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  1. #1

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    Hi guys. Been out of the loop for a while. Decided to play a new game of Rome.

    So how do I properly install/update to this patch? I opt into the "power_and_politics" beta on Steam, and than I download this file and put it into my mod folder, or...? Please to send help, thanks guys.

  2. #2

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    Quote Originally Posted by KYREAPER View Post
    What about moving all AOR units to mercenaries tab? Call it mercenaries/auxiliary tab or something..
    I mean, i know it would be wierd being able to insta-recruit them like mercs... but maybe yall find a way to make it work.
    This is an interesting idea. It would be a massive pain in the rear to implement but its possible. That may be how we have to deal with it eventually if nothing is fixed before release. The Roman auxiliary system would still be a problem, though.
    Quote Originally Posted by Vainfall View Post
    Hi guys. Been out of the loop for a while. Decided to play a new game of Rome.

    So how do I properly install/update to this patch? I opt into the "power_and_politics" beta on Steam, and than I download this file and put it into my mod folder, or...? Please to send help, thanks guys.
    Yes, opt in to the beta on Steam. Then you download the standalone version of the mod (2 parts) found in our download thread. http://www.twcenter.net/forums/showt...ed-November-11

    Make sure you aren't using the steam version of the mod. Run the launcher, click "enable out of date mods" and check the 2 parts of the standalone as active. The fix pack in this thread is optional. You can download it separately and load it before the standalone - it has some other fixes too.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  3. #3

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    Well, for now the workaround is to make sure a rebelling party has an army with some units I guess. Not much else we can do without a fix from CA. This will affect more than just us, though, because any mod with a large number of units will probably have the same issue.

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  4. #4

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    Wait, so there are civil war army spawns after all? I thought it just turned over any armies led by generals from the seceding faction. Maybe we can turn off those spawns then (as much as I argued for having something like that, a crash isn't worth it)?

  5. #5

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    Yes, its hardcoded I think but maybe not?

    Basically, when a civil war happens:
    1.) The game checks to see if the seceding party has any armies being led by generals. If it does, then those armies become part of the civil war faction.
    2.) If there are no armies being led by generals, the game creates an army for that faction. This formula seems to check the roster for the playable faction and then pick out units randomly from those entries. It ignores reform (script) and technology restrictions.

    The second scenario is what is causing the crash because apparently rosters with too many units don't work. So, when the script goes to create the army it checks our rosters and sees all the AOR units and can't handle it. It was also more likely to happen in DeI because we had 4 parties to start, so there was a much higher chance that one of those parties would rebel and not have an army.

    Things I have tried to workaround:
    - Change the civil war faction roster to a different military group: doesn't seem to work. The civil war faction army spawn apparently uses the playable faction's military group entry, not the civil war faction's entry.
    - Move the AOR units to exclusive faction permissions instead of military groups. Still crashes, so it checks that table too.

    I can't think of another creative way to allow AOR and other Aux unit recruitment without using the tables...

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  6. #6

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    Quote Originally Posted by Dresden View Post
    Yes, its hardcoded I think but maybe not?

    Basically, when a civil war happens:
    1.) The game checks to see if the seceding party has any armies being led by generals. If it does, then those armies become part of the civil war faction.
    2.) If there are no armies being led by generals, the game creates an army for that faction. This formula seems to check the roster for the playable faction and then pick out units randomly from those entries. It ignores reform (script) and technology restrictions.

    The second scenario is what is causing the crash because apparently rosters with too many units don't work. So, when the script goes to create the army it checks our rosters and sees all the AOR units and can't handle it. It was also more likely to happen in DeI because we had 4 parties to start, so there was a much higher chance that one of those parties would rebel and not have an army.

    Things I have tried to workaround:
    - Change the civil war faction roster to a different military group: doesn't seem to work. The civil war faction army spawn apparently uses the playable faction's military group entry, not the civil war faction's entry.
    - Move the AOR units to exclusive faction permissions instead of military groups. Still crashes, so it checks that table too.

    I can't think of another creative way to allow AOR and other Aux unit recruitment without using the tables...

    What about moving all AOR units to mercenaries tab? Call it mercenaries/auxiliary tab or something..
    I mean, i know it would be wierd being able to insta-recruit them like mercs... but maybe yall find a way to make it work.
    Last edited by KYREAPER; November 20, 2017 at 07:28 PM.

  7. #7

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    I may have found a workaround, its possible that units assigned as an "_aux" caste type don't get looked at by the civil war scripts. So this could fix the issue! I need to do some more testing....been testing civil wars for 4 days Going crazy

    ---

    Edit - Updated the fix pack with hopefully another fix for civil war crashes. In theory newly spawned civil war armies should work now. They will still have reform units in them, sadly. I may see what I can do about that. For now the GC still has 2 parties to start, not sure if we will do 4 or not (I think you gain parties as you grow now).

    I think this fix may also have fixed current save game civil wars too.
    Last edited by Dresden; November 20, 2017 at 08:16 PM.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  8. #8

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    Quote Originally Posted by Dresden View Post
    I may have found a workaround, its possible that units assigned as an "_aux" caste type don't get looked at by the civil war scripts. So this could fix the issue! I need to do some more testing....been testing civil wars for 4 days Going crazy

    ---

    Edit - Updated the fix pack with hopefully another fix for civil war crashes. In theory newly spawned civil war armies should work now. They will still have reform units in them, sadly. I may see what I can do about that. For now the GC still has 2 parties to start, not sure if we will do 4 or not (I think you gain parties as you grow now).

    I think this fix may also have fixed current save game civil wars too.
    Thank you very much for your hard work. I hope it isn't necessary to make all auxiliaries mercs. Then rather turn off civil wars.

    As for the wrong reforms units spawning, maybe assign all pre-marian units the _aux type and delay civil wars until later in game, after the marian reforms? That would at least be accurate, since civil wars were kind of a consequence of the reforms.

    Lets hope CA will fix this. If they still care enough about R2 to do an update and a DLC, I doubt they want to see most of the major mods unplayable.
    Last edited by CIaagent11; November 21, 2017 at 05:55 AM.

  9. #9

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    My respects to you Mr. Dresden, thank you for your effort.

  10. #10

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    I think starting with 2 is great for some factions. Maybe 3-4 for some factions.
    Would be nice to do some historical parties that were known for causing chaos(for the ones that get added through imperium level...
    Like.. your doing fine with ur campaign, then suddenly you reach an imperium level and BOOM a new party is formed... one that brought ruin and chaos to the nation historically... and they get some kind of crazy scary traits that really make you have to manage some stuff... or they start with a ton of power, or none or whatever makes them closer to rebelling... and youve gotta quickly adapt or something.

    Just some dynamic stuff like that.

  11. #11

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    That's not dynamic stuff. That's artificial difficulty and it would make every game the same

  12. #12

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    I sort of like the idea of factions starting with 2 and organically building parties as they expand. But I can see the argument for more parties also.

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  13. #13

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    Respect to Dresden. Looking forward to see you solving the issue.

  14. #14

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    im using pfm 5.0 but i can't open main_units aux file. should i use other tools to open and edit for myself?

  15. #15

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    damn a lot happened after i fell asleep i see. thanks for your hard work Dresden, and sorry for getting you stuck in this mess

  16. #16

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    Dresden you are a wizard. Thanks for the hard work.

  17. #17

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    Dresden, you've won many awards from CA, can you just send them an email with the things they are doing wrong with this patch so they fix the source of it? Instead of you modders breaking your heads trying to find work arounds and such.

  18. #18

    Default Re: WIP Fix Pack 1.2.2c - Need some help testing civil wars

    Thanks for the kind words guys, I spent the whole weekend with my head buried in this civil war mess so hopefully that paid off with this fix.

    I will be doing some more work to get the mod ready then probably update the standalone sometime this week. Its a holiday here in America so I have a bit of extra time.



    -----

    Updated added to main mod, closing thread.
    Last edited by Dresden; November 22, 2017 at 01:25 PM.

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