
Originally Posted by
MarcoAurelio82
NEW UPDATE
Together with my recent burg reports (and some new ones not present here) I'm also fixing a good number of things present in my old bug reports about my Kushano-Kidarites campaign (a campaign I have played two years ago or so). Here what I have done until now (about both old and recent bugs) :
- Regions borders of two regions reworked: Farghana region and Tribus_Saxones regions have been reworked in order to be more small:
1) Farghana region has been cut in the (useless and not historical) north part of it and expanded to west in order to include the entire valley;
2) Tribus_Saxones regions now is only Denmark and a very small part of the south of Scandinavia peninsula.
For both regions, terrain lost is now part of “Terra_incognita” region.
- Added two Slave (Saxon) armies in the Scandinavian part (the big part of it) that now is Terra Incognita.
- Building corrections:
1) No more Roman walls in: Campus Dahae, Campus Sakae and Kashgar. Now they have the mud break walls or wooden palisade of their culture.
2) Corrected Carpi Cnihte that was no more available for Alemanni, upgrading the related cavalry building to level 3. In the level 2 cavalry building they were there, so it was strange that they were available no more in the level 3 building: I have fixed it.
3) Fixed the barbarian “Weaponsmith” graphic bug.
4) Fixed the Romanized-German “Archer field” graphic bug.
5) Fixed Eastern “Spice market” graphic bug in Barbarikon.
6) Corrected a wrong exchange between level 2 and level 3 barracks about war elephants.
7) Reworked/corrected level 3 cavalry building for all no-romans and no-eastern factions. Library is not available for those factions and this fact means that there is the possibility to build cavalry building level 3 in very few cities (for those factions). Therefore, there was a conflict with a weird result: conquering foreign settlements more "civilized", I.E. roman or eastern settlements, in some of those cities all the “few civilized” factions can have access to their best cavalry units, while in their former and ancient lands often not (a weird result, as I have said: I have fixed it). This fixing includes the problem about Slavs level 3 cavalry building that I had reported (considering it in the wrong perspective when I have reported it)
8) Corrected level 3 health building for some barbarian and all German-Romanized factions that can build it. The same problem as above: barbarians can’t build library, so Roman bath was not available for barbarian factions that in theory (in the tech tree) can build it, if they are not in a Roman or Eastern city with a library building already built. Now the construction of Barbarian Roman bath requires a tavern building.
9) Hepthalite faction related:
9.1 Fixed the duplicate Levies, Hephthalite Tarqhan Horse Archers and Hunnic Chosen Armoured Archers (new name of a wrong unit name and description about heavy lancers) on the same building info (about units available; it was visibile two or more times on the same building).
9.2 Corrected the duplicate of Steppe Spearmen, Hephthalite Tribal Cavalry and Hephthalite Tarqhan Lancers on two different buildings (about units available; it has no sense that two different buildings give the recruitment of the same unit).
9.3 Removed Hephthalite Nuker (General bodyguard) from Governor building level 4 (now it’s available only in Governor Level 5 building).
9.4 Corrected some unit type and unit description and other minor bugs about the units of this faction.
10) Slavs faction related (in my campaign I have played with this faction) :
10.1 Archers and slingers have been relocated in archer building to give more sense to these buildings and because for the barbarian factions it has been made in this way.
10.2 This is not a bug or a minor bug correction, just a secondary adjustment. Tribal Warband the best “basic” (not veteran) unit of this (very weak) faction, has been relocated to the Core building level 3 (governor building), in order to give sense to it about recruiting (all the other medium units are available in the level 2 of the core building) and because it’s the only medium unit that I have used a good number of time for this faction.
10.3 Corrected a problem with cavalry building upgrade for Slavs in Campus Latgalia, that in other terms it's a general problem: I don't think that trade horses is a good idea in order to have cavalry buildings disposable: trade horses should be for other purposes (personal usage; fields work etc. so in the game just a source of money), because for war purposes they were always acquired/disposable in that age; it's instead a good idea for camels and elephants (of course). This kind of problem is not showed often because a good number of regions have cavalry buildings already built, but if a user destroy them? No more cavalry available, and anyway no upgrade for them (if horses are not present in that region as trade resource, or acquired via trade from a border region).
- The following mercenary units have been fixed in more aspects (graphic and setting):
1) Greutungi Cnihte
2) Abasgian Warrior
3) Transoxanian Tribal Spearmen
- Corrected a deep conflict (more aspects) between Transoxanian Tribal Spearmen and Yemeni Warrior units, both mercenary and regular version of them (it depends from the faction considered).
- Fixed a setting conflict problem with the following units: Horde Gothic Cnihte, Gothic Cnihte, Greutungi Cnihte and Greuthungi Cnihte mercenary version.
- Corrected "Scirii Spearmen" "unlocated text placement".
- Fixed Pâyghan-î-gund-î-Bâvând missing description unit.
- Fixed Sarmatian Argaragantes unit wrong ability: no more Cantabrian circle for this unit.
- Corrected some minor things in setting and text files of the units (Example: from “Tribal Horse” to “Tribal Horsemen” for a Frank cavalry unit; some typos, unit tipe missile instead of heavy etc.).
- Here the cities/regions name corrections made in these days that I had already reported as suggestions:
Premise: reporting here the cities, I always use the name chosen or modded of it (sometime is like the original, sometime not) and then I report the change of the name I have done. Instead, for the regions, I use the orginal coded name (in fact is reported in curly brackets) and then I report the change of name that I have done.
1)Cities:
Aureliani - Aurelia
Arleate - Arelate
Salamantica - Salmantica
Caesarea - Caesarea Mazaca
Caesarea - Caesarea Maritima
Rome - Roma
Antioch - Antiochia
Urganj - Gurganj
2)Regions:
{Lusitania} - Lusitania Interior
{Lusitania_III} - Lusitania Superior
{Khwarazm} - Gharb Khwârâzm
{Choresm_II} - Sharq Khwârâzm
- Here the more recent cities/regions name corrections:
Premise: I don’t have planned to change the cities position, so my corrections involve only the more evident errors.
Example: the real city of Chach (today Tashkent), pulling in line on a real map, it’s almost in line with Gurganj and Kat cities, while Kashgar is far east, at south-east of Farghana region. Moreover, Chach is absolutely inside the Jaxartes area, at east of this river. So the current position of Chach is totally wrong; and Jaxarta is a city name that I don’t have found anywhere. I have checked this aspect because what seems to me really wrong was Gandhara region + Chach city (both very wrong, in particular together).
That said here my corrections:
1)Cities:
Jaxarta - Chach
Chach - Dušanbe
Kavûl - Kaoufu *
Taksasila - Butkara
Sakala - Taksasila
Terra Incognita - Campus Barbaricum **
* Today is Zhob city. It's not exactly the real settlement position, but it’s really, absolutely a better choice than Kabul, considering the real Kabul city position.
** A very minor change just in case the user uses the console command “toggle_fow”. It’s a Slave settlement not reachable to preserve the stability of the game.
2) Regions:
{Scythia} - Thracia Secunda
{Thracia_Secunda} - Scythia Minor
{Dragiana} - Drangiana
{Kushana_Inferior} - Turan
{Hindustan} - Kushanshar *
{Kushana_Superior} - Gandhara
{Gandhara} - Sakas **
* Kushanshar must be located between Peshawar and Kabul, this is the real position of this area; in a more generic way, the entire area of the “central far east” in the stratmap, including Gandhara region, was called in this way as a big Sassanid province, but later in history: in fact, in the mod the entire area is not a Sassanid province, but a Kushano-Kidarites territory and, in this case, the term “Kushanshar” is more adapted for their entire reign (for what I have understood). This is the why I think is more correct my solution, also because “Hindustan” it seems to me a vey recent term (but maybe I’m wrong) that it regards a very big area of current India.
** Historically speaking it’s a more old name, like it has been done for few other eastern provinces already present in the mod, but there is literally nothing in that area (the west part of this region is the eastern part of Soghdiana), and Gandhara is located more south, not there. Moreover, sometime older names resist in the “common language” even centuries.
Next steps:
- To fix barbarian and German-Romanized recruitment (the same units in different buildings), including the missing General Unit recruit (the one similar to family members) for some of this factions, missing UI and bug fixing (for example a Vandals cavalry unit that I had a already reported and that I have now identified), units missing (for example Tribal Levy spearmen for the Suevi) etc. This is a good amount of work: it will not be a “refined” work about the distribution of these units between barracks and the core buildings: I will respect modders choice and I will made only corrections.
- Minor bug fixing for Persian units duplicate entries in some recruitment buildings.
- Other minor bug fixing in my list.
- Update victory/lose images (the fmv) and the in-game maps of every faction.
Missing sprite bug info:
Here the units that remain visible only at short distance. Zoom is involved because involves distance, but also moving away with arrows (no matter the zoom) this bug happens. Moreover, I have tested that it's not a problem of units detail in preferences file.
1) Model unit:
arab-elite-spear_payghan-spandiyah
Soldiers involved:
- Pâyghan-î-Vûzûrgân-î-Spândîyâdh (bug)
- Jund Mudajjajjun Spearmen (bug confirmed in past by another user)
2) Model unit:
andraplakan_paduspan_payghan_vandal-scara
Soldiers involved:
- Pâyghan-î-Vûzûrgân-î-Kârên-î-Pâhlâv (bug)
- Pâyghân-î-gund-î-Pâdûspân (bug)
- Vandal Scara (it works)
3) Model unit:
Eastern_two_handed_sword
Soldiers involved:
- Pâyghan-î-Gûnd-î-Chôsrôy (bug)
- Pâyghan-î-gund-î-Vaspûhragân-î-Ârrânsâhr (it works)
4) Model unit:
barbarian_lance_axe_general
It' a very generic tribal spear warband for many factions.
Sprites involved in the bug:
- Alan, Hun, and Hephthalite versions of this unit (because it's the same sprite for all the three units).
5) Model unit:
spear_warband
Another very generic Spearmen unit used by many factions.
Sprites involved in the bug:
- Hephthalite version of this unit.
About the sprites work, I have the Steam version of the game, so is not so easy for me to create/modify .dds and/or .spr files. A hand about this matter is (of course) welcome.