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Thread: RR/RC 2.0 Ultimate Edition, Patch #2 Released

  1. #481

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Quote Originally Posted by Used2BRoz View Post
    Both.

    Point being if there's issues with vanilla SS6.4 and RR/RC then perhaps we should be thinking about reducing memory load, not increasing it.
    Large address aware is not supported by TWCentre, so mods shouldn't rely on it to be reliable.
    The vanilla m2tw very rarely crashes, its all the stuff that mods add that cause issues.

    SS maxed out factions / units / regions and then added a whole heap of extra textures for units etc.
    On their own each of those factors wouldn't be a big issue, but if you combine them then it overstretches the game enginge, which uses about 1.3 GB RAM of RAM total.

    (Perm arrows are off, as are unlimited men on battlemap, but game still crashes. The more units in the battle, the more likely it'll crash. Equally the longer you play in a session, the more it crashes.)

    My suspicion is that the engine simply doesn't reserve enough space in RAM for the units and their textures that we want to put in there.
    (So making units smaller rather than larger might help.)
    That space seems to be variable as if you restart the PC and clear memory and restart battle you can sometimes get it to run OK other times it just won't.

    Sadly using a newish PC with lots of RAM, multi-threading / cores and a 3GB GPU makes little difference, the game engine is 13 years old (approx). We need a new one.






    I'm thinking perhps we should be aiming for a stainless steel lite version that strips out all unecessary features.

    cant relate to you, my game is very stable, campaign has always been, battles only after disabling G5, oh yea btw i am also using bugfix compilation, did u try that ?

    also i dont see how units are impacting on performance, almost all units use vanilla textures/models, it's mostly just combinations of unit body parts

    i play battles up to 10k soldiers and yea fps goes into the toilet (especially when soldiers start fighting) but they almost never crash


    Code:
    [video]
    no_background_fmv=true
    grass_distance=20
    unit_detail=normal
    movies=false
    vegetation = 1
    #windowed=false
    #borderless_window=false
    [game]
    unlimited_men_on_battlefield=1
    label_settlements=1
    event_cutscenes=0
    allusers=1
    micromanage_all_settlements=1
    advisor_verbosity=0
    You know you've played too much Stainless Steel when in every other mod you play you think cavalry is too weak.

    Spoiler Alert, click show to read: 

  2. #482
    bitterhowl's Avatar Biarchus
    Join Date
    Feb 2011
    Location
    Russian Feodality
    Posts
    616

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Disabling G5 gives another one profit - ai formations become more stable. I combined all custom formations in one file and it works properly with faction specifics without changing any files and switching. +rep to PB for that great formations! They work for player's army too, and attack/defence sensibly too (anti-cavalry/infantry is harder to test). So we can have at least 2 custom formations for each faction!

    My sister, do you still recall
    The blue Hasan and Khalkhin-Gol?

    Because AI is dumb and full of errors.

  3. #483

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Anyone seen PB lately?

    not seen him since around Xmas, hope he's ok.

  4. #484

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    he is gone on crusade, last i heard from him he was at Acre
    You know you've played too much Stainless Steel when in every other mod you play you think cavalry is too weak.

    Spoiler Alert, click show to read: 

  5. #485

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Currently testing my SS6.4 sub-mod - with the adjusted version of the game engine.
    Definitely makes the game a lot more stable.
    Which is fine as it's for my own personal use - publicly available sub-mods need to work with the default engine.
    Will continue testing, maybe we should just tell CA to apply the hack to the game engine themselves ?

  6. #486

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    How did you "adjust" the game engine? LAA?

  7. #487
    bitterhowl's Avatar Biarchus
    Join Date
    Feb 2011
    Location
    Russian Feodality
    Posts
    616

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Tell me please who is the author of formations for this mod? They are the best I saw and there are sime techniques that I need to learn.

    If someone interested I can combine all 5 faction-specified formations in one file without needs of changing any files during the game. And AI will use them ingame.

    My sister, do you still recall
    The blue Hasan and Khalkhin-Gol?

    Because AI is dumb and full of errors.

  8. #488

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    That would be a good submod.

  9. #489

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Why is the link for the 1st patch inactive?

  10. #490
    Tiro
    Join Date
    May 2015
    Location
    The Netherlands
    Posts
    212

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Quote Originally Posted by Phil of Loreauville View Post
    Why is the link for the 1st patch inactive?
    I think this submod is pretty much dead, have not seen any activity from the modder in ages. That is probably the reason why some downloadlink(s) are also inactive

  11. #491

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Maybe mod is dead, but Kasogi (Cuman unit) cause CTD, don't know what's wrong with them

  12. #492

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Quote Originally Posted by Artorath View Post
    Maybe mod is dead, but Kasogi (Cuman unit) cause CTD, don't know what's wrong with them
    I did it everything but still gettin CTD"s
    now im trying to use vanilla version of RR/RC Without patch 1 and 2

  13. #493

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Okay, there is an edit to fix the Kasogi issue: in the EDU, find the Kasogi unit type, then change the soldier line from cum_kosog_axe_ug0 to Junior_Militia.
    Something is broken with their animations (I don't know enough to fix it directly), but Junior Militia are of similar quality with similar equipment. So by changing this you make them use the Junior Militia animations, which are probably almost identical anyway. Presumably other unit animation-related crashes can be circumvented in a similar manner, by finding an analogous unit that doesn't cause crashes.

    Edit: In the EDU nov_militia_senior_mounted_sp_ug0 and nov_militia_senior_mounted_sp_ug1 should be changed to nov_militia_senior_cav_sp_ug0 and nov_militia_senior_cav_sp_ug1 if you don't want the senior mounted militia to be invisible. Also the crown_russia2 trigger in export_descr_ancillaries has the wrong settlement owner for Moscow.
    Last edited by Artorath; September 26, 2019 at 02:52 AM.

  14. #494

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    I can't download RRC Ultimate 2.0 for some reason. It took too long and now I can't download it. Would it be possible to put the download onto mega or mediafire by chance? I already have the patches.

  15. #495

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    The Miles Pedites of Crusaders States appears as silver surfers. I have corrected battlemodel file to include the textures of Crusaders States, with their own clothes and shields, which were already present among the files. If someone wants it, just add these lines (bold) in battle_models.modelsdb with notepad ++ or similar.
    25 dismounted_norman_cavalry
    1 1
    57 unit_models/_Units/EN_Lmail_Hmail/miles_pedites_lod0.mesh 6400
    3
    9 jerusalem
    75 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_jerusalem.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    52 unit_sprites/sicily_Dummy_EN_Mail_Knights_sprite.spr
    7 england
    72 unit_models/_Units/EN_Lmail_Hmail/textures/en_lmail_hmail_norman.texture
    77 unit_models/_Units/EN_Lmail_Hmail/textures/en_lmail_hmail_norman_norm.texture
    53 unit_sprites/england_Dummy_EN_Mail_Knights_sprite.spr
    6 sicily
    75 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normansic.texture
    80 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normansic_norm.texture
    52 unit_sprites/sicily_Dummy_EN_Mail_Knights_sprite.spr
    3
    9 jerusalem
    60 unit_models/AttachmentSets/Final Kite_jerusalem_diff.texture
    60 unit_models/AttachmentSets/Final Kite_jerusalem_norm.texture 0
    7 england
    58 unit_models/AttachmentSets/Final Kite_england_diff.texture
    58 unit_models/AttachmentSets/Final Kite_england_norm.texture 0
    6 sicily
    57 unit_models/AttachmentSets/Final Kite_sicily_diff.texture
    57 unit_models/AttachmentSets/Final Kite_sicily_norm.texture 0
    1

    [...]

    25 dismounted_mailed_knights
    1 4
    69 unit_models/_Units/EN_Lmail_Hmail/dismounted_mailed_knights_lod0.mesh 121
    69 unit_models/_Units/EN_Lmail_Hmail/dismounted_mailed_knights_lod1.mesh 900
    69 unit_models/_Units/EN_Lmail_Hmail/dismounted_mailed_knights_lod2.mesh 2500
    69 unit_models/_Units/EN_Lmail_Hmail/dismounted_mailed_knights_lod3.mesh 6400
    13
    9 jerusalem
    75 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_jerusalem.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    58 unit_sprites/papal_states_Dummy_EN_Mail_Knights_sprite.spr
    7 england
    73 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_england.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    53 unit_sprites/england_Dummy_EN_Mail_Knights_sprite.spr
    8 scotland
    74 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_scotland.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    54 unit_sprites/scotland_Dummy_EN_Mail_Knights_sprite.spr
    6 france
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_france.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    52 unit_sprites/france_Dummy_EN_Mail_Knights_sprite.spr
    3 hre
    69 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_hre.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    49 unit_sprites/hre_Dummy_EN_Mail_Knights_sprite.spr
    5 spain
    71 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_spain.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    51 unit_sprites/spain_Dummy_EN_Mail_Knights_sprite.spr
    8 portugal
    74 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_portugal.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    54 unit_sprites/portugal_Dummy_EN_Mail_Knights_sprite.spr
    6 aragon
    71 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_spain.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    51 unit_sprites/spain_Dummy_EN_Mail_Knights_sprite.spr
    5 milan
    71 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_milan.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    51 unit_sprites/milan_Dummy_EN_Mail_Knights_sprite.spr
    6 venice
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_venice.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    52 unit_sprites/venice_Dummy_EN_Mail_Knights_sprite.spr
    12 papal_states
    78 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_papal_states.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    58 unit_sprites/papal_states_Dummy_EN_Mail_Knights_sprite.spr
    6 sicily
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_sicily.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    52 unit_sprites/sicily_Dummy_EN_Mail_Knights_sprite.spr
    5 slave
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_rebels.texture
    72 unit_models/_Units/EN_Lmail_Hmail/textures/EN_Lmail_Hmail_normal.texture
    51 unit_sprites/slave_Dummy_EN_Mail_Knights_sprite.spr
    13
    9 jerusalem
    60 unit_models/AttachmentSets/Final Kite_jerusalem_diff.texture
    60 unit_models/AttachmentSets/Final Kite_jerusalem_norm.texture 0
    7 england
    58 unit_models/AttachmentSets/Final Kite_england_diff.texture
    58 unit_models/AttachmentSets/Final Kite_england_norm.texture 0
    8 scotland
    59 unit_models/AttachmentSets/Final Kite_scotland_diff.texture
    59 unit_models/AttachmentSets/Final Kite_scotland_norm.texture 0
    6 france
    57 unit_models/AttachmentSets/Final Kite_france_diff.texture
    57 unit_models/AttachmentSets/Final Kite_france_norm.texture 0
    3 hre
    54 unit_models/AttachmentSets/Final Kite_hre_diff.texture
    54 unit_models/AttachmentSets/Final Kite_hre_norm.texture 0
    5 spain
    56 unit_models/AttachmentSets/Final Kite_spain_diff.texture
    56 unit_models/AttachmentSets/Final Kite_spain_norm.texture 0
    8 portugal
    59 unit_models/AttachmentSets/Final Kite_portugal_diff.texture
    59 unit_models/AttachmentSets/Final Kite_portugal_norm.texture 0
    6 aragon
    56 unit_models/AttachmentSets/Final Kite_spain_diff.texture
    56 unit_models/AttachmentSets/Final Kite_spain_norm.texture 0
    5 milan
    56 unit_models/AttachmentSets/Final Kite_milan_diff.texture
    56 unit_models/AttachmentSets/Final Kite_milan_norm.texture 0
    6 venice
    57 unit_models/AttachmentSets/Final Kite_venice_diff.texture
    57 unit_models/AttachmentSets/Final Kite_venice_norm.texture 0
    12 papal_states
    63 unit_models/AttachmentSets/Final Kite_papal_states_diff.texture
    63 unit_models/AttachmentSets/Final Kite_papal_states_norm.texture 0
    6 sicily
    57 unit_models/AttachmentSets/Final Kite_sicily_diff.texture
    57 unit_models/AttachmentSets/Final Kite_sicily_norm.texture 0
    5 slave
    56 unit_models/AttachmentSets/Final Kite_slave_diff.texture
    56 unit_models/AttachmentSets/Final Kite_slave_norm.texture 0
    1
    4 None
    20 MTW2_Swordsman_Slash 0
    2
    18 MTW2_Sword_Primary
    14 fs_test_shield 0
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002

  16. #496

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Any battle with or against an army with a early "ME_Bodyguard" general, even in custom battle, results in CTD

    SOLUTION:

    Replace this text on export_descr_unit.txt (bold). It's a misprint
    type ME Bodyguard
    dictionary ME_Bodyguard ; Bodyguard, ep
    category cavalry
    class heavy
    voice_type General
    banner faction main_cavalry
    banner holy crusade_cavalry
    soldier ME_Bodyguard, 8, 0, 1
    officer ME_Bodyguard_ug1
    officer eastern_captain_early_flag
    Last edited by Toranks; December 03, 2019 at 03:09 AM. Reason: SOLUTION FINDED

  17. #497
    Civis
    Join Date
    Sep 2010
    Location
    Lithuania
    Posts
    137

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Frighten nearby Enemy attribute is messed, its too powerful and can be a game changing ( usually ), it affects morale way too much and makes routs too easy, also i noticed that morale is affecting troop performance so in this case spear type unit usually gets frightened by Cav and then they perform bad as well.

    From all my battle expierence i see it as very dangerous trait if enemy poses then I initiate battles carefully.

  18. #498

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Quote Originally Posted by shadowtwinz View Post
    Frighten nearby Enemy attribute is messed, its too powerful and can be a game changing ( usually ), it affects morale way too much and makes routs too easy, also i noticed that morale is affecting troop performance so in this case spear type unit usually gets frightened by Cav and then they perform bad as well.

    From all my battle expierence i see it as very dangerous trait if enemy poses then I initiate battles carefully.

    Are you playing on Very Hard, and with "Reduced cavalry charge effect" and "Extended combat"?

    It looks very balanced for me with that combination. I am happy whit that.

  19. #499
    Civis
    Join Date
    Sep 2010
    Location
    Lithuania
    Posts
    137

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    I'm playing BGR IV, difficulties: VH/VH With BGR is IV enhanced + Extended combat and Reduced cav charge effect.

    I don't know if PB meant to create it historically realistic or more balanced. Frontal Charges are well balanced, however charge from rear clears whole stack of elite infantry.

    Melee VS melee or Ranged VS melee is just Perfect.

    EDIT: It seems that troops, mostly under average class suffers from this attribute. BTW, everyone should try this if they want next level medieval battle experience .
    Last edited by shadowtwinz; December 06, 2019 at 05:22 PM.

  20. #500

    Default Re: RR/RC 2.0 Ultimate Edition, Patch #2 Released

    Compared to other mods, with the exception of those that incorporate several life points in most units, it is not as deadly. And it is certainly realistic and AI uses it against you with some frequency, which I am very satisfied with.

    Some units such as the Canons of the Holy Sepulcher, with high morale and the shields behind them, may be more resistant to that attack.

    ANOTHER ¿ERROR?:

    Some sunrise textures have a giant label on the sky with the name of the file type. It must be a typo. It is fixed by replacing the files in:
    C:\MTW2\mods\RRRC_Ultimate\data\globallighting\sunrise\textures
    For other with equal filename but without the label. I have obtained them from other mods like Third Age or TotalVainillaBeyond where almost all are identical. If you need them, ask me. I have exactly the same without the label.

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