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Thread: RSIII problems and bugs

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  1. #1
    dvk901's Avatar Consummatum est
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    Default Re: RSIII problems and bugs

    Ok, it's on my list.

    @Papirrus: Thanks, I'll have a look.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  2. #2

    Default Re: RSIII problems and bugs

    Hello dont know if this is the correct place to write this but for some odd reson i cant download RS III from Mega i managet to download the 3.1 patch without a problem the RS III always gets erors and not enought space i even singht up on the site download it the Mega add on for Firfox and it still dosnt want to donwload it gets to 76-8% gets an eror and get bac at 72% .If SOme one can tell me if its in my computer the problem or somewhere else

  3. #3

    Default Re: RSIII problems and bugs

    One request. Can be changed battle unit cards background for Romans on some more darker? Now with so bright almost no difference between highlighted and not highlighted.
    I found the sweet spot of the textures and revised them to have an actual contrast between selected and unselected cards:

    http://www.twcenter.net/forums/showt...3#post14982463

  4. #4
    Domesticus
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    Default Re: RSIII problems and bugs

    Spoiler Alert, click show to read: 


    So, this diplomat decided to mess with my campaign by standing there, undecided about what to do with himself

  5. #5
    ferike_2007's Avatar Tiro
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by Grimbold View Post
    So, this diplomat decided to mess with my campaign by standing there, undecided about what to do with himself
    Just kill the bastard!

  6. #6

    Default Re: RSIII problems and bugs

    Why does the First Aid, Hospital etc etc line have such a steep tax progression anyway? It's -15%, -30%, -45%, -60%

    Most other buildings go additional -5% per level, even the much more important Wells, Cistern etc line (-15%, -20%, -25%, -30%)

    ===============================

    Tavion (which uses a barbarian hillfort type city layout):

    Multiple units of infantry (and half of the General's Bodyguard) spawned inside one of the buildings lining the "hill" and were unable to do anything.


  7. #7
    dvk901's Avatar Consummatum est
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    Default Re: RSIII problems and bugs

    Noted....will check and adjust.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  8. #8

    Default Re: RSIII problems and bugs

    I´m experiencing some problems with the game script. Playing with Rome works perfect. Playing gallaeci the script actually activates itself without me havin time to click on the portrait. Playing with Seleucids though I click and I don´t get the denari... Did I install something wrong or something?

  9. #9
    Saul Tyre's Avatar Senator
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    Default Re: RSIII problems and bugs

    Woohooooo Ghost Brigade in Tavion? my Pergamon campaign, I could not get victory scroll even though I destroyed the enemy and captured the town square.....and how about this for ceasefire agreements with the Seleucids & Macedon ( I actually asked both for 20000 denarii) he who dares, know what I mean EDIT: I reloaded saved game and fought the battle again, same thing happened, this time though I sent some units to attack the "Ghosts" and they had to go through the walls to get at them, it worked and I got my victory
    Last edited by Saul Tyre; May 26, 2016 at 09:38 AM. Reason: New picture

  10. #10
    dvk901's Avatar Consummatum est
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    Default Re: RSIII problems and bugs

    Yeah, I'm aware there's a problem with the AI putting units under those building that I had not seen or anticipated. Will try to fix..

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  11. #11
    Saul Tyre's Avatar Senator
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    Default Re: RSIII problems and bugs

    @ dvk 901, There have been some other issues I have come across but they have already been reported AFAIK. While testing this beta I am doing a 60 turn playthrough of every faction @ o-turn, 1-turn & swap including siege attack & defense + field attack & defense battles, among other things. I'm playing on H/H and customizing unit sizes between 70-120 men ( it does make a difference to how the animation plays out in battle melee, huge size causes lag/choke/phalanx & unit split problems imo). I absolutely love Roma Surrectum and would like to take this opportunity to thank you (in particular) and the other contributors for the incredible work and time you have put into this mod. I thought 2.6 was fantastic but the improvements of III are taking it to a new level. As a matter of interest I find III to be less taxing on my PC, how much difference using Large Address Aware is helping I don't know but I have all settings on high which I have not been able to do before and everything just seems smoother too. I have also tweaked my Nvidia gpu which is really bringing out the stunning graphics even more. Kudos my man

    Quote Originally Posted by dvk901 View Post
    Yeah, I'm aware there's a problem with the AI putting units under those building that I had not seen or anticipated. Will try to fix..
    Last edited by Saul Tyre; May 26, 2016 at 05:06 PM.

  12. #12

    Default Re: RSIII problems and bugs

    I´ve been having troubles with the mod even after reinstalling. The AI is completely erratic in the battle map. they go back and forward and they charge with a couple of units having the rest at the back I had the same problem with EBII wich is Medieval II based... I don´t have a clue on this.

  13. #13
    Saul Tyre's Avatar Senator
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    Default Re: RSIII problems and bugs

    The devs have always needed to lift their game concerning the AI, I know it's next to impossible to get the AI to compete on equal terms but instead of cutting corners they have to find a solution that improves it, they have seemed determined to design the games to get us to fight field battles the way THEY think is realistic when actually it's worked out to be the opposite imo, if like me you think outside the box and find your own efficient way to fight battles this is the sort of reaction you get from the AI as it is not programmed to deal with it, wall assaults are even worse sometimes.
    Quote Originally Posted by Rex Romanorum View Post
    I´ve been having troubles with the mod even after reinstalling. The AI is completely erratic in the battle map. they go back and forward and they charge with a couple of units having the rest at the back I had the same problem with EBII wich is Medieval II based... I don´t have a clue on this.
    Last edited by Saul Tyre; May 27, 2016 at 10:04 AM.

  14. #14
    dvk901's Avatar Consummatum est
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by Rambellon View Post
    @ dvk 901, There have been some other issues I have come across but they have already been reported AFAIK. While testing this beta I am doing a 60 turn playthrough of every faction @ o-turn, 1-turn & swap including siege attack & defense + field attack & defense battles, among other things. I'm playing on H/H and customizing unit sizes between 70-120 men ( it does make a difference to how the animation plays out in battle melee, huge size causes lag/choke/phalanx & unit split problems imo). I absolutely love Roma Surrectum and would like to take this opportunity to thank you (in particular) and the other contributors for the incredible work and time you have put into this mod. I thought 2.6 was fantastic but the improvements of III are taking it to a new level. As a matter of interest I find III to be less taxing on my PC, how much difference using Large Address Aware is helping I don't know but I have all settings on high which I have not been able to do before and everything just seems smoother too. I have also tweaked my Nvidia gpu which is really bringing out the stunning graphics even more. Kudos my man
    I'm glad to hear that RSIII is less taxing on PCs than RS2.6 was......I put a lot of effort into downsizing textures to a more reasonable size...while keeping the detail....so that memory wouldn't be so 'taxed'. Also, in terms of settlements, most of them are a lot smaller than they were in RS2.6....very few large and huge city models were used.

    Quote Originally Posted by Rex Romanorum View Post
    I´ve been having troubles with the mod even after reinstalling. The AI is completely erratic in the battle map. they go back and forward and they charge with a couple of units having the rest at the back I had the same problem with EBII wich is Medieval II based... I don´t have a clue on this.
    Quote Originally Posted by Rambellon View Post
    The devs have always needed to lift their game concerning the AI, I know it's next to impossible to get the AI to compete on equal terms but instead of cutting corners they have to find a solution that improves it, they have seemed determined to design the games to get us to fight field battles the way THEY think is realistic when actually it's been the opposite imo, if like me you think outside the box and find your own efficient way to fight battles this is the sort of reaction you get from the AI as it is not programmed to deal with it, wall assaults are even worse sometimes.
    There are different version of formations_ai files in the important_stuff folder. I actually prefer Sinuhet's 'pure' version 7 myself, but each one will result in the AI behaving differently on the battlefield.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  15. #15
    Saul Tyre's Avatar Senator
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by dvk901 View Post
    I'm glad to hear that RSIII is less taxing on PCs than RS2.6 was......I put a lot of effort into downsizing textures to a more reasonable size...while keeping the detail....so that memory wouldn't be so 'taxed'. Also, in terms of settlements, most of them are a lot smaller than they were in RS2.6....very few large and huge city models were used.






    There are different version of formations_ai files in the important_stuff folder. I actually prefer Sinuhet's 'pure' version 7 myself, but each one will result in the AI behaving differently on the battlefield.
    I noticed that about the city's as for AI formation I use the choice in the launcher is that the same?

  16. #16

    Default Re: RSIII problems and bugs

    The chosen pezoi still have 6 base armor though supposedly wearing a lot of armor:
    type thraikan chosen pezoi
    dictionary thraikan_chosen_pezoi
    category infantry
    class heavy
    voice_type Medium_1
    soldier thraikan_infantry, 50, 0, 1.314
    officer greek_officer
    officer greek_flutist
    attributes sea_faring, hide_forest, can_sap, very_hardy, mercenary_unit
    formation 1, 1, 2, 2, 5, square
    stat_health 1, 5
    stat_pri 10, 33, javelin, 40, 2, thrown, simple, piercing, spear, 25, 1
    stat_pri_attr prec
    stat_sec 17, 33, no, 0, 0, melee, blade, slashing, axe, 25, 0.477
    stat_sec_attr ap
    stat_pri_armour 6, 17, 10, metal
    stat_sec_armour 0, 1, flesh
    stat_heat 2
    stat_ground 1, -2, 1, 2
    stat_mental 19, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 0, 1696, 503, 86, 119, 212
    ownership britons, slave, dacia, macedon

  17. #17

    Default Re: RSIII problems and bugs

    well i´ve been trying different formations and I can´t get the AI to behave normally... it´s been so long since I played Rome I that I didn´t remember they were so dumb. It kills me because the mod is absolutelly great and it´s the reason I reinstalled Rome I and I was about to delete Rome II.

    As for wall battles... I don´t even play them. It´s beyond my patience.

  18. #18

    Default Re: RSIII problems and bugs

    The dream would be if the ai formed up like SPQR mod and engaged like it too.

  19. #19
    dvk901's Avatar Consummatum est
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    Default Re: RSIII problems and bugs

    Look in the important_stuff folder and you will find a folder named:

    Alternate_Formations_AI

    In there is a folder called 'SPQR9'. The formations AI that Sinuhet made especially for LT1956 is in there. Copy it into the data folder, and there you have it.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  20. #20

    Default Re: RSIII problems and bugs

    Not a bug per se, but since generals have now increased size, perhaps increasing their formation depth from 3 to 4 or 5 would be better. Otherwise they are a bit unwieldy, especially on Huge.
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