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burn_again
05-21-2008, 23:53
I finally found the time to play 1.1 (which is totally awesome!), but now I'm having a little problem. It's nothing gamebreaking and I found a way around, but I still thought I'd report it.

I'm using EB 1.1 on RTW 1.5, with all the latest fixes and no modifications.

In my Aedui campaign I conquered some germanic provinces. These got the "celt3 - Time of soldiers" marker after I conquered them. However, some time later I noticed that they had also got the "celt1 - Time of freeman" marker. So I was unable to build Time of soldiers - barracks, I could build Time of freeman barracks but these always got destroyed through the script (cause I already have the latest reform). The problem occured only in germanic provinces, not in other provinces that start without the celt1-marker.

I managed to put celt3-barracks in there through the generic script, but the building options do still show the celt1-barracks available.

If I find the time I will test in another game if this does always happen or my campaign is just bugged...

QuintusSertorius
05-22-2008, 09:34
Old markers for any faction never disappear.

burn_again
05-23-2008, 02:04
I know the markers never disappear, the problem was not that they were there but that they somehow appeared in the wrong order.
Now I think that this might have been caused by a disfunctional reload after a CTD, so it's probably just something screwed up in my campaign. Since I can continue my campaign thanks to the great generic script it's no problem.

MarcusAureliusAntoninus
05-23-2008, 03:13
Even if they are in the wrong order, it shouldn't matter and the third one should still work the same.

Cullhwch
05-23-2008, 05:34
Even if they are in the wrong order, it shouldn't matter and the third one should still work the same.

No, the OP is right. If you conquer a non-Celtic province during the Time of Soldiers, the game will work properly during that particular session. However, if you reload the game, a Time of Freemen marker will appear in the province due to scripting and somehow take precedence over the celt3 marker. So far, the only solution I can come up with is to spawn celt1 buildings in all provinces that are likely to be conquered.