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View Full Version : Fix for admirals gaining command stars



Sinner
10-30-2004, 18:08
This one is a nice simple fix ~:) ...

Open export_descr_character_traits.txt and search for the Sailor trait, then change this...



Trait Sailor

Characters family
NoGoingBackLevel 2
AntiTraits Landlubber



... to this...



Trait Sailor

Characters admiral
AntiTraits Landlubber



Do a similar change for the Landlubber trait just below and Admirals will now correctly gain & lose command as they win & lose battles. You could leave in the NoGoingBackLevel 2 entry, but that doesn't fit with how Generals and their command ratings are handled, so I prefer to remove it.

Locklear
10-30-2004, 19:31
this is awesome. thank you.

Oaty
10-30-2004, 23:44
Can more than 1 admiral be in a stack or once you have an admiral are you stuck with that stack

barocca
10-31-2004, 02:45
uploaded Sinner's fix (an edited file ready for use)
Admiral_Command_Stars_Fix_Sinner.zip (http://www.totalwar.org/Downloads/Rtw_Uploads/RTWupload/Admiral_Command_Stars_Fix_Sinner.zip)



and some admirals can be combined, but not all,

sometimes ships will be greyed out in the left panel (meaning that ship cant be moved into the right panel)
BUT all the ships in the right panel can be moved into the left panel.

seems once they have command stars they wont combine.

Sleepy
11-01-2004, 23:21
Raise his glass to Sinner ~:cheers:

I now have a 5* admiral ~D

Lonewarrior
11-01-2004, 23:25
Raise his glass to Sinner ~:cheers:

I now have a 5* admiral ~D

Same here, thanks Sinner, now I must keep using my 5 star admiral :bow:

Bob the Insane
11-01-2004, 23:51
Wonder if that was left out by mistake or on purpose.... ~:confused:

sunsmountain
11-02-2004, 00:32
I prefer higher attack values on all ships and NOT this tweak, since i want the fear of ships actually being sunk, instead of god powerful stacks with 5 star admirals THANK you. This is a good tweak for power gamers, in my opinion.

Ships are irrelevant otherwise. Give the AI a chance!
:duel:

Sinner
11-02-2004, 00:37
Bob, I suspect that at one time in RTW's development family members were also meant to be be the admirals of your fleets, the same as they are the generals of your armies. The bug would perhaps be a legacy from that earlier version of the game. There is perhaps another hint of this, a unique ancilliary called Aristarchus of Samos who effects both trading an naval command, and can only be gained by family members.

Sinner
11-02-2004, 00:50
Sunsmountain, so do you avoid commanding armies with your generals? This is not a tweak, but a fix of something that was obviously broken. It was already possible to get upto 7 star Admirals through ancilliaries, you simply couldn't earn and lose stars through combat.

Before casting judgement why not actually try it? You'll perhaps be surprised to find that you can attack with a 9 star Admiral and still not automatically destroy an enemy fleet... sure you'll be far more likely to win, but that's no different than autocalcing with a 9 star General.

And the AI also benefits from this, perhaps even moreso since it is less likely than a player to pick up the +2 Command Navigator ancilliary which requires you to use 100% of a fleet's movement allowance to trigger, something the AI often neglects when it leaves ships static for turn after turn. I used to combat the occasional 1 or 2 star enemy fleet, once I went up against a 4 star, with this fix I regularly encounter 3 and 4 star foes and am currently sweating that one of my transport fleets will be caught by an Egyptian 6 star before I can transfer one of my main battle fleets to the eastern Mediterranean. From that evidence I'd say the AI very much has a chance.

Bob the Insane
11-02-2004, 11:02
Wonder if this will get into the patch?

Sinner, have you reported this on the .com site???

Sinner
11-02-2004, 11:09
Nope, I must admit I rarely go there. I'll dig up my logon later and report it.

Sleepy
11-02-2004, 11:37
I prefer higher attack values on all ships and NOT this tweak, since i want the fear of ships actually being sunk, instead of god powerful stacks with 5 star admirals THANK you. This is a good tweak for power gamers, in my opinion.So by the same logic you obviously avoid using 10* Generals to command your armies. This brings navel combat to how it was in MTW though without requiring 3 battles to sink a ship.

It does apply to the AI as well so given the fleet spamming it indulges in you are just as likely to see a high valour admiral leading an enemy fleet.

Aquiantus
11-03-2004, 17:55
For the record, Trivium (.Spartan, Aquiantus, Zrave) have already fixed this issue in the 28th of October as you can see in this thread Trivium (http://www.twcenter.net/forums/index.php?act=ST&f=45&t=12827&st=0#entry229596) and it is scheduled for release with our next mod pack later this week.

Also the Concept Idea (http://www.twcenter.net/forums/index.php?showtopic=14039&hl=) about Admirals not gaining stars was posted by .Spartan on the 29th aswell in this thread prior to your fix on the 30th.

Sinner
11-03-2004, 19:44
I see your post on the 29th and raise you one (https://forums.totalwar.org/vb/showthread.php?t=37851) on the 13th.

Shall we compare sizes next or should it be handbags at dawn?

Aquiantus
11-03-2004, 20:06
This is so you know that we have fixed this error prior to your post on the fixing of this traits code. We found this error on our own, and coded in the fix to this error prior to the 30th. We have tested it and we have posted it on our fixes board on the 28th. Futhermore we are in the process of fixing many other changes, and since ideas seem to be readily stolen we are stating that we have not stolen this fix. As we coded the actual code to it prior to your post on the 30th.

Our statement was to provide proof that we are not stealing, but that we have already coded in an error fix. Since this is a very obvious error, a team dedicated like the Trivium to fixing the Traits and Triggers would have found it and fixed it without stealing the idea. We have already fixed over 100+ errors.

SpencerH
11-03-2004, 20:26
This is so you know that we have fixed this error prior to your post on the fixing of this traits code. We found this error on our own, and coded in the fix to this error prior to the 30th. We have tested it and we have posted it on our fixes board on the 28th. Futhermore we are in the process of fixing many other changes, and since ideas seem to be readily stolen we are stating that we have not stolen this fix. As we coded the actual code to it prior to your post on the 30th.

Our statement was to provide proof that we are not stealing, but that we have already coded in an error fix. Since this is a very obvious error, a team dedicated like the Trivium to fixing the Traits and Triggers would have found it and fixed it without stealing the idea. We have already fixed over 100+ errors.

Congratulations on finding and fixing so many bugs but your post is bizarre. I cant imagine why you made it.

Sinner
11-03-2004, 20:31
Can you see me anywhere saying that you didn't also find the bug on your own? Hmmm? Until your post - which more than implied I'd stolen the idea from you, in my opinion - I wasn't even aware that you'd found and fixed the bug as well. I haven't accused you of stealing anything and to be honest I really couldn't care less if you had, I didn't finally post the fix just to receive adoration, but because it helps others fix the game.

Just let it go. I found it, your team found it, for all we know others found it, all that matters is that it's fixed.

Aquiantus
11-03-2004, 20:36
There's about 10,000 rumors going around about people from twc stealing others moding ideas from .org. We had thought you had stolen ours, it was an honest mistake, and you have proven me wrong that you had knowledge about this prior to our knowledge.

Sinner
11-03-2004, 21:01
OK, no worries. I don't really know anybody here, so any rumours pass me by, I didn't even know there was a rivalry of some sort between the boards.

My view: you know you haven't stolen anything, so state your position if you feel accused, and if the person doesn't believe you, ignore them.

Mr Frost
11-04-2004, 13:32
So when is this handbag fight then ?
What rules is it to be under {British International Tournament Championship Handbags Rules ?}
Will Tactical Womens Assault Team competition guidelines be observed ?
Is it to be Praetorian Matrons Society sanctioned or a Commonwealth Licencing Issued Tournament style match ?

Should we dress for occasion like on Melbourne Cup Day ?

:charge: :duel: ~:cheers:

Jambo
11-04-2004, 14:00
lol, firstly, I wouldn't class fixing errors as ideas, but rather more about the thankless task of sifting through the files with a fine comb. Secondly, when errors are fixed they should be passed around the patrons and voiced loudly (but that I mean posted about a lot... ;)) so that as many people as possible can take advantage of them. Hopefully this includes those at CA!

Mods and other such creations are totally different, as they involve the changing and addition of new code. Regardless, in my humble opinion great advances and ideas are always better made when knowledge shared rather than retained for one's own personal gain and ego.

*Ringo*
11-04-2004, 23:43
lol, just for the record i discovered this fix way back in the 80's on my BBC Micro! ~D

Thanx to all tho for... erm... REMINDING ME... all about it! /end sarcasm

On another note, should this be stickied? (sp?) Very useful and it keeps disappearing down the forum! :no:

*Ringo*

...oh yeah... BUMP

therother
11-05-2004, 02:17
On another note, should this be stickied? (sp?) Very useful and it keeps disappearing down the forum! :no:The problem is that there are now a number of threads out there that, I think, could well qualify for a sticky, and having too many pinned threads is counter-productive.

I would personally like to see an "official" links thread pinned in the Colosseum, so that we can had easy access to useful threads on a multitude of topics, from fixes such as this, to Doug-Thompson's excellent thread on horse archers, as well as threads with significant CA contribution (e.g. the adoption thread for captains, or the protectorate thread) or where to get patches and mods.

barocca
11-05-2004, 06:43
There's about 10,000 rumors going around about people from twc stealing others moding ideas from .org...


Aquiantus (and anyone else visiting from TWC)
you are all MOST WELCOME to borrow anything at all regarding clues for bug fixes, actual posted bug fixes (like sinners) and make them into actual mods, and include them in any mods,
such mods improve the experience of rome for all concerned.

we readily accept posts here from TWC members announcing mods and bug fixes, we encourage people to go and grab them and discuss them where-ever they like,

we accept and enjoy posts about updates to Total Realism Mod, and many of us grab the latest version as soon as it is released,
we are even actively contemplating a dedicated sub forum for Total Realism here at the Org for our members to discuss it at leisure, we hold that mod in such high regard,
some members are even making their own personalised unit preference tweaks to TR and posting them here.


The point is we dont mind you taking bug fixes and incorporating them into mods,
just like we have had no complaints From TWC about the Org members using "code" for identified bugs and incorporating them into their own mods.


Imagine if none of the universities on the planet shared their research, the world would be a poorer place.

TWC, Com, Net and Org all share their research and help each other make RTW a better game experience.

Cheers,
B.

MajorFreak
11-08-2004, 02:37
So by the same logic you obviously avoid using 10* Generals to command your armies. This brings navel combat to how it was in MTW though without requiring 3 battles to sink a ship.

It does apply to the AI as well so given the fleet spamming it indulges in you are just as likely to see a high valour admiral leading an enemy fleet.I agree. i most certainly would like to thank those involved with modding these details. As for the handbag duel?
:duel:


It frustrated me to no end to have 3 gold bar flotillas and ZERO admirals (and it's 233bc)...i've husbanded my fleets and been sooooo careful when splitting and combining, yet the DAMNED admirals continuously lose their stars (i've even seen a star and gotten false hope)

I like "personalization" in totalwar series. the "RPG" aspect is great and i forgive CA for ignoring fleet combat, but cannot abide by this total lack of admiral command stars when my stupid generals run everywhere with gazillion stars for NO GOOD REASON!


rant rant. anyways, thanks much!

RZST
11-08-2004, 02:41
omfg, i finally had my first admiral, didnt modify anything too o.o;
am playing egpyt and trained a trireme, next turn it announced the admiral =) sweet.

MajorFreak
11-08-2004, 02:44
omfg, i finally had my first admiral, didnt modify anything too o.o;
am playing egpyt and trained a trireme, next turn it announced the admiral =) sweet.yup. got that my first game, my 5th ship. But, after 300 turns in multiple games and nary a one star - one goes bonkers
~:handball:

SpencerH
11-10-2004, 19:56
Not to rain on anyones parade, but I've just had what appears to be a campaign-ending CTD (re-started 4 times it crashes at the same place during the Egyptian turn). This is the first time I've had a CTD on the strat map (and the first ever when I didnt forget to turn on the xtra cooling) and its the first campaign I've played with this mod.

EDIT:

I changed back the text but it wont allow me to continue that game but I can start a new campaign. My guess is that an egyptian admiral got one star too many and that caused a conflict somewhere.

Sinner
11-10-2004, 20:53
Not really sure what is happening there, SpencerH, You can't have 'one star too many', I've created test admirals with all possible ancilliaries and built them up to Naval Command 5, the highest you can earn, and they were fine, showing Command 10 even though technically they had Command 12 with all their bonuses.

That you still get a CTD even after removing the fix points elsewhere. Any chance of you being able to post the savefile somewhere it can be downloaded?

Colt374
11-10-2004, 22:01
Not to rain on anyones parade, but I've just had what appears to be a campaign-ending CTD (re-started 4 times it crashes at the same place during the Egyptian turn). This is the first time I've had a CTD on the strat map (and the first ever when I didnt forget to turn on the xtra cooling) and its the first campaign I've played with this mod.

EDIT:

I changed back the text but it wont allow me to continue that game but I can start a new campaign. My guess is that an egyptian admiral got one star too many and that caused a conflict somewhere.


SpencerH, the CTD may be totally unrelated to this fix... I've had a campaign halted halfway through because it crashes at the same place after every turn (Right before the rebel faction is processed on my game), and apparently it has happened to a few people now. I've seen a couple of threads/bug reports about this occurring to other people, and CA are aware of it, but unfortunately their solution at this time is to "go back to an old save game from at least 10 turns ago" (I'm para-phrasing there). They have got it fixed for the next patch according to the thread below.

Here's one of the threads around that refers to the problem :
http://p223.ezboard.com/fshoguntotalwarfrm26.showMessage?topicID=810.topic

Hope this helps, (though I know it doesn't get your game going again).

Colt.

SpencerH
11-10-2004, 23:05
Not really sure what is happening there, SpencerH, You can't have 'one star too many', I've created test admirals with all possible ancilliaries and built them up to Naval Command 5, the highest you can earn, and they were fine, showing Command 10 even though technically they had Command 12 with all their bonuses.

That you still get a CTD even after removing the fix points elsewhere. Any chance of you being able to post the savefile somewhere it can be downloaded?

It was just something that occurred to me from my civ modding experience (excessive unit HP) but if you've had 10 star admirals then it must be something else. I've got an autosave, but no where to post it and its 1.8MB!

SpencerH
11-10-2004, 23:14
SpencerH, the CTD may be totally unrelated to this fix... I've had a campaign halted halfway through because it crashes at the same place after every turn (Right before the rebel faction is processed on my game), and apparently it has happened to a few people now. I've seen a couple of threads/bug reports about this occurring to other people, and CA are aware of it, but unfortunately their solution at this time is to "go back to an old save game from at least 10 turns ago" (I'm para-phrasing there). They have got it fixed for the next patch according to the thread below.

Here's one of the threads around that refers to the problem :
http://p223.ezboard.com/fshoguntotalwarfrm26.showMessage?topicID=810.topic

Hope this helps, (though I know it doesn't get your game going again).

Colt.


Thanks, that sounds just like it. Now I can put the mod back :)

barocca
11-11-2004, 19:04
my most common cause of campaign hang-ups and CTD's is the fort destination bug,
(now i know about it i have had no more CTD's)
where if an army is targeted to attack a fort over multiple turns the game crashes at end of turn cycle, (when the ai factions are making their moves)

make sure none of your armies are attacking forts they cannot reach in one turn,
best to have them "targetted" to move next to the fort and attack the next turn.

cheers,
B.

SpencerH
11-11-2004, 19:26
I didnt want to continue this threadjack, so I continued my comments about this in the bug thread.

SpencerH
11-15-2004, 20:28
My VH (strat) campaign is turning into a bit of a disaster with this mod. I havent won more than one or two naval battles (at great loss of men) since the game start, but to make it worse the AI now has swarms of 5 star navies everywhere!

Sinner
11-15-2004, 23:32
Here's some strategies that worked for me...

- Build up fleets inside your ports before sending them out to do battle, aiming to take on single enemy ships where possible.
- Until you achieve parity always try to end the turn in port too.
- Retrain every time in port to keep your ships at full strength.
- Move in short steps so that you don't find yourself running into an enemy fleet that was previously out of sight.
- Don't just attack the enemy fleets, take down their bases too. Send assassins to sabotage ship building facilities or even invade the settlement. If you can't hold it, destroy everything & then leave it to revolt.

SpencerH
11-16-2004, 03:37
Here's some strategies that worked for me...

- Build up fleets inside your ports before sending them out to do battle, aiming to take on single enemy ships where possible.
- Until you achieve parity always try to end the turn in port too.
- Retrain every time in port to keep your ships at full strength.
- Move in short steps so that you don't find yourself running into an enemy fleet that was previously out of sight.
- Don't just attack the enemy fleets, take down their bases too. Send assassins to sabotage ship building facilities or even invade the settlement. If you can't hold it, destroy everything & then leave it to revolt.

My strategy has been to simply avoid building a navy (which is a pity since it was fun, but not much of a challenge, on easier levels) and to conquer the Greek Cities by marching the Brutiii legions overland. :)

Shabbaman
11-17-2004, 18:44
I was just about to change the .txt file, when I noticed that the landlubber part was already done. Now, I'm pretty sure I didn't already do that ~;) , so I guess that has to be fixed by the 1.1 patch. But what exactly was "fixed" then?