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  1. #1
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by HG_SCIPCION View Post
    Hi, I enjoy the mod, I dont see several problems, but this is very frustrating, why in RS the units don't broken formations (in rtw vanilla this dont is a problem)

    any idea how resolve this?

    thanks! and great work, RS is really awesome!
    Hey,
    The units do break formations while fleeing, if that's what you mean.
    It might be that if the battlefield is tightly packed and the possible fleeing route is blocked then the unit will remain in place, at least for a while, but it is no longer really fighting, or inflicting casualties on the enemy.

  2. #2

    Default Re: RSIII problems and bugs

    Best advice I can give - don't use Huge Units and don't surround the enemy. Give them the chance to flee and they will.

    Then you follow up with your fresh cavalry reserve and destroy them utterly - just like in reality (and hence the often disproportionate casualty figures).
    "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'.

  3. #3

    Default Re: RSIII problems and bugs

    Quote Originally Posted by ur-Lord Tedric View Post
    Best advice I can give - don't use Huge Units and don't surround the enemy. Give them the chance to flee and they will.

    Then you follow up with your fresh cavalry reserve and destroy them utterly - just like in reality (and hence the often disproportionate casualty figures).
    I do use huge units, and the main issue I've had with that relates to occasionally wacky path-finding in some cities. Not such a big problem, if you're careful about how you move each unit around. It's also good to consider how many ranks/files it will have if traveling through a narrow path. It certainly helps to use a more "square" formation, in which the ranks/files are roughly equal, whereas you'd generally want them to stretch out a little more while fighting because those in the back of a very deep formation aren't really helping their comrades.

    Anyway, in open terrain, the unit size is irrelevant, since you and the opposing army are at the same scale. (And if it's "open," there are no fixed-size elements like buildings, which are relatively larger/smaller compared to that scale.) However, path-finding is still essentially the problem with units that are fighting to the death. You want them to rout, but they're surrounded, meaning they can't find a path which allows them to avoid fighting. So unless/until that changes, they will do the only thing they can. You'll often want to pin them down and charge from behind or from the flanks: hammer and anvil. The idea is simply that you should lift your proverbial hammer out of the way once they've broken (guard mode on some/all of the units is also helpful). And if you have other units circled around behind them, they should be far enough away to leave some room for the routers to go some distance before they'd have to either fight or turn around to escape elsewhere.

    The map in the picture is an interesting case to consider. The Ptolemaic units will not be able to escape by running into the sea, because the game mechanics don't allow that. So, the Seleucids don't need to block that entire direction (west), if the intention is to wipe out as many as possible, before they can reach some other edge of the map. (You can also imagine more generic cases, where the fighting is especially far from one side of the map, or when outcrops of rocks or mountains/hills/rivers are in the way.)

    So at that moment, I would move away any of the Seleucid units that are closer to the sea (and turn off autofire for the archers, slinger and elephant). Then, the Ptolemaic units will stop fighting, but they'll be forced to move toward the sea, which will ultimately be counter-productive for them. That will give the Seleucids time to reform and create a nice, neat, single-file wall, which will separate the Ptolemaics from their actual escape routes on land (while still giving them a fairly large "pocket" where they can wander around, near the center of the coastline). The cavalry/elephants can move more quickly, so you generally want them to sweep around a bit farther than the infantry in order to put everyone to good use. That way, the enemies won't need to be tightly surrounded and provoked into fighting-to-the-death. Note that if a unit is simply routing and not surrounded like this, you don't need heavy infantry matched against heavy infantry or anything like that, so you can use your skirmishers and whatnot safely/effectively as part of this large barrier.
    Last edited by Ovidius Empiricus; March 02, 2017 at 06:48 AM.

  4. #4

    Default Re: RSIII problems and bugs

    Quote Originally Posted by Ovidius Empiricus View Post
    I do use huge units, and the main issue I've had with that relates to occasionally wacky path-finding in some cities. Not such a big problem, if you're careful about how you move each unit around. It's also good to consider how many ranks/files it will have if traveling through a narrow path. It certainly helps to use a more "square" formation, in which the ranks/files are roughly equal, whereas you'd generally want them to stretch out a little more while fighting because those in the back of a very deep formation aren't really helping their comrades.

    Anyway, in open terrain, the unit size is irrelevant, since you and the opposing army are at the same scale. (And if it's "open," there are no fixed-size elements like buildings, which are relatively larger/smaller compared to that scale.) However, path-finding is still essentially the problem with units that are fighting to the death. You want them to rout, but they're surrounded, meaning they can't find a path which allows them to avoid fighting. So unless/until that changes, they will do the only thing they can. You'll often want to pin them down and charge from behind or from the flanks: hammer and anvil. The idea is simply that you should lift your proverbial hammer out of the way once they've broken (guard mode on some/all of the units is also helpful). And if you have other units circled around behind them, they should be far enough away to leave some room for the routers to go some distance before they'd have to either fight or turn around to escape elsewhere.

    The map in the picture is an interesting case to consider. The Ptolemaic units will not be able to escape by running into the sea, because the game mechanics don't allow that. So, the Seleucids don't need to block that entire direction (west), if the intention is to wipe out as many as possible, before they can reach some other edge of the map. (You can also imagine more generic cases, where the fighting is especially far from one side of the map, or when outcrops of rocks or mountains/hills/rivers are in the way.)

    So at that moment, I would move away any of the Seleucid units that are closer to the sea (and turn off autofire for the archers, slinger and elephant). Then, the Ptolemaic units will stop fighting, but they'll be forced to move toward the sea, which will ultimately be counter-productive for them. That will give the Seleucids time to reform and create a nice, neat, single-file wall, which will separate the Ptolemaics from their actual escape routes on land (while still giving them a fairly large "pocket" where they can wander around, near the center of the coastline). The cavalry/elephants can move more quickly, so you generally want them to sweep around a bit farther than the infantry in order to put everyone to good use. That way, the enemies won't need to be tightly surrounded and provoked into fighting-to-the-death. Note that if a unit is simply routing and not surrounded like this, you don't need heavy infantry matched against heavy infantry or anything like that, so you can use your skirmishers and whatnot safely/effectively as part of this large barrier.
    Have you tried the setting in the launcher?

    There is different settings for the formation/scripting and garrison/morale, i suggest you take a look there.

    I use Sinuets formation with Alexe.exe/Steam RS.3.1 and with windows 10 and it works like a charm.
    As a garrison script i use 5 emperors and huge men that to say almost a legion and sometimes 2 legion (8000 men) in some battles more.
    And i clearly favorize the Sinuets formation more than Darth and the others because its slightly more realistic and doesnt scatter when/before rioting
    and almost behave like real men (Sinuets formation that is).

    So again. excellent excellent mod, but take a second look at the settings in the launcher.

    I use Huge settings and actually has suggested that (if possible) to use Mega 400 in one card/unit but that is not possible but it would
    be extremely realistic know that the mod only is very realistic now...Hehehe...

  5. #5

    Default Re: RSIII problems and bugs

    This is minor fixes!
    Playing H/H in 140 BC (Conquering all of Greece/almost half the macedone all the spain and so forth etc etc.)..

    1.Rebellion is too easy (eaven with high called guvernours and the tax-barbarian seld off). its to easy...
    2.The seleucids are a tad to powerful (15-20%) not by much.
    3.Well, playing in 140BC that was dealbreakers for me, endless chain of Rebellions and the barbarians always sending stacks after stacks,
    though historically, yes, and counterintensive (building forts and counterattack with...you guess,
    REBELLIONS, every barbarian town starts to rebell against me, and sending stacks after stacks..

    Well RS3 is no more until thoose above problems is fixed.
    Seleucids i can live with, but the annoying guvernours/rebellion/barbarian uprising is a frustrating element,
    or do i play it to hard? can i play at medium to eliminate the barbarian bonuses?...

    -what do you think, the problem arises when a newly conquered barbarian settlement becomes roman rebels, (far to eeasy)
    and then building stacks, after stacks...well dealbreaker or not, it was for me...

    Frustrating for playing so long (60 years) stopping at 612 AUC.

  6. #6
    ferike_2007's Avatar Tiro
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    Default Re: RSIII problems and bugs

    Hehehe... rebellions, they give the taste and flavor of this game (with other cool stuffs, of course).
    Thanks dvk and RS Team for those rebellions!

  7. #7

    Default Re: RSIII problems and bugs

    Quote Originally Posted by ferike_2007 View Post
    Hehehe... rebellions, they give the taste and flavor of this game (with other cool stuffs, of course).
    Thanks dvk and RS Team for those rebellions!
    Wait until you reach 44 cities or more, how fun is it to switch guvernours here and there
    all the time, not so much.

    Although excellent, mod, and best there is (EB,SPQR,RTR) RS.31 is way beyond the others.

    I wonder how long you actually have played in the AUB-timeline, rebellion, is not
    a flavour is a nuiance to be dealt with...

  8. #8

    Default Re: RSIII problems and bugs

    Hey there, I recently installed RSIII on top of the steam version of RTW Alexander (I copied it to a separate folder and then installed the mod there). I've been playing the Roman campaign and I've not noticed any bugs, had even less crashes than in 2.6.
    However, yesterday I started a Greek campaign. Here I tried to look at Athens on the battle map (through the build menu, you know), and this crashed my game. After that any battle I've tried to fight on the battle map results in a crash. Even going back to my Roman campaign doesn't fix this, any battle on the battle map is a fatality. Any way looking at cities on the battle map through the construction menu generates a file that causes errors?

  9. #9

    Default Re: RSIII problems and bugs

    Even after setting my screen resolution to the default for my machine I am still getting an issue where the game minimises. i had my first ccrash relating to this in a battle with Carthage at Segesta in Iberia.

    I am using the Alexander exe file.

    Can anyone recommend a solution?

  10. #10
    Saul Tyre's Avatar Senator
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    Default Re: RSIII problems and bugs

    You could try moving your game out of programs(x86)/.../steam apps/common into a renamed "new folder" in your c:/drive or documents. It stops Windows security interfering with the mod files, I have also "taken control" of my UAC/Virtual store click the link to find out how to do this. http://www.twcenter.net/forums/showt...Store-Problems I have 16 mods on my PC and very rarely have any problems. I don't have steam but it works in the same way, I hope you find this helpful.
    Last edited by Saul Tyre; March 27, 2017 at 02:43 AM.
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  11. #11
    dvk901's Avatar Consummatum est
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by LukyLucaz View Post
    Hey there, I recently installed RSIII on top of the steam version of RTW Alexander (I copied it to a separate folder and then installed the mod there). I've been playing the Roman campaign and I've not noticed any bugs, had even less crashes than in 2.6.
    However, yesterday I started a Greek campaign. Here I tried to look at Athens on the battle map (through the build menu, you know), and this crashed my game. After that any battle I've tried to fight on the battle map results in a crash. Even going back to my Roman campaign doesn't fix this, any battle on the battle map is a fatality. Any way looking at cities on the battle map through the construction menu generates a file that causes errors?
    I know of no situation that would cause that. Did you change the vegetation quality? Because that will cause CTD's.

    Quote Originally Posted by kahnage View Post
    Even after setting my screen resolution to the default for my machine I am still getting an issue where the game minimises. i had my first ccrash relating to this in a battle with Carthage at Segesta in Iberia.

    I am using the Alexander exe file.

    Can anyone recommend a solution?
    Make sure that the 'Aero' feature is Windows is disabled...that can cause this to happen. Also, any program running in the 'tray' that forces notifications will minimize your current program\game.

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

  12. #12

    Default Re: RSIII problems and bugs

    I'm a few years into my (Roman) campaign, every once in a while the game CTD's (mostly on the turn of the rebels) but I just restart/reload and it seems to work fine.

    However I ran into a persistent crash upon the turn of the Greek faction. Can't seem to pass it (sometimes not activating script etc worked).

    Most likely this is the end of that campaign.

    When encountering an error like this, best to just start a new campaign?
    Patronised by Voltaire le Philosophe

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  13. #13

    Default Re: RSIII problems and bugs

    Roma Surrectum 2.5 runs fine on my PC, but when I install Roma Surrectum III, it crashes on while loading a battle. Didn't try with 2.6 though.

    EDIT: Important information I forgot: I am running on Windows 10 on RTW.exe and BI.exe, don't have Alexander.
    Last edited by john_peter; March 30, 2017 at 10:34 PM.

  14. #14

    Default Re: RSIII problems and bugs

    Sorry my bad, I did a quick search it was the vegetation quality that made my game crash. It works now. Still, I have lag in the world map, I managed to make it a bit better, but I am affraid once I take more lands it will lag even more.

  15. #15

    Default Re: RSIII problems and bugs

    Hey guys,

    I'm having trouble with CTDs WHILE loading for battles during a one turn campaign with the Galleaci. It's now at a point where even the tiniest battle leads to a CTD which ruining the experience I've searched through the forum I unfortunately haven't found any advise that fixed the problem.

    - I have addressed the issue of RAM memory shortage and have a swap file of 4 gb.
    - RTW is installed in a non windows map and implemented the VirtualStore solution as mentioned in the post above.
    - No steam. Clean install RTW BI.exe and RSIII.

    The CTDs started first occurring late in my campaign (around turn 150-200), mostly while loading the second or third battle. I've read a similar post but all suggestions provided were already enabled. The weird thing is, I had some epic battles with 8k+ units (playing on large unit size) and when the battle does load, it runs smooth and there is no problem at all.
    - I've changed the vegetation quality to all but it did not help. Changed the unit quality too and it too did not help.
    - I've started a few new 1-turn campaigns with other factions and loaded some battles there, CTD while loading the screen occured.
    - I'm a long time RS2 player, no autosave, always activate script..

    I'm happy to provide more information if needed and hope you guys can help me out because I love playing this game!

    Sys specs:
    amd phenom x4 3 ghz / 4gb ram / Vista 64 bit / Radeon 4870 1gb

    My preferences, in case you think there might be something wrong here:

    SAFE_REFRESH:TRUE
    USE_TRIPLE_BUFFER:TRUE
    USE_WIDESCREEN:TRUE
    SUBTITLES:FALSE
    MORALE:TRUE
    FATIGUE:TRUE
    LIMITED_AMMO:TRUE
    SUPPLY:TRUE
    FOG_OF_WAR:TRUE
    RESTRICT_CAMERA:FALSE
    DEFAULT_BATTLE_CAMERA:RTS
    EVENT_CUTSCENES:FALSE
    SMOKE:TRUE
    DESYNC:FALSE
    SPLASHES:FALSE
    GLINTS:FALSE
    REFLECTIONS:FALSE
    SHADOWS:TRUE
    VEGETATION:TRUE
    DETAILED_UNIT_SHADOWS:TRUE
    GLOSS_MAPPING:FALSE
    STENCIL_SHADOWS:FALSE
    MULTI_TEXTURE:TRUE
    AUTO_SAVE:FALSE
    SHOW_BANNERS:TRUE
    UNIT_EXPERIENCE_UPGRADE_EFFECT:TRUE
    UNIT_SIZE:80
    MASTER_VOL:100
    SPEECH_VOL:51
    SFX_VOL:100
    MUSIC_VOL:100
    CAMERA_ROTATE:100
    CAMERA_MOVE:100
    CAMERA_FOV:75.000000
    ENABLE_AUDIO:TRUE
    ENABLE_MUSIC:TRUE
    ENABLE_UNIT_SPEECH:TRUE
    DISABLE_BACKGROUND_FMV:FALSE
    DISABLE_ARROW_MARKERS:TRUE
    AUDIO_3D_PROVIDER:Miles Fast 2D Positional Audio
    CLOUD_TRANSITIONS:TRUE
    GRASS_DISTANCE:20
    AA_QUALITY:AA_OFF
    STRATEGY_RESOLUTION:1920x1080
    STRATEGY_MAX_RESOLUTION:1920x1080
    STRATEGY_32_BIT:TRUE
    BATTLE_RESOLUTION:1920x1080
    BATTLE_MAX_RESOLUTION:1920x1080
    BATTLE_32_BIT:TRUE
    UNIT_DETAIL:ULTRA_HIGH
    BUILDING_DETAIL:HIGH
    TGA_CAPTURE_WIDTH:1024
    TGA_CAPTURE_ASPECT:1.333333
    TGA_CAPTURE_INPUT_SCALE:1
    TGA_CAPTURE_RESERVE_SPACE:FALSE
    LABEL_CHARACTERS:FALSE
    LABEL_SETTLEMENTS:TRUE
    MINIMAL_UI:TRUE
    CAMPAIGN_MAP_MAX_SCROLL_SPEED_MIN_ZOOM:30
    CAMPAIGN_MAP_MAX_SCROLL_SPEED_MAX_ZOOM:30
    FIRST_TIME_PLAY:FALSE
    ADVISOR_VERBOSITY:0
    MUTE_ADVISOR:TRUE
    BLIND_ADVISOR:FALSE
    CAMPAIGN_MAP_CAMERA:SKIP_AI_FACTIONS
    CAMPAIGN_MAP_SPEED_UP:FALSE
    CAMPAIGN_MAP_GAME_SPEED:56
    DISABLE_EVENTS:0
    MICROMANAGE_ALL_SETTLEMENTS:TRUE
    ADVANCED_STATS_ALWAYS:FALSE
    UNIT_USE_SHADERS:TRUE
    TERRAIN_QUALITY:HIGH
    EFFECT_QUALITY:HIGH
    VEGETATION_QUALITY:HIGH
    KEYSET:0
    UNLIMITED_MEN_ON_BATTLEFIELD:TRUE
    CAMPAIGN_MAP_CAMERA_SMOOTHING:TRUE
    CHAT_MSG_DURATION:10
    USE_QUICKCHAT:FALSE
    GS_PIDS:FALSE
    GS_PIDS_FULL:FALSE
    GS_PIDS_CUR:TRUE
    ALWAYS_LOGFILE:FALSE
    TIMESTAMP_LOGFILE:TRUE
    32BIT_UI:TRUE
    GS_LOG_RESULTS:FALSE
    CHAT_COLOURS:name=ffffa0,private=ff7707,game=94aadc,public=fff777,system=ffffff,lobby=fff777,setup=94aadc,playing=ff0707
    EDIT_SETTLEMENT_NAMES:FALSE

    Thanks in advance for any help
    Last edited by I3enjaIvIin; April 06, 2017 at 11:41 AM.

  16. #16
    Saul Tyre's Avatar Senator
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    Default Re: RSIII problems and bugs

    @13enjalvlin you haven't changed the vegetation quality using the tab on the launcher interface by any chance have you? also in video options have you "checked" the unit shaders box? it's just a thought because everything you have done looks fine.
    My personality is who I am....my attitude depends on who you are!!!
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  17. #17

    Default Re: RSIII problems and bugs

    Thanks for taking a look and your advise Saul! Unfortunately, I did change the vegetation quality using the tab on the launcher. I did a search and found this topic ~ I wasn't aware that the veg tab was bugged

    @DVK, like suggested in the mentioned topic, could you add a warning in your RSIII-Open-Beta-Released topic?

    Ill reinstall and report back how it went

  18. #18
    Saul Tyre's Avatar Senator
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by I3enjaIvIin View Post
    Ill reinstall and report back how it went
    Please do, hopefully that will be the end of it. I have exhausted many avenues I can find to fix problems with mods, and when you came up with yours after following most of the suggestions similar to what I have given on the forum, I was scratching my head....until I read what you had done with vegetation...then....I had a feeling that tab on the launcher was possibly/probably the problem, iirc you only have to reinstall III + 3.1
    Last edited by Saul Tyre; April 07, 2017 at 09:39 AM.
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  19. #19

    Default Re: RSIII problems and bugs

    Hey Saul,

    Reinstalling did work - unfortunately the save game was bugged, so I started a new campaign. Having fun with the Romans and Syracuse now. Thnx again for the help!

  20. #20
    Saul Tyre's Avatar Senator
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    Default Re: RSIII problems and bugs

    Quote Originally Posted by I3enjaIvIin View Post
    Hey Saul,

    Reinstalling did work -
    Nae worries laddie, happy it worked for you, now go pillage and party
    My personality is who I am....my attitude depends on who you are!!!
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