[Feedback, Discussion & Bugs] Rome 2 Total Realism

[Feedback, Discussion & Bugs] Rome 2 Total Realism

Re: Rome II Total Realism Bug Thread

Today I loaded my Rome campaign, and after Ending a turn I ran into the the same issue of others in not being able recruit Hastati. I also have an issue with settlements not showing up in the building panel. Patavia does not show up in the lower panel, and the province just north of Rome (starts with V) is not showing up in the settlement/buildings panel at the bottom of the screen. I own all the settlements in those provinces, and the other settlements show up, but not these two, so I cannot build any further at these locations. Also, on the settlements which DO show the 'construction' panel there seems to be a bug with interaction. To build a new building or get the dismantle/upgrade options I have to hold my mouse over the building for 5-10 second before the game registers that I am trying to interact with it, and sometimes I cant even get it to do that.

*I also tried starting a new campaign and had the same issues.

~Playing Rome II Total Realism mod and nothing else.

-Screenshots on steam: http://steamcommunity.com/profiles/76561197985785494/screenshots

*Posted saved games in proper thread, TY for the quick response! You guys rock!
 
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Re: Rome II Total Realism Bug Thread

the civil colonia seems to be bugged. after building it as rome in lilybaeum it reduces the naval recruitment points in that province by 1. im not using any other mods. the civil colonia doesnt seem to affect land recruitment points at all? after building it i could still recruit the same number of land units in that province.

civil colonia bugged (reduces naval recruitment point by 1) - 1 turn left to build pic 1 :
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civil colonia bugged (reduces naval recruitment point by 1) - 1 turn left to build pic 2 :

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civil colonia bugged (reduces naval recruitment point by 1) - built pic 1 :

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civil colonia bugged (reduces naval recruitment point by 1) - built pic 2 :

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Re: Rome II Total Realism Bug Thread

Mabey there was a mistake in symbols intstead of 1 we put -1.Will check and fix asap.Thanks for reporting..
EDIT i checked the tables are correct but mabey there was a mistake in uploading.Forwarding this to developers forum to solve soon.
 
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Re: Rome II Total Realism Bug Thread

All town give only 1 recruitment slot due to fewer population.Civil towns though they give 2 slots but on level 4.The same goes for navy.The naval recruitment usually is affected on the sea region where the town is and Lilybaecum is in a different region than Brundisium (i think i cannot check right now).What i dont get though is why you got a stop in recruitment in Brundidium.I cannot find a mistake in the tables.Will consult others but generally would help if you could send your save file to save game thread.We will respond as soon as we can.
 
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Re: Rome II Total Realism Bug Thread

Ok,

I in both cases I was the Averiei and he was Rome. It crashed while going through the AI moves. The turn 4 crash is happening while on the Egypt faction and on the turn 8 crash it happens with the last AI faction on the list before returning to us.

Thanks.

Oh and we are both set on legendary. Hope this helps.
 
Re: Rome II Total Realism Bug Thread

All town give only 1 recruitment slot due to fewer population.Civil towns though they give 2 slots but on level 4.The same goes for navy.The naval recruitment usually is affected on the sea region where the town is and Lilybaecum is in a different region than Brundisium (i think i cannot check right now).What i dont get though is why you got a stop in recruitment in Brundidium.I cannot find a mistake in the tables.Will consult others but generally would help if you could send your save file to save game thread.We will respond as soon as we can.

i checked the tables too and compared it to the original tables in the data2.pack and everything regarding recruitment points seems fine. the bug seems to only negatively affect naval recruitment though because like i said i can recruit units on land in Lilybaecum.

ill try redownloading rome 2 overnight and see it that fixes anything.

i uploaded a save file here - http://www.twcenter.net/forums/show...mes-Upload&p=14142021&viewfull=1#post14142021

cheers.
 
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Re: Rome II Total Realism Bug Thread

bug?

I find it unfortunate that the horse no longer be improved in the horse-villages.
 
Re: Rome II Total Realism Bug Thread

that is actually intentional. All horse movement speeds are adjusted to be realistic, so getting +10 or +20% to speed disbalance this quite a lot.. instead, charge should be getting a bonus for those.
 
Re: Rome II Total Realism Bug Thread

Playing as Seleucia, all generals recruited start at age 4.
 
Re: Rome II Total Realism Bug Thread

In naval battles my garrison ships wont ram. They just kind of stopped and were then boarded. I lost to a transport fleet. I dont know if its like that with a normal navy as I haven't played one yet.
 
Re: Rome II Total Realism Bug Thread

In naval battles my garrison ships wont ram. They just kind of stopped and were then boarded. I lost to a transport fleet. I dont know if its like that with a normal navy as I haven't played one yet.

What faction are you playing ? I think many factions navy don't have ramming ability now and I believe JaM is writing the full explaination of how battles (land/sea) works.
 
Re: Rome II Total Realism Bug Thread

that is actually intentional. All horse movement speeds are adjusted to be realistic, so getting +10 or +20% to speed disbalance this quite a lot.. instead, charge should be getting a bonus for those.
For barbarians (Steppe) - Easterners there is also a ranged accuracy cavalry bonus..
 
Re: Rome II Total Realism Bug Thread

What faction are you playing ? I think many factions navy don't have ramming ability now and I believe JaM is writing the full explaination of how battles (land/sea) works.

I was playing as Rome. It was early in the game as well. I'll wait for JaM's info thank you.
 
Re: Rome II Total Realism Bug Thread

Hemiolias are unable to ram, thats intentional. They didnt had ram in real life, were just used as patrol boats. Same applies to Bireme, yet Liburnia, which is late type of Bireme is adjusted for ramming. In the future, we will mix up garrisons more, giving triremes and other ships into garrisons, but Hemiolias are intended to be the weakest ship, only suitable as a support.
 
Re: Rome II Total Realism Bug Thread

Yes. I keep my steam always updated. I have closed, then restarted multiple games as Seleucia. All new generals recruited start at age 4.

#2 - Latest game (10/09/14) Playing as Seleucia, CTD mid-turn when I accepted Persia's proposal to become my vassal.
 
Re: Rome II Total Realism Bug Thread

I was wondering if this is an "bug" or really an feature, but here goes:

I've had some weird (to me) cases where my units tend to rout for no obvious rational reason. Last case was, when I was playing with sparta defending an city and killed or routed all but the general unit (phalangnite) of the enemy. I got my general unit on front keeping them busy while sneaking one almost full hoplite unit (spartan hoplite?) on the back. Soon my silver chevron spartans at rear paniced and routed against the back of the rookie general unit. This is just one example. I've had one enemy unit surrounded by six units and four of them routed on almost similiar situation. All seasoned/veteran or elite units.

I would understand if my general would be dead, routing unit had much casaulties or the battle was not going well for me, but having almost wiped out the enemy and then loose the fight, is bit strange. Maybe it got something to do about spear hoplite attacking and not just holding ground?
 
Re: Rome II Total Realism Bug Thread

Its actually a vanilla bug we have reported to CA several times, but it was never fixed. in cities, sometimes you receive flanking and attacked in rear penalties, instead of enemy you are attacking. there is nothing we can do about it.
 
Re: Rome II Total Realism Bug Thread

Ok, good to know I'm not imagining things. :D

It's not a game stopper, just weird.
 
Re: Rome II Total Realism Bug Thread

Playing as Seleucia, at about turn 20 I was given the mission "recruit dignitary" with a time limit of 6 turns. After 2 turns I received the "failed mission" pop-up.
 
Re: Rome II Total Realism Bug Thread

As bactria I captured Muel. Muel produces 0 wealth. Bactria is filthy rich - neighbors are broke. Hillman are now very strong for cheap. There are two cavalry units for generals one is 150 upkeep the other is 65 .. only difference seems to be 5 armor.
 
Re: Rome II Total Realism Bug Thread

Yes indeed, Bactria neighbors are almost bankrupts ;)
It happened to me that, when I lowered tax bar to minimum in order to increase the growth of my capitol, I was surprised when after 4 turns the little green progress bar was in same position- no progress. But when I moved the slide in tax menu to max and back again to min, in next turn it was working properly. I've hope that I didn't complicated it too much :)
I saw also that mercenary armoured steppe horse archers have 300 upkeep cost, is this ok?
 
Re: Rome II Total Realism Bug Thread

The problem is these single settlement factions don't start with any buildings aside from their main settlement structure - if they aren't growing or the faction is broke they won't be able to expand or pay for a secondary building. One way to fix this is to give these small factions secondary or even a third building right off the start of the campaign. Given the fact that certain settlements eg: gold resource .. now produce 500 wealth at lvl 1 - these other settlements that have lost all their wealth, they need additional buildings off the start of the campaign in order to be competitive.

Also, the high replenishment while garrisoned is allowing me to steam roll the enemy.
 
Re: Rome II Total Realism Bug Thread

I use win 8.1 and met those bugs:
1. African war elephant don't throw javelins
2. The Consentia town, north of Syracuse has 3 garrison units (not sure this is a bug or not?)
3. Dimmidi province has Pillars of Hercules instead of Tingis or Gadinra
 
Re: Rome II Total Realism Bug Thread

In my image you can see that building a garrison settlement means that I pass on 500 wealth. With a garrison settlement I will have 1 extra hillman and 1 extra eastern spear, and a small amount of local replenishment, but less growth. These extra garrison units are worth maybe, 30 or 40 upkeep per turn, so, they are worth about 80 total, per turn. I would rather have 500 wealth per turn than to have two cheap units in my garrison - after 10 turns my market settlement will produce 5000 wealth, but upkeep for troops in my garrison settlement is only worth 800. After 20 turns... 30 turns....

https://www.dropbox.com/s/viz96d02garok9e/garrison-settlementt.jpg?dl=0

edit: I didn't mention the public order - but the wealth disparity is so enormous that I don't think +2 public order can offset that, not even close.
 
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necronox,
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