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Thread: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

  1. #1

    Default DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    Hi there,
    Thanks to being part of this forum, I am glad that there is a community behind this great games, that I love to play since 2001.

    A friend and I are trying to play the grand coop campaign with the following mod installed from the Steam workshop:
    1. DEI part 1 to part 10. LINK: https://steamcommunity.com/sharedfil.../?id=362473569
    2. 1Divide et Impera - No PO Garrison Negative. LINK: https://steamcommunity.com/sharedfil.../?id=370817532
    3. 1Divide et Impera Reduced Unit Costs/Upkeep. LINK: https://steamcommunity.com/sharedfil.../?id=370824952
    4. 1Divide et Impera Softcore Submod. LINK: https://steamcommunity.com/sharedfil.../?id=930469206
    5. AAA Generals: Rome (Aging, Advancing, Acclimatising). LINK: https://steamcommunity.com/sharedfil...?id=1415360013
    6. Arcade graphical effects removal. LINK: https://steamcommunity.com/sharedfil.../?id=186924703
    7. Better Horses, elephants and dogs HQ texture v2. LINK: https://steamcommunity.com/sharedfil.../?id=192539590
    8. Better Portholes. LINK: https://steamcommunity.com/sharedfil...?id=1462251161
    9. Better Water III HD. LINK: https://steamcommunity.com/sharedfil.../?id=201360430
    10. Better siege weapons, equipments and fort walls textures. LINK: https://steamcommunity.com/sharedfil.../?id=193852337
    11. GBJ BLood MOD: The revolution. LINK: https://steamcommunity.com/sharedfil.../?id=297441989
    12. Improved Environments. LINK: https://steamcommunity.com/sharedfil...?id=1374300551
    13. New lighting and environments mod from "Aztec's Environments and Lightings". LINK: http://steamcommunity.com/sharedfile.../?id=325816528
    14. Rome: Total War Music. LINK: https://steamcommunity.com/sharedfil.../?id=263097925



    We manage to arrive at the turn 65, but The Selukidai did not receive any notification about the reform. However, I("ROME") receive it between turn 40 and 50.
    Yes, we both research the purple tree of technology that allows units upgrade.
    Yes, the barracks are upgraded to the correct level Tier III atm.
    We never had a desync for the whole campaign.
    As an example, he"Seleukidai" cannot upgrade the Peltastai(the silver shield phalanx) or recruit several units that are present in this great MOD.

    We both tried to start a solo campaign to verify it was a bug related to multiplayer version or a mod conflict but when we play solo we have more unlocked units to recruit, we receive reform notification in time, and everything seems to work correctly.

    We also start a couple of new coops to test if those units could have been recruitable like in the SOLO campaign, but no luck with it.

    Does any of you know a solution for this problem? We would love to complete a coop together; we do not mind to start from the beginning if necessary and if a solution can be found.
    Thanks in advance for any support received for this query.

  2. #2

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    As a person who has played a lot of multiplayer campaigns I can at least say it's a bad idea to use compilations of mods since even the base game can sometimes crash. Using DeI is one thing but to put on a whole lot of other mods on the top just multiplies the chances of crash or buggy behavior every turn the game progresses. Luckily there has not been a game where I could not go around the bug or finish the game before a game breaking bugs or crashes, DeI is usually very stable.

  3. #3

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    UPDATED VERSION:
    Sorry about it but the system does not allow me to edit this thread:

    Hi there,
    Thanks to being part of this forum, I am glad that there is a community behind this great games, that I love to play since 2001.


    A friend and I are trying to play the grand coop campaign with the following mod installed from the Steam workshop:
    DEI part 1 to part 10. LINK: https://steamcommunity.com/sharedfil.../?id=362473569
    1Divide et Impera - No PO Garrison Negative. LINK: https://steamcommunity.com/sharedfil.../?id=370817532
    1Divide et Impera Reduced Unit Costs/Upkeep. LINK: https://steamcommunity.com/sharedfil.../?id=370824952
    1Divide et Impera Softcore Submod. LINK: https://steamcommunity.com/sharedfil.../?id=930469206
    AAA Generals: Rome (Aging, Advancing, Acclimatising). LINK: https://steamcommunity.com/sharedfil...?id=1415360013
    Arcade graphical effects removal. LINK: https://steamcommunity.com/sharedfil.../?id=186924703
    Better Horses, elephants and dogs HQ texture v2. LINK: https://steamcommunity.com/sharedfil.../?id=192539590
    Better Portholes. LINK: https://steamcommunity.com/sharedfil...?id=1462251161
    Better Water III HD. LINK: https://steamcommunity.com/sharedfil.../?id=201360430
    Better siege weapons, equipments and fort walls textures. LINK: https://steamcommunity.com/sharedfil.../?id=193852337
    GBJ BLood MOD: The revolution. LINK: https://steamcommunity.com/sharedfil.../?id=297441989
    Improved Environments. LINK: https://steamcommunity.com/sharedfil...?id=1374300551
    New lighting and environments mod from "Aztec's Environments and Lightings". LINK: http://steamcommunity.com/sharedfile.../?id=325816528
    Rome: Total War Music. LINK: https://steamcommunity.com/sharedfil.../?id=263097925




    We manage to arrive at the turn 65, but The Selukidai did not receive any notification about the reform. However, I("ROME") receive it between turn 40 and 50.
    Yes, we both research the purple tree of technology that allows units upgrade.
    Yes, the barracks are upgraded to the correct level Tier III atm.
    We never had a desync for the whole campaign.
    As an example, the"Seleukidai" cannot upgrade the Peltastai(from the iphikratous peltastai) or recruit units from the Tier III barracks like Argyraspides Phalangitai, Hypaspistai Agematos and other several units that are present in this great MOD.


    We both tried to start a solo campaign to verify it was a bug related to multiplayer version or a mod conflict but when we play solo we have more unlocked units to recruit, we receive reform notification in time, and everything seems to work correctly.


    Here are my friends screenshots about the units I was talking about: https://imgur.com/a/cATK9Gh


    He's only at turn 30(No reforms yet), and he can recruit those units who are unavailable in our COOP.


    We also start a couple of new coops to test if those units could have been recruitable like in the SOLO campaign, but no luck with it.


    Does any of you know a solution for this problem? We would love to complete a coop together; we do not mind to start from the beginning if necessary and if a solution can be found.
    Thanks in advance for any support received for this query.

    I agree with you, but as I said all those mods work perfectly together in the Solo Campaign. So if it was supposed to be a mod conflict should also not work in the SOLO campaign but this does not happen, and everything works perfectly fine there. Most of the mods that I have installed are mainly for graphics improvement, there are only four that I believe touch the script of DEI and are from number 2 to number 5.
    Last edited by ♔Greek Strategos♔; September 22, 2018 at 07:09 AM. Reason: Merged posts.

  4. #4

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    Hello im his coop partner,

    I tried to start a SP campaign with the same faction,same region and buildings and i can recruit units never seen in the COOP (turn 30) no reforms yet.

    Here the screens https://imgur.com/a/cATK9Gh

  5. #5
    FlashHeart07's Avatar Praepositus
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    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    Have you considered that the amount of submods and as mentioned before the unstable nature of COOP campaigns may be the culprit and not a problem with DeI itself.
    I know that several players have COOP campaigns but people often play with only DeI and we rarely if ever get reports of script bugs.
    Whenever you are playing with a large overhaul such as DeI. Problems most often occur with the addition of submods.

    Sendt fra min SM-G930F med Tapatalk

  6. #6

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    If you have units you haven't seen before and there hasn't been any reforms, then something is definitely weird or conflicting.

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  7. #7

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    Aren't the peltastai thorax units? They wouldn't get unlocked before turn 120 or so.

  8. #8

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    Hi Dresden,
    Thanks for your reply and for all your constant work behind this great overhaul.
    I would like to ask you if the mods 2 to 4 and 14 can be considered the cause for this issue since you are the creator of this three mods, I believe that you build those mods to never get in conflict with the main code of Divide et Impera? Right?
    The reason why I am asking is just that I would like to remove all the rest of mod but keep those still.
    What I do not get is why in his and mine Single player campaign with the same mods installed does not produce the same issue.
    Could you also please explain to us a bit more about the Seleukidai, I mean how their reforms work, and at which turn they should trigger?
    We are going to remove most mods, but before doing so, we would like to understand a bit more out of this issue. Hope that is fine for you.
    Thanks for all the support received so far.

  9. #9
    FlashHeart07's Avatar Praepositus
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    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    We have a reform guide if you read the stickied thread

    Sendt fra min SM-G930F med Tapatalk

  10. #10
    Civis
    Join Date
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    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    Quote Originally Posted by GladiusTacticus View Post
    Hi Dresden,
    Thanks for your reply and for all your constant work behind this great overhaul.
    I would like to ask you if the mods 2 to 4 and 14 can be considered the cause for this issue since you are the creator of this three mods, I believe that you build those mods to never get in conflict with the main code of Divide et Impera? Right?
    The reason why I am asking is just that I would like to remove all the rest of mod but keep those still.
    What I do not get is why in his and mine Single player campaign with the same mods installed does not produce the same issue.
    Could you also please explain to us a bit more about the Seleukidai, I mean how their reforms work, and at which turn they should trigger?
    We are going to remove most mods, but before doing so, we would like to understand a bit more out of this issue. Hope that is fine for you.
    Thanks for all the support received so far.
    Greek/successor
    Thureos - Imperium level 3, minimum turns 50
    Thorax - Imperium level 5, minimum turns 120

  11. #11
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    New lighting and environments mod from "Aztec's Environments and Lightings is 100% incompatible with the new lighting and graphical effects came with ROTR.
    Apart from that, I'm not a multiplayer guru but the more mods you're using (even theoretically harmless ones) the more chances for desynchronizations you'll have as Flash also suggested. .

  12. #12

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    Quote Originally Posted by ♔Greek Strategos♔ View Post
    New lighting and environments mod from "Aztec's Environments and Lightings is 100% incompatible with the new lighting and graphical effects came with ROTR.
    Apart from that, I'm not a multiplayer guru but the more mods you're using (even theoretically harmless ones) the more chances for desynchronizations you'll have as Flash also suggested. .
    Thanks a lot for clarifying this for me, the lighting mod info was really useful!!!
    I want to take this chance to thanks all the support received from everyone in his thread. Thanks again guys, I will start a new coop with only DEI installed, and I will let you know once my friend and I reach the reform turn.

  13. #13
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    Quote Originally Posted by GladiusTacticus View Post
    Thanks a lot for clarifying this for me, the lighting mod info was really useful!!!
    I want to take this chance to thanks all the support received from everyone in his thread. Thanks again guys, I will start a new coop with only DEI installed, and I will let you know once my friend and I reach the reform turn.
    Anytime.

  14. #14

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    Also, have you tried sending the host save file to the co op partner and loading the campaign back up?

  15. #15

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    I'm gonna weigh in here, since I exclusively play coop/h2h for years now, always with DeI because without it, I'd feel naked.

    Most basic tips are already here: use fewer mods, and have the hosting player send his savegame to the client, that helps in 99% of desyncs and bugs.

    As I was haunted by reforms and their behaviour as well, I will relay a solution I got in the Bugreport Thread: Should you pass the date and requirements of the reforms and one player (usually the client) didn't get them even after another 1-2 turns, save, and rewrite the reform requirements in the mod (use Pack File Manager), you can check the guide section for how to do this. Put the reform date 1-2 turns after your current save, and keep doing that until it works. Should not take many attempts.

  16. #16

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    Yeah, that usually works for me, (i was probably the one who suggested it :p), have never tried its effects in MP though.

  17. #17

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    Quote Originally Posted by Cheradenine View Post
    I'm gonna weigh in here, since I exclusively play coop/h2h for years now, always with DeI because without it, I'd feel naked.

    Most basic tips are already here: use fewer mods, and have the hosting player send his savegame to the client, that helps in 99% of desyncs and bugs.

    As I was haunted by reforms and their behaviour as well, I will relay a solution I got in the Bugreport Thread: Should you pass the date and requirements of the reforms and one player (usually the client) didn't get them even after another 1-2 turns, save, and rewrite the reform requirements in the mod (use Pack File Manager), you can check the guide section for how to do this. Put the reform date 1-2 turns after your current save, and keep doing that until it works. Should not take many attempts.
    Could you please provide a link where I can find the instructions about how to change the reform requirements to force the reform to trigger? That would be much appreciated.
    If anyone wants to provide the guide, please feel free to do so.
    I will keep this thread updated with the result so that can be used as support for a future similar query.

  18. #18

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    It's stated in the guides, check the segment called reform. http://www.twcenter.net/forums/showt...es-and-FAQ#R04

  19. #19
    Spleen999's Avatar Libertus
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    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    The last mod listed, Rome TW music, causes crashes for me in singleplayer. I’d stay clear in coop, even though the music is awesome!

  20. #20

    Default Re: DEI Coop(ROME-Seleukidai) units recruitment BUG!!Help pls!

    By the way, for those who play multiplayer, there has been an annoying bug that when you try to resume as host the game would get stuck at loading or it would just fail.

    Luckily I found out a very stupid way around this bug that actually has worked for me ever since (most of you might have found this before):

    If you get a failure when trying to host a game or when resuming, go to custom battle setup and choose a map in the selection in the same campaign as you are supposed to play in MP (for example if you play Grand Campaign, select Grand Campaign in the setup and the choose to load a map in this setting). You are not needed to start the custom battle, only to check that the campaign setting matches the one in your mp and that the map is loaded in the setup. Then return to MP and try to host or resume again your campaign. It should work after that.

    I think there is some goofy stuff going around in the MP that when you try to resume or host the setup just does not get past downloading the campaign map and get stuck. Doing this weirdly stupid thing in custom battle seems to help because it somehow "loads" the map before hosting the MP game. Mysterious are the ways of the CA

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