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.
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!
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.
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.
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
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!
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.
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?
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.
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?
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.
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.