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Thread: RSIII problems and bugs

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  1. #1

    Default Re: RSIII problems and bugs

    Quote Originally Posted by King Ramses View Post
    That seems unlikely to me. I have played field battles with five or six full armies and of course it lags but never crashes. Also, the game isn't lagging much if at all. So I doubt it's that, but I'll try it.

    EDIT: It really is the exact point every time, I just tried again and it's exactly the same point.
    Please don't post the same thing multiple times.....
    "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'.

  2. #2

    Default Re: RSIII problems and bugs

    You would forgive me for wanting to maximise the possibility of fixing an issue that effectively stopped me from advancing my campaign and making a thread for what appears to be a game-breaking issue that is not discussed here?

    I would delete the posts here as I made a thread for it, but for some reason I can't delete posts.
    Last edited by King Ramses; December 21, 2016 at 01:53 PM.

  3. #3

    Default Re: RSIII problems and bugs

    Hallo

    I´ve some questions about RSIII and i need help. I´ve downloaded installed it correctly to RS 2.5. RS 2.5 works fine, i can play campaign and battles without CTDs.
    But when i install the upgrade RSIII and the little patch as it says in the install instructions, i always get errors, when i try to start the game. The games crashes always in loading screen before main menu and intro.

    All errors are in data/descr_building_battle/dbb_RS2_buildings.txt

    "unable to find building_battle. localised string "tenamentA" (or rostra, legion_monument, roman hero, stoa_little, villa, tenament building, agora stalls,........)
    and there are for example in lines 409, 498, 511, 537, 607, 730, 755, 891, 1092,.....

    What goes wrong the the installation? reinstalling does not work. Same errors. Something with the download file? because there are a lot building (names) missing.

    for example the first error. Big the problem, which could not find:

    ;;uses old roman lg temple, but looks nice
    roman_venus_roma2_temple
    {
    stat_cat indestructable
    localised_name roman_venus_temple
    level
    {
    min_health 0
    battle_stats
    item roman_large_temple
    physical_info info_roman_large_temple.cas
    }
    }

    roman_tenamentA_new
    {
    stat_cat medium_wooden
    localised_name tenamentA
    level
    {
    min_health 1
    battle_stats
    item roman_tenamentA_new
    physical_info roman_tenamentA_info.cas
    }
    transition default_large_stone
    level
    {
    min_health 0
    battle_stats
    item roman_rubble_64x80
    physical_info info_roman_rubble_64x80.cas
    }
    }

    roman_tenamentC_new



    Need really help with this.
    Last edited by Hüter der Haine; December 26, 2016 at 01:47 PM.

  4. #4
    Saul Tyre's Avatar Senator
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by King Ramses View Post
    You would forgive me for wanting to maximise the possibility of fixing an issue that effectively stopped me from advancing my campaign and making a thread for what appears to be a game-breaking issue that is not discussed here?

    I would delete the posts here as I made a thread for it, but for some reason I can't delete posts.
    I'm no techie but is it possibly a script problem? perhaps repair the wall before the siege(or have you tried already?) allowing the Carthaginians to use their siege equipment, it may be the simple answer
    Last edited by Saul Tyre; December 26, 2016 at 12:00 AM.
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  5. #5

    Default Re: RSIII problems and bugs

    Quote Originally Posted by Saul Tyre View Post
    I'm no techie but is it possibly a script problem? perhaps repair the wall before the siege(or have you tried already?) allowing the Carthaginians to use their siege equipment, it may be the simple answer
    I thought so too, but I'm no techie either, so I wouldn't know what to do other than try a totally new save and hope it doesn't reoccur.

  6. #6

    Default Re: RSIII problems and bugs

    Anybody else having real lag on the Campaign map? I just started a campaign as Dacia, and the map moves horribly slow using the mouse, lagging a great deal. Battles work fine. Using Rome.TW.

  7. #7

    Default Re: RSIII problems and bugs

    Quote Originally Posted by anduril38 View Post
    Anybody else having real lag on the Campaign map? I just started a campaign as Dacia, and the map moves horribly slow using the mouse, lagging a great deal. Battles work fine. Using Rome.TW.
    It's worth experimenting with the settings a bit. Certainly turning off the shadows will almost definitely help. Make sure the resolution isn't set too high. I even went as far as reverting to an older monitor. I wouldn't go higher than 1280x1024 and preferably that's also the monitor I would use.
    "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'.

  8. #8

    Default Re: RSIII problems and bugs

    Quote Originally Posted by anduril38 View Post
    Anybody else having real lag on the Campaign map? I just started a campaign as Dacia, and the map moves horribly slow using the mouse, lagging a great deal. Battles work fine. Using Rome.TW.


    did you tried this suggestion by dvk901 it helped me:

    Quote Originally Posted by dvk901 View Post
    In this folder: ....\data\_IMPORTANT_STUFF\Alternate_Strat_Trees

    You will find a 'reduced lag' folder. Copy that file into the 'data' directory. It should help considerably.

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

    Deleted. Incorrect post
    Last edited by Saul Tyre; March 19, 2017 at 05:05 PM.

  10. #10

    Default Re: RSIII problems and bugs

    the new vegetation causes lag ( at least in my case)
    somewhere in the installation folder there's a file for the old one,i am sure dvk will be able to tell you more about it

  11. #11

    Default Re: RSIII problems and bugs

    Captured the scythian capital (Tyras). Now, i want to build "communal tribute", but it says -30% happines, and no income bonus appears
    Spoiler Alert, click show to read: 

  12. #12

    Default Re: RSIII problems and bugs

    generally, it gives some income only in "native" cities of the faction you are playing
    By the way, you have plenty of stuff to build apart from communal tribute! markets, roads, ports ,trade buildings, health building all should come first

  13. #13

    Default Re: RSIII problems and bugs

    Second time I started a campaign with the III mod.First one I could not finish because it crashed at a certain turn number.Random crashes everywhere with this mod.but that's understandable.
    One question though.Why can't I recruit auxilliary troops?I already adopted the reforms,and the barracks clearly states(Campus Martius)that i can recruit them.But I only see the legionnaires.I played this campaign for weeks,I don;t want to ruin it just because of this goddamn bug.The year is 633 AUC(I use the 4 turn per year mod),and I approximately have the historic possesions of the Republic in the years of Marius.

  14. #14

    Default Re: RSIII problems and bugs

    Quote Originally Posted by Iuly32 View Post
    Second time I started a campaign with the III mod.First one I could not finish because it crashed at a certain turn number.Random crashes everywhere with this mod.but that's understandable.
    One question though.Why can't I recruit auxilliary troops?I already adopted the reforms,and the barracks clearly states(Campus Martius)that i can recruit them.But I only see the legionnaires.I played this campaign for weeks,I don;t want to ruin it just because of this goddamn bug.The year is 633 AUC(I use the 4 turn per year mod),and I approximately have the historic possesions of the Republic in the years of Marius.
    To confirm - you have achieved the '2nd Reforms' (those of Augustus - when the building appears in every settlement thereafter - script dependent)? It's only after the Augustan Reforms that the Late (post-Augustan) Auxilia are recruitable from the Campus Martius (in fact it's the Oppidum and above where Citizenship has been granted iirc).

    If you only have the Marian reforms then you should have ~100 years to go (sic).
    "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'.

  15. #15

    Default Re: RSIII problems and bugs

    To clarify,I have adopted theMarian reforms through building the palace in Akragas,and I built the Circus Maximus in Rome(I don't know if this is what you meant by the 2nd reforms).I built some Roman Fortresses,so that I can recruit the Segmentata Legions,but I can;t.Neither the auxilia troops.I can recruit the hamata named legions,but if the Roman Fortress ia a random region says that I can recruit the Valeria Victrix legion as an example,and some auxilliary chohorts ,when i enter the recruitment tab,I can see that i can recruit only the evocati cohort,the antesignani,the Legate and some other troops..

  16. #16

    Default Re: RSIII problems and bugs

    Quote Originally Posted by Iuly32 View Post
    To clarify,I have adopted theMarian reforms through building the palace in Akragas,and I built the Circus Maximus in Rome(I don't know if this is what you meant by the 2nd reforms).I built some Roman Fortresses,so that I can recruit the Segmentata Legions,but I can;t.Neither the auxilia troops.I can recruit the hamata named legions,but if the Roman Fortress ia a random region says that I can recruit the Valeria Victrix legion as an example,and some auxilliary chohorts ,when i enter the recruitment tab,I can see that i can recruit only the evocati cohort,the antesignani,the Legate and some other troops..
    Ahhh - did you actually get the 2nd Reforms? There's a pop-up and message - and the following turn you should be able to see the Augustan Reforms 'building' having been auto-built in every settlement (it's there, but you only see it if there are less than 40 buildings in a particular settlement). If you can't see these - then it didn't happen. So - obligatory - are you running the script?
    "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'.

  17. #17

    Default Re: RSIII problems and bugs

    Quote Originally Posted by ur-Lord Tedric View Post
    Ahhh - did you actually get the 2nd Reforms? There's a pop-up and message - and the following turn you should be able to see the Augustan Reforms 'building' having been auto-built in every settlement (it's there, but you only see it if there are less than 40 buildings in a particular settlement). If you can't see these - then it didn't happen. So - obligatory - are you running the script?
    O can't actually remember...let me load an older save to see if the message appears.And yes,pretty sure the script works

  18. #18

    Default Re: RSIII problems and bugs

    OK...so I loaded an older save,got the script working and built the Circus Maximus in Rome(using the process_cq to make it quicker),Ended the turn and no pop up message appeared.To be sure,ended another turn,but still nothing.

    Kinda disappointed to see such a brilliant campaign to a halt because of this.So many hours invested..all gone because of this bug.

  19. #19

    Default Re: RSIII problems and bugs

    Hey, I am adding this here as well as in the Q&A, as having tested RS III, I can confirm the problem I will describe begins in 2.6 and continues into RS III.


    The problem is with the building trees.

    Barracks and blacksmiths that indicate that they require either army rations or a weapons metal import, can be built without either pre-requisite being fulfilled.

    I have screenshots that show that is not the case in 2.5, but in both 2.6 and RS III, the building trees do not work.

    https://imageshack.com/a/rgil/1


    This is disappointing as I enjoy developing through tech trees. They give games a sense of pace, deepen the overall strategy as you are forced to choose between losing tax and trade in the short and long term, in exchange for the opportunity to recruit new units, or to rely on other production facilities.
    Although I am enjoying the game in spite of this bug (RS is sublime), this is really frustrating for me and I am keen to fix the problem.



    I would be terribly grateful if anyone could provide me with some advice for fixing either, or preferably both, 2.6 and RS III.

    Best x

  20. #20
    dvk901's Avatar Consummatum est
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by Faradhym View Post
    Hey, I am adding this here as well as in the Q&A, as having tested RS III, I can confirm the problem I will describe begins in 2.6 and continues into RS III.


    The problem is with the building trees.

    Barracks and blacksmiths that indicate that they require either army rations or a weapons metal import, can be built without either pre-requisite being fulfilled.

    I have screenshots that show that is not the case in 2.5, but in both 2.6 and RS III, the building trees do not work.

    https://imageshack.com/a/rgil/1


    This is disappointing as I enjoy developing through tech trees. They give games a sense of pace, deepen the overall strategy as you are forced to choose between losing tax and trade in the short and long term, in exchange for the opportunity to recruit new units, or to rely on other production facilities.
    Although I am enjoying the game in spite of this bug (RS is sublime), this is really frustrating for me and I am keen to fix the problem.



    I would be terribly grateful if anyone could provide me with some advice for fixing either, or preferably both, 2.6 and RS III.

    Best x
    There are other requirements for these than just weapons metal import.....namely, the presence of mineral resources like iron, copper, etc....or weapons metals, in the region. I've looked at the building conditionals in both 2.5 and 3.0 in the Seleucid EDB.txt and they are exactly the same, so I can't imagine why they would work differently. The presence of a mineral, obviously, wouldn't show up in the building browser...only the building requirement which always shows up in spite of the presence of a mineral that would allow you to build the building. So, it's likely there is a mineral resource in the region that allows you to build these building without the 'mentioned' building.

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