PDA

View Full Version : Allied General Big Fat Bug



Skullheadhq
12-09-2008, 20:34
In my current Romani 1.2 campaign i encountered several problems. One of them is this:
In Rhegion i recruited an allied general which led my army in Sicily. After winning a glorious battle in the name of the Republic i adopted him...but he is family member now and still have the Allied general trait. So if i stationair him in a Gov4 town he becomes client ruler. And when i send him on an expediotion the
people in that village get dead mad.

bovi
12-10-2008, 01:03
How come the beta testers didn't report this, despite being told specifically to do this and go mad with the client rulers? Are you sure that it's not the submod that's screwing things up again?

LordCurlyton
12-10-2008, 02:51
Sadly Bovi this one seems legit.
I just fired up a 1.2 Romani campaign and while i was able to make the Type I in Ariminum (the one that doesn't start with a gov in place, I decided to try out the allied general bit. So I auto_won and move_character-ed my way into taking the exact same town (Rhegion). I built the Type IV, made an Imperator Italicus, and turned him into an Allied General and went a-conquering. After a few battles it let me adopt him, which gave him the Family Member trait but did not remove the Allied general trait. In fact, upon conquering a settlement he was labeled an "impostor" and given the severe penalties as if he was entering a core province as an ally, not as a FM.
My setup is BI-exe, done w/o Ferromancer's mod, + FD. Installed the 1.2 perm fixes and otherwise a clean install. Just for kicks, I checked to make sure my saves were exe-interchangeable, and they are, though I'd need to do a minor mod to get the campaign descriptions in the main screen to show again. Other than that, a clean load.
EDIT: Would seem that a check for containing both traits would be needed, with the Allied General/Client Ruler trait being deleted if check comes up true, no?

mcantu
12-10-2008, 04:55
unfortunately, all through beta-testing, i never had an allied general come up for adoption...

LordCurlyton
12-10-2008, 06:05
I just kept denying marriage proposals and blitz auto-conquered until the game was literally trying to force new FMs on me. It took all of Sicily + Italy + Sardinia + Corsica before I managed an adoption. Also, I auto-win-ed three battles with the Allied General before he got an offer. I think the game prefers to give adoption chances to victorious auto-calc battle winners, for some reason.
I will admit that in a normal campaign I usually get 1 general adoption, if that. I might get a few candidate for adoptions but the bulk of my new blood will be marriages and the occasional bribe.

bovi
12-10-2008, 07:59
Thank you Curlyton. I'll investigate.

Edit: You're right, it doesn't take that into account. Yet I won't make a fix for it, as it will be savegame incompatible. Along the way I also discovered a great number of triggers that give negative levels of traits rather than positive levels of antitraits, so the changes to the traits file will be somewhat extensive. The reason why negative levels is bad is the effect you could see of the Babylonian new year celebration in an earlier release, the trait that is removed still has its effects persisted (in that case movement penalty).

I suggest that you don't adopt client rulers or allied generals.

LordCurlyton
12-10-2008, 08:59
I likely won't but it could offer a good RP excuse for those so inclined. A lot of the various factions in the game would every now and then bring a non-citizen "into the ranks' so to speak and let his descendants be full citizens, no? This is actually a good way to represent that since the new guy is the one who is "second class".
On a further note, I played ahead one more turn and built a Type IV in the territory my adopted general had conquered (Lilibeo) and he became a non-impostor Client Ruler, but he had the Family Member trait removed. He also was still considered adopted in the Family Tree. His bodyguards also never switched over to the FM ones; they stayed the Imperator Italicus version. Ironically, this is something I always wanted to see in a TW game-the retention of the original bodyguards when bringing a foreigner into the fold (though this is obviously a limited version of it).:juggle2:
EDIT: The last thing to do would be to see if the children of the adopted general are treated normally or if they generate some funky CTD down the line.

bovi
12-10-2008, 09:05
As long as he isn't cloned, he should be alright. There seems to be a difference between script-spawned characters and recruited ones in this aspect. The stability issue with the clones was one of the reasons why we changed the implementation to this conceptually worse representation.

Skullheadhq
12-10-2008, 12:35
Well...i don't know if it helps but Pack3 is 1.2

LordCurlyton
12-10-2008, 21:23
I don't even know what the Pack3 submod IS but we can safely say it is probably the cause of your other problem (the lack of an option for Type I in Ariminum). As bovi has already stated he has checked out the traits file and found that their is a lack of a trigger to remove the allied general/ruler trait upon adoption, plus a bunch of other mistakes that need fixing. Unless someone wants to fix them manually, realizing that they are savegame incompatible (modifying edct is a great way to cause ctds if you are forgetful) then you should just avoid adopting allied generals/rulers, unless you are fine with what I described as ocurring.