Thread: [Support] Bug Reports

  1. #5621
    KAM 2150's Avatar Artifex
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    Default Re: [Support] 1.2 Bug Reports

    All submods need to be loaded before DeI main pack or they wont work. Pop is probably added next turn, not on the same turn as you disband.
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  2. #5622
    Foederatus
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    Default Re: [Support] 1.2 Bug Reports

    Hi
    First I wanna say: Great mod! I dont play Vanilla anymore.

    I encountered several times already this strange bug in sea battles: An enemy ship is boarding one of mine. My ship then sinks because of another rammed it. The ship that was boarding then keeps sitting on the same spot, not moving anymore, "boarding fight marker" is still up.

    A bit away in the sea there is always a strange picture appearing: Many soldiers are standing on the water, all cramped into the place of one soldier, all moving constantly. The enemy ship cannot be rammed or boarded anymore. Its only possible to end the battle with "declaring defeat" (even when you clearly won) or in burning the stuck enemy ship with flaming arrows. There is no other way to damage it nor to move it.

    Anybody knows whats going on here? This bug has ruined many good sea battles. Thanks for your help.
    Attached Files Attached Files

  3. #5623

    Default Re: [Support] 1.2 Bug Reports

    Also appearing same bug, when I have naval battle as Rome with Carthage cargo ships

  4. #5624
    KAM 2150's Avatar Artifex
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    Default Re: [Support] 1.2 Bug Reports

    Sadly these are game issues :/
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  5. #5625
    elementall's Avatar Libertus
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    Default Re: [Support] 1.2 Bug Reports

    Hi!
    My apologies if this has already been seen, but I wanted to warn of these small mistakes.
    Missing skin (on the torso) and in the other unit it is seen that some do not have the shield.
    Thank you!

  6. #5626

    Default Re: [Support] 1.2 Bug Reports

    You will need to be more specific Thanks for helping!

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  7. #5627
    elementall's Avatar Libertus
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    Default Re: [Support] 1.2 Bug Reports

    [IMG][/IMG]
    [IMG][/IMG]

  8. #5628

    Default Re: [Support] 1.2 Bug Reports

    Thanks!

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  9. #5629

    Default Re: [Support] 1.2 Bug Reports

    Bugger reporting for duty

    Ancillaries are still acting up, I missed on the head (Quick Lime Head, I think) and the boots that give 4% campaign movement and 2 other stats, playing as Rome.

  10. #5630

    Default Re: [Support] 1.2 Bug Reports

    Alright, thanks! The boots are only supposed to trigger for Hellenistic factions, which makes me wonder if something else is going on with the scripting.
    Last edited by Dresden; January 02, 2020 at 06:53 PM.

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  11. #5631

    Default Re: [Support] 1.2 Bug Reports

    I sometimes experience CTD's. my third one just occurred. It only triggers when I am besieging settlements (walled ones).
    Spoiler Alert, click show to read: 

    Ran a diagnostic, but I can't make any sense of it :/

    KEY_VALUES_STRING: 1

    Key : AV.Dereference
    Value: NullClassPtr

    Key : AV.Fault
    Value: Read

    Key : Analysis.CPU.Sec
    Value: 6

    Key : Analysis.DebugAnalysisProvider.CPP
    Value: Create: 8007007e on DESKTOP-CNS1SMT

    Key : Analysis.DebugData
    Value: CreateObject

    Key : Analysis.DebugModel
    Value: CreateObject

    Key : Analysis.Elapsed.Sec
    Value: 231

    Key : Analysis.Memory.CommitPeak.Mb
    Value: 193

    Key : Analysis.System
    Value: CreateObject

    Key : Timeline.Process.Start.DeltaSec
    Value: 32


    ADDITIONAL_XML: 1

    COMMENT: EXCEPTION_ACCESS_VIOLATION, mods: ___divide_et_impera_010_part1.pack, ___divide_et_impera_010_part9.pack, ___divide_et_impera_010_part10.pack, Total Phys Mem 16335 MB, Total Page File 18767 MB, Total Vrt Mem 4095 MB, Virt Mem Usg 775 MB, Phys Mem Usg 554 MB, Steam user OK, Steam country: RO, Steam overlay OFF, win lang: English, game lang: EN, C:\Program Files (x86)\Steam\steamapps\common\Total War Rome II\rome2.exe, data dirs: 4

    CONTEXT:
    (.ecxr)
    eax=00000000 ebx=00000000 ecx=00000001 edx=600650f0 esi=00000002 edi=00000000
    eip=5f06fce3 esp=0133c798 ebp=0133c878 iopl=0 nv up ei pl zr na pe nc
    cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00210246
    Rome2!entry_point+0x794123:
    5f06fce3 8b7f04 mov edi,dword ptr [edi+4] ds:002b:00000004=????????
    Resetting default scope

    EXCEPTION_RECORD:
    (.exr -1)
    ExceptionAddress: 5f06fce3 (Rome2!entry_point+0x00794123)
    ExceptionCode: c0000005 (Access violation)
    ExceptionFlags: 00000000
    NumberParameters: 2
    Parameter[0]: 00000000
    Parameter[1]: 00000004
    Attempt to read from address 00000004

    PROCESS_NAME: Rome2.exe

    READ_ADDRESS: 00000004

    ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at 0x%p referenced memory at 0x%p. The memory could not be %s.

    EXCEPTION_CODE_STR: c0000005

    EXCEPTION_PARAMETER1: 00000000

    EXCEPTION_PARAMETER2: 00000004

    STACK_TEXT:
    WARNING: Stack unwind information not available. Following frames may be wrong.
    0133c878 5f06fab1 0d02f510 00000000 0d02f510 Rome2!entry_point+0x794123
    0133c88c 5eee1d12 26fa7c54 0d02f510 2724c2f4 Rome2!entry_point+0x793ef1
    0133ca10 5eedfb7e 272f7820 2724c2b0 00000000 Rome2!entry_point+0x606152
    0133ca50 5ef63e94 272f7820 0133ce64 272c7690 Rome2!entry_point+0x603fbe
    0133cfb4 5ef890ea 0133e904 0133d064 0133d701 Rome2!entry_point+0x6882d4
    0133d120 5ef23b58 0133e904 0133d648 27286040 Rome2!entry_point+0x6ad52a
    0133d6ec 5ee980d8 0133e904 0133e7e4 00000000 Rome2!entry_point+0x647f98
    0133e9d4 5eea0ecb 26fb6f78 0133eb00 00000000 Rome2!entry_point+0x5bc518
    0133ea1c 5e8d4a95 00000001 20713e68 20684958 Rome2!entry_point+0x5c530b
    0133eb74 5e8d68cd 0133eb8c 20890230 7772c300 Rome2+0x154a95
    0133eb98 5e8d8935 0133f3ec 01663442 00dd0000 Rome2+0x1568cd
    0133ebbc 5e8db4cb 00dd0000 5fca05c0 00dd0000 Rome2+0x158935
    0133f4d4 5e8dbdca 00dd0000 00000000 01663442 Rome2+0x15b4cb
    0133fd1c 00dd13d1 00dd0000 00000000 01663442 Rome2!entry_point+0x20a
    0133fe60 00dd1620 00dd0000 00000000 01663442 Rome2_exe+0x13d1
    0133feac 752a6359 01091000 752a6340 0133ff18 Rome2_exe+0x1620
    0133febc 77997b74 01091000 af6308e6 00000000 kernel32!BaseThreadInitThunk+0x19
    0133ff18 77997b44 ffffffff 779b8f26 00000000 ntdll!__RtlUserThreadStart+0x2f
    0133ff28 00000000 00dd169a 01091000 00000000 ntdll!_RtlUserThreadStart+0x1b


    SYMBOL_NAME: Rome2!entry_point+794123

    MODULE_NAME:
    Rome2

    IMAGE_NAME: Rome2.dll

    STACK_COMMAND: ~0s ; .ecxr ; kb

    FAILURE_BUCKET_ID: NULL_CLASS_PTR_READ_c0000005_Rome2.dll!entry_point

    OS_VERSION: 10.0.18362.1

    BUILDLAB_STR: 19h1_release

    OSPLATFORM_TYPE: x86

    OSNAME: Windows 10

    FAILURE_ID_HASH: {90dd46f9-0ee4-2129-48a2-b4a33ea17c60}

    Followup: MachineOwner
    ---------

    Last edited by Dresden; January 05, 2020 at 01:12 PM.

  12. #5632

    Default Re: [Support] 1.2 Bug Reports

    The game report on crashes doesn't help with isolating causes from mods.

    The usual issue is a mod conflict or bad install of some type. The first suggestion is to always reverify your game files.

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  13. #5633

    Default Re: [Support] 1.2 Bug Reports

    Hello. I have been encountering a bug where, from one turn to the next, almost the entire regional population of a certain class (always 2nd class in my experience) will disappear, leaving exactly 100 citizens in this class. Obviously this is a bit of a pain, when it happens to your faction's capital region it pretty much stops your campaign dead in its tracks. It has happened to me once as Syrakousai and now twice as Pergamon.

    Is there anything I can do to prevent this, or fix it once it has occurred? I have screenshots if that would be of any help. Thanks!

  14. #5634
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: [Support] 1.2 Bug Reports

    The script issues are usually down to incompatibility between mods, so that's perhaps sth that you should look at in the first place.

  15. #5635

    Default Re: [Support] 1.2 Bug Reports

    Thanks for the reply Seleukos! Obvious in hindsight. The only script mod I had was Walrus' Navy Maintenance Quickfix, so that must be the culprit. Appreciate the suggestion.

  16. #5636

    Default Re: [Support] 1.2 Bug Reports

    Hey everyone, I should start off by thanking the dev team for this quality mod that I keep coming back to every couple of months.
    There's a certain mechanic or bug that always gets on my nerve when I'm playing this mod, I don't remember seeing it in the base game, or at least not this bad, maybe someone spoke about it before that's why I didn't want to make a separate thread about it, it's about the phalanx formation, hoplites and pikemen when in phalanx formation always push through my lines as a rock pushes through sand, it's not like they're fighting and killing my men thus creating a hole in my lines, they just push them and disrupt my formation, it's not natural, they feel like one solid block pushing my men away, they do this against any type of units, even against other phalanx units, no matter the number of ranks I try on my phalanx lines, the AI comes with its phalanx unit and pushes the men closer to the middle of my unit(axis) to the side and then I find myself with a phalanx formation that's split in half and easily "rout-able" because the formation has been broken.

    I don't know if I have described the issue well enough but I guess it has been talked about before, any solution or ways to overcome it?

  17. #5637
    KAM 2150's Avatar Artifex
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    Default Re: [Support] 1.2 Bug Reports

    That is a base game issue. You dont see that much in vanilla game as when phalanx does that there, it gets killed right away and routs after few seconds.
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  18. #5638

    Default Re: [Support] 1.2 Bug Reports

    Quote Originally Posted by KAM 2150 View Post
    That is a base game issue. You dont see that much in vanilla game as when phalanx does that there, it gets killed right away and routs after few seconds.
    Thanks for the reply.
    So in DEI the phalanx that does that is somewhat invincible? because that unit wreaks havoc on my lines and my units seem unable to kill it, realistically a unit that does that should be in a disadvantage because it broke formation against a wall of spears.
    I think the base game dealt well with that, you break formation you get killed.
    any way I can mod some file to make this aspect of DEI like the base game?

  19. #5639
    KAM 2150's Avatar Artifex
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    Default Re: [Support] 1.2 Bug Reports

    You can't make it like in the base game as in the base game it works like this due to pikes having highest dps of all units since frontal pike on pike combast lasts whole 20-30 seconds so to get it to act the same, you would need to change combat it DeI to also last this long.

    Other way to get rid of the bug is to use my alternative hoplite and pike phalanx submods. They change how these formation works and while it takes some sacrificies, bug is fully fixed.

    https://www.twcenter.net/forums/show...anx-Shieldwall

    Both are save game compatible and can be turned on/off as you feel.
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  20. #5640

    Default Re: [Support] 1.2 Bug Reports

    Quote Originally Posted by KAM 2150 View Post
    You can't make it like in the base game as in the base game it works like this due to pikes having highest dps of all units since frontal pike on pike combast lasts whole 20-30 seconds so to get it to act the same, you would need to change combat it DeI to also last this long.

    Other way to get rid of the bug is to use my alternative hoplite and pike phalanx submods. They change how these formation works and while it takes some sacrificies, bug is fully fixed.

    https://www.twcenter.net/forums/show...anx-Shieldwall

    Both are save game compatible and can be turned on/off as you feel.
    Thanks a lot man, gonna download your submods right away.

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