall section

    Before the forums got rolled back to December 25th, I started a thread on how a portion of the eastern wall of the Western Greek huge city battle map model produced a curious glitch. Whenever you would destroy it with siege artillery (i.e. with lithobolos or onagers) and then try to march your army through it, the army would instead wander if into some other direction on the campaign map. I soon discovered that's because the wall section itself, even though it was 100% destroyed, had a "path obstructed" message as soon as you ran the mouse cursor over it. Mind you, this didn't occur with each and every wall section, just this particular patch on the eastern side of the city.

    It appears the Roman huge city has the exact same problem on its eastern side as well. Attached to this post are pictures so you can see for yourself. In addition to the wall section, which in my most recent experience was right next to the gatehouse, there seems to be some other tiny glitches in regards to the wall. One of the towers is clearly offset and not aligned right at the top. And in one wall section, when your missile troops kill soldiers stationed on the ramparts, their dead bodies seem to be floating about two or three feet in the air above the ground.

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    It's not the biggest issue in the world, but it's something you should consider fixing before the next release of EB II v. 2.2.
     
  2. Roma_Victrix's Avatar

    Roma_Victrix said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Is no one interested in addressing this?
     
  3. Roma_Victrix's Avatar

    Roma_Victrix said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    I did a bit more testing, attacked a Roman huge city from the south instead of the east. I was able to knock down the wall section and get through with my troops.

    However, I'm starting to gain the impression that wall sections right next to any gatehouse, on any side of the wall (north, south, east, or west) has this problem. I will get back to you on that, but in the meantime note the floating bodies on the wall section right next to the gate. I played another battle and confirmed that, while soldiers on all other sections of the walls have their feet planted firmly on the ground of the ramparts, soldiers standing on the wall sections directly connected to and flanking either side of each gatehouse are literally floating in mid air. They look to be about a good foot (0.3 meters) off the ground. This has led me to believe each of those sections not only has this problem, but also the path obstruction problem.

    Rafkos, could you PLEASE address this?
     
  4. Rafkos's Avatar

    Rafkos said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Sorry for not posting, I was aware of this bug, however I'm very busy this month so I will fix it if there's some free time.
     
  5. Roma_Victrix's Avatar

    Roma_Victrix said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Thanks for getting back to me on this!
     
  6. Rafkos's Avatar

    Rafkos said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Fixed
     
  7. Roma_Victrix's Avatar

    Roma_Victrix said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Awesome! Thanks for taking the time to fix this. Do you have a download zip file for that? Or are you just going to include it in the upcoming release of EB II v. 2.2? Having it now would be convenient.
     
  8. Rafkos's Avatar

    Rafkos said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

     
  9. Roma_Victrix's Avatar

    Roma_Victrix said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Quote Originally Posted by Rafkos View Post
    Awesome! Thank you very much. Quick question, though: your file says "large city" and saves over the large city file in the large city folder. However, this was a problem with the Roman huge city in the game. Does the file "large_city" actually correspond with the huge city in the game, as a sort of misnomer?
     
  10. Rafkos's Avatar

    Rafkos said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Spoiler Alert, click show to read: 

    ########################
    EBII settlement files
    Information for modders
    ########################
    * Not listed settlement levels are not used in campaign
    * Not listed camps use Cul_6 data for custom battles


    --| Cul_1 // Western Greeks
    - Village -> cul_1_village_A
    - Town -> cul_1_town_A
    - Large Town -> cul_1_large_town_A
    - City -> cul_1_city_A
    - Large City -> cul_1_city_A
    - Huge City -> cul_1_large_city_A

    -----------------------------------------------

    --| Cul_2 // Romans
    - Village -> cul_2_village_A
    - Town -> cul_2_town_A
    - Large Town -> cul_2_large_town_A
    - City -> cul_2_city_A
    - Large City -> cul_2_city_A
    - Huge City -> cul_2_large_city_A

    -----------------------------------------------

    --| Cul_3 // Eastern Greeks
    - Village -> cul_3_village_A
    - Town -> cul_3_town_A
    - Large Town -> cul_3_large_town_A
    - City -> cul_3_city_A
    - Large City -> cul_3_city_A
    - Huge City -> cul_3_large_city_A

    -----------------------------------------------

    --| Cul_4 // Eastern
    - Village -> cul_4_village_A
    - Town -> cul_4_town_A
    - Large Town -> cul_4_large_town_A
    - City -> cul_4_city_A
    - Large City -> cul_4_city_A
    - Huge City -> cul_3_large_city_A

    -----------------------------------------------

    --| Cul_5 // Barbarian
    - Village -> cul_5_village_A
    - Town -> cul_5_town_A
    - Large Town -> cul_5_large_town_A
    - City -> cul_5_city_A
    - Large City -> cul_5_city_A
    - Small Camp -> (wooden castle) cul_5_wooden_fort_a
    - Camp -> (stone keep) cul_5_stone_keep_a
    - Large Camp -> (castle) cul_5_large_castle_a

    -----------------------------------------------

    --| Cul_6 // Nomadic
    - Village -> cul_6_village_A
    - Town -> cul_6_city_a
    - Large Town -> cul_4_large_town_A
    - City -> cul_4_city_A
    - Large City -> cul_4_city_A
    - Huge City -> cul_3_large_city_A
    - Small Camp -> (wooden castle) cul_6_wooden_fort_a
    - Camp -> (stone keep) cul_6_stone_keep_a
    - Large Camp -> (castle) cul_6_castle_a

    -----------------------------------------------

    --| Cul_7 // Semitic
    - Village -> cul_7_village_A
    - Town -> cul_7_town_A
    - Large Town -> cul_7_large_town_A
    - City -> cul_7_city_A
    - Large City -> cul_7_city_A
    - Huge City -> cul_7_large_city_A


     
  11. Rafkos's Avatar

    Rafkos said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    About the archer animation issue, I don't have enough experience in modding M2TW's animations to fix it I'm affraid. Would be great if you knew someone who knows how to work with med2 skeletons
     
  12. Roma_Victrix's Avatar

    Roma_Victrix said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Thanks for the update. As for knowing other modders, sorry, I'm not the right guy to ask that question. Is it truly that hard to fix? Bear in mind the first release of EB II (v. 2.01) didn't have this problem at all (I should know, I played the hell out of that version of the game and used archers all the time with absolutely no problem). Unfortunately, last autumn, my hard drive crashed and I lost my old version of EB II. Surely one of you guys has the older version still available somewhere. I certainly hope so. Couldn't you just use the earlier version (the very first release) as a model and example for how to edit the skeleton and animation files?
     
  13. Rafkos's Avatar

    Rafkos said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Well, the 2.0 did have the same issue, the thing is the fatality animations were so rare so it wasn't a problem at all. And yes, it requires editing hundreds of files (literally), I could do this if I knew how, but I lack experience in this category.
     
  14. Rafkos's Avatar

    Rafkos said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Well, I have removed all the fatalities from 2.2 so they won't cause problems anymore. Ofc they're only commented out so if there's some animation magic out there to fix the archer bug they can be easily reverted.
     
  15. Roma_Victrix's Avatar

    Roma_Victrix said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Wow! You can do that? ...Really? Just remove them just like that? Does that mean they just fall down when they die instead of having those different kill combos? Lol. You know, like the one where the guy gets spun around and then stabbed through the stomach by a swordsman. Or speared on the ground with the foot kicking the body away.
     
  16. Rafkos's Avatar

    Rafkos said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Yes, they're all removed. They don't have combos, but they fight normally, there's plenty of amazing animations in med 2, you won't notice anything.
     
  17. Roma_Victrix's Avatar

    Roma_Victrix said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    If you don't mind (since it's save-game compatible), could you please upload a zip file of your updated skeleton and animations pack files? I wouldn't mind waiting for the release of v. 2.2, but honestly I'm knee-deep in a Koinon Hellenon campaign at the moment and I don't have any plans to abandon my 2.1b campaign anytime soon. And if you do that, would you mind creating a new thread for your upload link? Putting the URL link here in the "path obstructed" thread would be kinda random, but you can do as you like, or even share it via PM or profile-page visitor message.
     
  18. Rafkos's Avatar

    Rafkos said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    I can't upload it because there's a lot more changes which I'm not sure are working with the old version
     
  19. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Quote Originally Posted by Rafkos View Post
    I can't upload it because there's a lot more changes which I'm not sure are working with the old version
    Not least because it would be necessary to refresh animations as a result of the changes - not entirely sure how you do that in the installer versions.
     
  20. Roma_Victrix's Avatar

    Roma_Victrix said:

    Default Re: "Path obstructed" glitch for destroyed Roman huge city wall section

    Quote Originally Posted by QuintusSertorius View Post
    Not least because it would be necessary to refresh animations as a result of the changes - not entirely sure how you do that in the installer versions.
    Eh...fair enough. I can wait till v. 2.2 comes out, whenever that will be. In the meantime, however, this glitch continues to be an annoying pain in the ass. I've learned to work around it, though (e.g. I usually try to kill all the archers from a distance with my own missile troops as best as I can before I engage in hand-to-hand combat and melee).