Sent you a PM. It's a bit scary to see that this kind of issues come from the vanilla game. You'd think artists would see that there are holes in their buildings^^. Good to know RSIII isn't causing it, though.
Sent you a PM. It's a bit scary to see that this kind of issues come from the vanilla game. You'd think artists would see that there are holes in their buildings^^. Good to know RSIII isn't causing it, though.
Life is paradoxically coincidental to the ironical tyranny applicable to the unparalleled definition of reverse entropy.
Just a minor bug:
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ive installed the 3.1 patch but in the launcher says 3.0 still, is this working as intended? is there a way to check if i have 3.1 installed correctly?
In "Campus_Aestii", i can't recruit any units apart from :diplomat, levy and archers, even tested with cheats, and other campaings beside from rome, (or maybe its just me and i'm been a lying).
Hi guys, i finally managed to install RS2 on win10, and was manage to start it although without AA, but everytime i try to start a campaign, the game crashes. anyone got a solution for this? I copied the RTW folder out of program files and installed it at D/games and installed RS2 in that location.
I'm encountering a crash when I attack the city of Carthage. It happens consistently, even if I reboot the game. The game simply freezes once I click "Start battle". I had to use auto-resolve to get past it. Has anyone else encountered a similar issue ?
I didn't have any siege engines, I simply came with a ballista to take down the door. Maybe the AI can't respond to such a situation ? I didn't have problems with other cities I took using the same technique, could it be a combination of this and something else ?
Also, there seems to be a ground height issue in Carthage, near the walls :
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Last edited by LavaCreeper; August 07, 2016 at 11:47 AM.
Life is paradoxically coincidental to the ironical tyranny applicable to the unparalleled definition of reverse entropy.
Fixed. Unit cards were missing. And no, it will not cause a crash.
Depending on whom you are playing, very few, if any units can be recruited in the far north.
Hmmm...never encountered any problem with Carthage when I was testing, though I never attacked it in exactly that way. The ground height issue is because I expanded the city walls there beyond the settlement model everything is sitting on, which means that in that area, the model doesn't 'flatten' the ground....so a couple buildings are semi-buried.
Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
R.I.P. My Beloved Father
I see, thanks for answering. Side question, have you received my PM ? I can't quite tell if the message was sent successfully, the interface is unclear.
Life is paradoxically coincidental to the ironical tyranny applicable to the unparalleled definition of reverse entropy.
Yes, I did, and thank you.
Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
R.I.P. My Beloved Father
1.- Its technically not a bug, just a mistake of the game (i think), but there's 2 "free people" units stuck at a low mountain at the south of segestica that i can't reach (coordinates - 186,155).
2.- settlement's like: carthage, athens, syrakuse, etc., cause (in my case) EXTREME LAG, not just lag, but laaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaag, even with small battles.
3.- (its probably just me) the garrison script keeps spawning garrison armies from death factions (sparta, macedon, dacia.).
4.- (its probably just me, again) when an enemy army atacks one of my cities in iberia, right before crossing the inner door to attack the town center, they just fall to oblivion, 0__o, they cross, then one by one fall, it only happens in iberian settlement's.
Have a nice day.
I had my first CTD with RS3 today. I was laying siege to a city, and during the end turn, the siege army was attacked by another enemy army. I won, eliminating both armies. What should have happened, is that the besieged force should have disappeared.
Instead, here is what I saw :
- I win, both armies disappear on the campaign map
- The "City taken" dialogue pops up
- At the same time, I see the city's flag filling up, apparently new units magically appeared there (garrison script ?)
- I click "Depopulate Settlement", boom, CTD.
My theory is that the CTD is caused by the presence of enemy units in the city, which were not supposed to be there. If the garrison script is in cause, is there any if statement that could avoid this kind of problem ?
I'm kind of stuck right now, because of that. I have to either lose on purpose or use auto_win and lose many more men than in a manual battle, to work around this problem.
Life is paradoxically coincidental to the ironical tyranny applicable to the unparalleled definition of reverse entropy.
1. Could you please tell me which campaign you are playing?
2. Although those cities are indeed HUGE cities, and very detailed and full of buildings, none should cause lag unless your PC simply doesn't have enough memory to handle them. Still, I have experienced extreme lag...to the point where the battle is unplayable...in places where I previously fought many battles without an issue. One possible cause for this mentioned a while back was a reinforcing army approaching (either yours or the AI's) that has siege equipment that is 'hunting' for a path to the battle. I've actually identified this problem a couple of times, where my own reinforcing army is trying to bring onagers to the battle front.
3. Do you have patch 3.1 installed? If you do, and you are playing a Roman campaign, please list the cities where this occurs.
4. Could you provide a screen shot or two? I'm afraid I don't understand what you mean.
If you can, could you please tell me what cities they are. There seems to be a few cities where the script is 'wrong' somehow, and it re-spawns units when it shouldn't.
Also, I need to know what campaign you are playing, because this particular error was specific to the Roman campaign. I fixed a number of them in Patch 3.1 one, but there may be more.
Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
R.I.P. My Beloved Father
Life is paradoxically coincidental to the ironical tyranny applicable to the unparalleled definition of reverse entropy.
@dvk
It was in Genoa (owned by Carthage), Roman 0-turn campaign. I have patch 3.1 installed.
Life is paradoxically coincidental to the ironical tyranny applicable to the unparalleled definition of reverse entropy.
the bugs in my game were fixed when i check the option to use only one core for the game..... but.... bruuuuuuhhhhhhhhh.... i lost 99% of my regions in my "rome 1 turn campaing", in 1 turn, i used to own all the coastal settlements, the cities rebel even when i killed or exiled rebel or disloyal generals; i was prepared for a second rebellion but not like this......... they're armies are massive, i got exiled in a little island were the rebels used to live with the last 3 stack's of my army and the last 2 family members,........ the mod it's just gorgeous, but i'm going to stop playing this mod or any other mod and even vanilla for a while........ please. PLEASE. PLEASE I BEG YOU. NERF THE ROMAN REBELS, so i can enjoy this beatiful mod. #deathtoromanrebels #prayforrome
Go into your 'Play_Rome' folder, either the 0 or 1 turn version (whatever you are playing), and open this file with a text editor: export_descr_character_traits.txt
Then look for this trigger:
Trigger Caesar_Rebellion1
WhenToTest CharacterTurnEnd
Condition FactionType romans_brutii
and not Trait HouseCaesar = 1
and not Trait Dictator > 0
and I_NumberOfSettlements romans_brutii >= 85
and I_TurnNumber > 2
Affects Caesar_Rebellion 1 Chance 100
Change the number '85' to '198', and save.
Go back to a save BEFORE the rebellion happened, and play from there. There should be no rebellion then.
Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
R.I.P. My Beloved Father