Noted...will check on that. Thanks for pointing that out.
Noted...will check on that. Thanks for pointing that out.
Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
R.I.P. My Beloved Father
about my problem with dumb AI... is it normal that i beat hannibal in very hard without a problem and with impressive numbers? cause this problem of the AI going back and forward without a reason brakes the game for me...
What really would help is if the buildings aren't so rectangular and placed together with no space between them.
Perhaps you can even look at old barbarian settlements to check how CA deals with pathfinding in RTW.
Actually there are mostly roman and hellenistic settlements where buildings are so tightly packed together but pathfinding is hardly ever an issue there.
In hillforts, on the other hand, you usually have quite a lot of open space inside the settlement walls, yet the movement there can be really buggy.
From what's been mentioned here before, I guess the problem is that the hillfort settlement layout is entirely different from the vanilla one, and thus is so hard for AI to handle.
So, playing 1-turn campaign with Pontus I reduced Armenia to one settlement and then upon finishing my turn the background script enforced the peace between us. As far as I know that's supposed to happen only between AI factions. I tried to have a look at it myself in the background script, though haven't really found anything unusual there. Any ideas?
EDIT: I think someone has recently reported a similar problem, though I don't remember if there's been given any solution to it
Nope, not a bug - a feature
That's how it's always worked, once a faction is reduced to 1 city they automatically gain a ceasefire with everybody.
So, if you want/need to destroy them you have to attack and capture their last city in one turn - spies to open the gates; stone throwing ballista to knock down walls; get your troops in and kill everybody.
I think you can switch this off in the launcher, but I've always left it on so I can't remember the switch setting.
There's basically something with the code, the background script does a check for the player faction, but if I remember right the issue is it doesn't work if you've loaded the game as it only checks at specific points.
I had once when Macedon did not ceasefire with me (but with everyone else).
The reverse (where the player is at 1 settlement and it ceasefires you) is less problematic for most factions.
Ideall only an AI faction with 1 settlement left triggers this, and only resets the diplomatic stances with other AI factions.monitor_event FactionTurnStart TrueCondition
and I_CompareCounter Player_macedon = 0
and I_NumberOfSettlements macedon < 2
if I_CompareCounter Player_romans_scipii = 0
console_command diplomatic_stance romans_scipii macedon neutral
end_if
if I_CompareCounter Player_romans_julii = 0
console_command diplomatic_stance romans_julii macedon neutral
end_if
if I_CompareCounter Player_greek_cities = 0
console_command diplomatic_stance greek_cities macedon neutral
end_if
if I_CompareCounter Player_romans_brutii = 0
console_command diplomatic_stance romans_brutii macedon neutral
end_if
if I_CompareCounter Player_seleucid = 0
console_command diplomatic_stance seleucid macedon neutral
end_if
if I_CompareCounter Player_britons = 0
console_command diplomatic_stance britons macedon neutral
end_if
if I_CompareCounter Player_egypt = 0
console_command diplomatic_stance egypt macedon neutral
end_if
if I_CompareCounter Player_carthage = 0
console_command diplomatic_stance carthage macedon neutral
end_if
if I_CompareCounter Player_gauls = 0
console_command diplomatic_stance gauls macedon neutral
end_if
if I_CompareCounter Player_germans = 0
console_command diplomatic_stance germans macedon neutral
end_if
if I_CompareCounter Player_spain = 0
console_command diplomatic_stance spain macedon neutral
end_if
if I_CompareCounter Player_thrace = 0
console_command diplomatic_stance thrace macedon neutral
end_if
if I_CompareCounter Player_scythia = 0
console_command diplomatic_stance scythia macedon neutral
end_if
if I_CompareCounter Player_parthia = 0
console_command diplomatic_stance parthia macedon neutral
end_if
if I_CompareCounter Player_armenia = 0
console_command diplomatic_stance armenia macedon neutral
end_if
if I_CompareCounter Player_pontus = 0
console_command diplomatic_stance pontus macedon neutral
end_if
if I_CompareCounter Player_dacia = 0
console_command diplomatic_stance dacia macedon neutral
end_if
if I_CompareCounter Player_numidia = 0
console_command diplomatic_stance numidia macedon neutral
end_if
if I_CompareCounter Player_slave = 0
console_command diplomatic_stance slave macedon neutral
end_if
if I_CompareCounter Player_boii = 0
console_command diplomatic_stance boii macedon neutral
end_if
end_monitor
You could fix this for faction-specific campaigns, as you already KNOW the player is a particular faction, but...
Last edited by Alavaria; May 30, 2016 at 06:48 PM.
I don't think the script is capable of enforcing a ceasefire on a player faction reduced to one settlement as for this one the counter is set to 1
And the script only enforces a ceasefire while the counter compares to 0 as was shown in the code that you submitted above.Code:monitor_event FactionTurnStart FactionType romans_scipii and FactionIsLocal set_counter Player_romans_scipii 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType romans_julii and FactionIsLocal set_counter Player_romans_julii 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType greek_cities and FactionIsLocal set_counter Player_greek_cities 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType macedon and FactionIsLocal set_counter Player_macedon 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType seleucid and FactionIsLocal set_counter Player_seleucid 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType britons and FactionIsLocal set_counter Player_britons 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType egypt and FactionIsLocal set_counter Player_egypt 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType carthage and FactionIsLocal set_counter Player_carthage 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType gauls and FactionIsLocal set_counter Player_gauls 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType germans and FactionIsLocal set_counter Player_germans 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType spain and FactionIsLocal set_counter Player_spain 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType scythia and FactionIsLocal set_counter Player_scythia 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType parthia and FactionIsLocal set_counter Player_parthia 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType armenia and FactionIsLocal set_counter Player_armenia 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType pontus and FactionIsLocal set_counter Player_pontus 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType dacia and FactionIsLocal set_counter Player_dacia 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType numidia and FactionIsLocal set_counter Player_numidia 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType boii and FactionIsLocal set_counter Player_boii 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType thrace and FactionIsLocal set_counter Player_thrace 1 terminate_monitor end_monitor
So if you load the game, start script and end turn, the game doesn't know and it will infact ceasefire you if you reduce the AI faction to 1. This is main thing people encounter. (The old one of starting as Sparta and being immediately ceasefired as a player, I can't really remember, let's just assumed it's fixed. That, by the way is why the cities near Sparta have no walls and Syracuse for example starts with artillery, if I remember right.)
Last edited by Alavaria; May 31, 2016 at 01:27 PM.
Greetings, congratulations on this newest release, having a blast already. One thing stops me from enjoying it fully though, no matter what i try i'm not able to save my campaign properly. Sometimes, usually when i don't want to, the save function is working. But when i really want to save or need to end the session the damn button is greyed out. Any help would be appreciated, thanks in advance and happy gaming, folks^^
"None are more hopelessly enslaved than those who falsely believe they are free..." Goethe
"Share my woman, share my wine, share my soul, burn the sun...this is all just for Rome" Triarii
You must have forgotten to activate the script. Make sure you always click on the advisor portrait and that one denarius is added to your treasury. I've noticed that it may occur, and especially when you'v just installed the game, that even though you click on the advisor the script does not activate, so pay special attention to this.
Every time you load a campaign from a save, the first thing you should do is click on one of your cities....the advisor will pop out, and ask you to start the script. Rarely....and I mean VERY rarely, the script will just auto start. It's a bug that it doesn't always start that way. I wish it would. But if the save button is greyed out, you most surely have not started the script in the current session...OR, you forgot to in a previous one. You'll need to go back a save or two (or more perhaps) to find where you made that mistake.
Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
R.I.P. My Beloved Father
Im not sure if it's been reported or if it's simply my computer being old, but shadows on the campaign map makes the game laggy.
Same here. Difference is more than noticeable
For both those last two - it's almost definitely related to the native graphics on your main processor. Nothing to do with RS.
"RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple
RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.
is it just me or is there still a problem with flaming siege engine ,
dvk901 can you try a custom battle as carthage and test the engines... as for me the flaming projectile is still invisible{newest installer + the old fix tried}
I'll give it a try, but I have not noticed them being invisible...the flaming stone, you mean. Right?
Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
R.I.P. My Beloved Father
yes...thanks.
Buildings do not catch fire and are non destructible...?At least in 2 city sieges I fought...