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player1
10-12-2005, 02:55
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Version 3.36
Compiled by player1

Requires:
v1.5 patch for Rome: Total War,
or v1.6 patch for Barbarian Invasion expansion pack


Introduction:

This is compilation of fixes to various bugs that can be found in Rome: Total War and its expansion pack Barbarian Invasion. Many of the fixes were not originally my ideas, but ideas of other members from gaming community that I compiled in one unofficial patch. Since unofficial, it is in no way associated with Creative Assembly, Activision or SEGA.


Download link:
24034

Bonus downloads (work with all 3.x versions):
-German language files, made by FoDeL
http://www.totalwar.org/patrons/lm/Bugfixer/BUG-FIXER_German.zip
(300KB)
-Spanish language files, made by SeKhTeM
http://www.totalwar.org/patrons/lm/Bugfixer/BUG-FIXER_Spanish_v3.xx.zip
(300KB)


Install instructions:

Just run installers included in the archives. But don't forget to specify correct Rome - Total War folder.
Note that you need both parts if having Barbarian Invasion expansion. Othwerwise, only part1 is enough.




List of fixes for Barbarian Invasion Campaign


Changes in descr_model_battle.txt file only:

-Fixed Mercenary Bucellarii unit model, so it will fire crossbow properly
-Fixed animations for Steppe Nobles, Noble Warriors and Mounted Nobles, so they don't use swords as spears
-Swapped Alan and Sarmatian Noble Cavalry weapons so they would match their unit cards and attack animation
-Added a workaround for misplaced axes for some of the lower detail Chosen Axemen models
-Added a workaround for model corruption that Imperial German Bodyguards have when looked from distance (two big extensions from right arm)
-Added a workaround for model corruption that Sughdian Warriors (and its mercenary version) have at distance
-Added a workaround for an issue when shield appears on Sassanid Desert Archers at distance
-Added a workaround for model corruption that Catholic Priests have at distance (a hole in their body when looked from the rear)
-Added a workaround for an issue when Arian Priests and Arian Mounted Priests get their crosses extended at distance
-Fixed Orthodosx Priest oversized crosses
-Fixed Praeventores model, so it has no arms or anything else missing anymore
-Fixed shoulder armor of Roman Centurions, so it's visible on shoulder, not arms
-Multiple fixes to Chosen Warlord bodyguards model (corrupt right hand and "invisibility" on medium distance)
-Fixed model corruption that Paladin and Paladin Bodyguard units have on their left side of the chest
-Fixed model corruption that Camel Raiders and Mercenary Camel Raiders have in lower detail model on their upper side of the chest
-Fixed model corruption that Steppe Swordsmen have near neck in one of the lower detail models
-Fixed a problem with Scholae Palatinae and Armored Camel Mercenary units when lower detail model would be used in place of higher level model
-Fixed color of Alemanni Chosen Axemen, so it matches colors of its unit card
-Fixed color of British Legionaries, to match other Romano British units
-Fixed color of Lombardi officers so they don't look like Vandals
-Fixed color of Rebel controlled Moorish Raiders and Equites Auxilia, so they are actually white, not green
-Fixed barding for mercenary horses to be green, not white
-Fixed barding for mercenary camels to match rider color
-Changed wrong textures on Chosen Archers, so they don't get garbled anymore
-Changed wrong model for barbarian female civilians, so that looking cities in battle view, for barbarian factions, would not show just male population


Changes in descr_model_battle.txt file, with fixed textures:

-Fixed a problem when first solider in the group would be missing transparency info for his textures (units affected: Hun General, WRE Imperial German Bodyguard, Pictish Crossbowmen, Chosen Archers)
-Several fixes for Imperial Bodyguard unit regarding its shield for WRE faction and weapons for WRE Rebels faction (but with use of some compromises)
-Mostly fixed textures on maces for Clibinarii Immortals
-Fixed faces of WRE Rebel Auxilia Palatina, so they won't be in constant shadow
-Fixed garbled model for Lombardi onager crew and wardog handlers
-Made Slavs use correct model for Steppe Swordsmen, not a Warlord one
-Fixed a bug when Slav Steppe Raiders had no proper textures on their swords
-Fixed a problem when Bosphoran Infantry would carry both spear and sword in its hand
-Removed shield form unit model of Sarmatian and Roxolani Alan Noble Cavalry, since unit stats show no shield available for this unit
-Removed the blackness that Burgundian Lancers had below waist on their armor for Alemanni faction
-Fixed the problem when Equites Catafractarii riders had part of their body, near the saddle, invisible
-Removed artifacts near shields for Burgundian Lancer, Scholae Palatinae, Hunnic Heavy Cavalry, Tribal Cavalry, Sword Heerbann, Chosen Swordsmen, Levy Spearmen, Spear Warband, Pictish Spearmen, Steppe Spearmen, Steppe Swordsmen and Saxon Keel units
-Removed artifacts near shields for barbarian generals and officers
-Removed black lines on faces of ERE Comitatensis (including First Cohorts)
-Fixed helmet corruption near the face of WRE Rebel and ERE Rebel Plumbatarii
-Fixed Sarmatian Virgin Cavalry shields and helmets
-Fixed hollow spears for Goth Lancers, Steppe Lancers, Merc Vandal Lancers and Steppe Warriors
-Fixed hollow weapons for Eastern Peasants
-Fixed misplaced rear side of the Limitanei, Berber Lancer and Berber Camel Raider shields
-Fixed misplaced front side of Frank Levy Spearman, Francisca Heerbann, Slav Steppe Spearmen and Slav Steppe Lancer shields
-Fixed flag at the rear side of Scotti Chariots, so it's Celtic and not Briton
-Fixed color of Alemanni Chosen Archer, so it matches faction colors
-Fixed color of Pictish Spearmen, so it matches color of other Celtic units
-Fixed color of ERE Rebel standard bearers (was too blue)
-Fixed color of Burgundii, Roxolani and Rebel officers so they don't look like Vandals


Changes in both descr_model_strat.txt and descr_character.txt file:

-Made Burgundii use correct barbarian general model for their generals and captains (new textures added)


Changes in descr_model_strat.txt file:

-Fixed the bug when Berber generals used black sword on strategic map (fixed textures added)
-Changed wrong textures that Burgundii and Lombadri generals used on strategic map (fixed textures added)


Changes in descr_sounds_units_fire.txt
and descr_sounds_weapons.txt file:

-Fixed missile attack sounds for Celtic and Sassanid slingers, so it doesn't sound like bow fire
-Fixed the bug which made projectiles of various siege equipment have no sound (units affected: Onager, Heavy Onager, Ballistas, Repeating Ballistas, Carriage Ballistas)


Changes in export_descr_sounds_stratmap_voice.txt
and export_descr_sounds_units_battle_events.txt files:

-Fixed voices for campaign map and battle events for Hun faction, so they'll be barbaric like all other voices they use (units in battle, general speech), and not Arabic


Changes in export_descr_sounds_units_voice.txt file:

-Added missing voices for Scorpion unit
-Removed "Yes, Imperator!" confirmation from Catholic Priests and Mercenary Bucellarii, since these units can also be used by non-imperial factions


Changes in export_descr_unit.txt file:

-Added missing cantabrian circle ability for Mercenary Sarmatian Archers, since Sarmatian Armoured Archers, as well as all other horse archer units, already have it
-Added warcry ability that was missing from Hun Steppe Swordsmen, considering that they are identical to Vandal Steppe Swordsmen that also have warcry


Changes in export_descr_buildings.txt file:

-Added +1 experience bonus to Vandal Steppe Warriors trained in Royal Stables, since otherwise Royal Stables would have no benefit over Warlord's Stables
-Changed experience bonus British Legionaries gain in Urban Barracks from +1 to +2, since otherwise Urban Barracks would have no benefit over Army Barracks
-Made Bucellarii, Ballistae and Repeating Ballistae recruitable by Romano Britons in campaign, since they are already available for them in custom battles
-Removed law bonus from Mithras shrines, since otherwise Mithras temples have no real advantage over shrines (exempt pagan conversion bonus)
-Changed happiness bonus for Sacred Circles of Tyz and Morrigan from 10% to 15%, since these are only Sacred Circles that miss happiness advantage compared to Sacred Groves (making them underpowered)
-Fixed the bug when Hun, Nomad and Sassanid factions can't benefit from conquered higher level health buildings


Changes in export_descr_ancillaries.txt file:

-Fixed bonuses for Bodyguard, Charioteer and Elder Senator retinue members, so they'll actually give bonus/penalty to Influence and not only affect public order
-Fixed trigger for Drinking Companion retinue member, so it can be gained at both Tavern and Bardic Circle like all other drinking related ancillaries and not just in Tavern
-Fixed Sassanid Turncoat ancillary, so it actually gives command bonus against Sassanids
-Fixed the bug when same governor could have both Sol Invictus and Mithras Priest in his retinue, due to a typo in ancillary exclusion list
-Fixed triggers for Navigator and Pilot ancillaries, so they can be gained by admirals
-Fixed Son of Chinglu title, so it can be awarded to 3 generals as intended


Changes in export_descr_character_traits.txt file:

-Added anti-traits to some traits to prevent weird or impossible combinations
-Several anti-traits that worked in one direction fixed to work in both directions
-Added the workaround for a bug when gaining an anti-trait would reset trait value to 0 (instead of reducing it for value of anti-trait)
-Increased point awards in birth and adoption triggers for traits that need more then one point to get first level of the trait, so it's actually possible to gain those traits at character generation (expect more vices and virtues from new family members)
-Removed anti-traits for Intelligent line of traits, since characters shouldn't be able to lose intelligence over time
-Removed the trigger for gaining IndecisiveAttacker group of traits when ending turn in enemy zone of control, since trigger does not work as intended (it can fire even when you can't attack the enemy, or when you are besieging)
-Fixed a problem when IndecisiveAttacker traits could be gained if general withdraws when attacked by superior force (not indecisive, but smart)
-Added partial workaround for a problem when auto-calculated siege battles would never give siege related traits to generals (one of four triggers fixed)
-Fixed bonuses for Sobriety like of traits, so they'll actually give penalty to Influence as intended and not only affect public order
-Fixed trigger for Logistical skill, so it can be gained by generals that move a lot
-Fixed trigger for BadTaxman line of traits, so it won't be awarded in situations when tax policy is best as it could be
-Made impossible for Roman leaders to gain points in Disloyal line of traits, since they can't rebel anyway
-Removed Roman culture requirement from trigger for refusing bribes, so that non-Romans can benefit from resisting bribes (by gaining levels in Upright line of traits that increase bribe resistance)
-Introduced two new birth triggers to make it possible that Intelligent and Genius characters could be born
-Fixed Good/BadConspirator line of traits, so they can be gained by assassins
-Corrected sabotage triggers, so that they make more sense
-Fixed several agent creation triggers related to religious believes


Other:

-Added description for 3rd level barracks for Berber faction (export_buildings.txt)
-Changed Berber cultural designation from Carthaginian to Berber, so formerly Berber controlled cities won't report Carthaginian culture (expanded_bi.txt)
-Fixed battle advisor icon for Berber faction, so it has correct eastern advisor and not Roman one (added correctly named battlemap.tga)
-Fixed the bug when some soldiers would die when exiting medium siege towers (descr_engines.txt)



List of fixes for Imperial Campaign


Changes in descr_model_battle.txt file:

-Fixed shoulder armor for Legionary and Praetorian Cavalry (fixed models added)
-Fixed Velite Gladiator shoulder armor
-Fixed the wrong color of Spanish generals by giving them proper texture


Changes in export_descr_unit.txt file:

-Added warcry ability to Thracian Bastarnae, since Mercenary Bastarnae already have it


Changes in export_descr_buildings.txt file:

-Added +1 experience bonus to Greek Cavalry trained in Greek Elite Cavalry Stables, since it makes no sense to build Elite Cavalry Stables just to get Incendiary Pigs
-Made Slingers available from Practice Range in place of Archers for Numidian faction, since otherwise when you get Slingers at Archery Range they are already obsolete
-Made Onagers recruitable by Spaniards in campaign, since they are already available for them in custom battles
-Added law bonus to academy-type buildings like it's done in Barbarian Invasion expansion and was intended in 1.5 patch
-Fixed the bug when Awesome Temple of Epona and Pantheon would show up in building browser for Gauls and Spaniards


Changes in export_descr_ancillaries.txt file:

-Fixed the issue with Numidian and Spanish governors not gaining priests as their retinue members
-Fixed the bug when Judge retinue member could get doubled
-Fixed triggers for gaining Heroic Saviour and Shieldbearer retinue members
-Fixed Roman Turncoat ancillary, so it actually gives command bonus against Romans
-Fixed the trigger for Navigator ancillary, so it can be gained by admirals
-Fixed the trigger for Poisoner ancillary, so it can be gained by assassins


Changes in both export_descr_character_traits.txt and export_VnVs.txt files:

-Parts of Energetic line of traits tweaked, so they won't get worse at higher levels
-To prevent drop in morale bonus when becoming Legendary Hero, this trait gets its morale bonus increased from +2 to +4 (to same level as National Hero) and also gets a +1 bonus to Command when attacking (like same trait in Barbarian Invasion expansion)


Changes in export_descr_character_traits.txt file only:

-Added anti-traits to some traits to prevent weird or impossible combinations
-Several anti-traits that worked in one direction fixed to work in both directions
-Added the workaround for a bug when gaining an anti-trait would reset trait value to 0 (instead of reducing it for value of anti-trait)
-Increased point awards in birth and adoption triggers for traits that need more then one point to get first level of the trait, so it's actually possible to gain those traits at character generation (expect more vices and virtues from new family members)
-Changed crushing victory condition in triggers for GoodRiskyAttacker/Defender line of traits to clear or better, since winning difficult battles with just clear victory is great accomplishment on its own
-Removed the trigger for gaining IndecisiveAttacker group of traits when ending turn in enemy zone of control, since trigger does not work as intended (it can fire even when you can't attack the enemy, or when you are besieging)
-Fixed trigger for Logistical skill, so it can be gained by generals that move a lot
-Smoothtalker changed to be diplomat trait, since its effects deal with bribing
-Fixed trigger for BadTaxman line of traits, so it won't be awarded in situations when tax policy is best as it could be
-Fixed problems with Senate Office triggers, which could result in losing some senate titles
-Implemented new triggers for Warlord, Siege and Ambusher traits from Barbarian Invasion expansion, in order to make it possible to improve these traits in imperial campaign
-Introduced two new birth triggers to make it possible that Intelligent and Genius characters could be born


Other:

-Added hotfix to formation for light cavalry armies, to prevent generals getting placed at same tile as other infantry (descr_formations_ai.txt)
-Added missing unit info card for Spanish Onagers (carthaginian_onagers_info.tga)
-Fixed the bug when some soldiers would die when exiting medium siege towers (descr_engines.txt)
-Fixed the bug when two of senate family members had Greek names and looks (descr_regions.txt)
-Fixed the bug when all Italian provinces spawned rebels of Greek culture (descr_regions.txt)
-Fixed an issue when game would crash at 237BC and several other dates (historic_events.txt)

player1
10-12-2005, 02:56
Mod compatibility


Common combinations:

1) Some mod, plus trait and ancillary fixes
Should work with almost all mods that don't modify trait and ancillary system

Bug-Fixer files used are:
-export_descr_ancillaries.txt (installed to data or bi\data subfolder)
-export_descr_character_traits.txt (installed to data or bi\data subfolder)
-export_VnVs.txt (installed to data\text subfolder)

Just install Bug-Fixer in some dummy folder, then take those trait files and put them in appropriate folders.

2) Bug-Fixer, plus some of AI formations mod
This should work as long as you install formation mods after installing Bug-Fixer

3) Bug-Fixer, plus some of "all factions" mods
Should work fine, since Bug-Fixer does not modify files these mods use

4) Bug-Fixer, plus some other mini-mod
The main thing to watch here is to see does that mod modify any of the files that Bug-Fixer uses. If not, then they should be able to work together. If it's just several files then they could be made compatible manually.

For example, a mini-mod that disables recruitment of peasants in campaign modifies export_descr_buildings.txt file. So, you can just use that file and lose some of the fixes Bug-Fixer does to building files or you could manually search for differences and then make combination of both files.

5) Bug-Fixer, plus some total conversion mod
Really, don't even try. Those mods modify so many files that pretty much impossible to combine them with Bug-Fixer. At best case, if such mod doesn't modify traits and ancillary system, those fixes could be used (look point number 1).

Kraxis
10-12-2005, 03:12
Ahh nice... One can only hope this is noticed by CA. A dedicated bug-seeker like you is a valuable asset.

Bob the Insane
10-12-2005, 03:58
nice work...

Magraev
10-12-2005, 07:37
Excellent news, but I'd sure like a tweak of those traits too ~:)

econ21
10-12-2005, 09:07
Great work, player1. Thanks for sharing it!

gmjapan
10-12-2005, 10:05
I gotta say Player1 that I am in awe of your oustanding contribution to the community once again!

I used your BUG-FIXER for RTW1.2 and I'll use it for BI. Its a patch for all the annoying stuff, some little, some big, that impact the game but we never get any official updates for.

And even a section at the end on compatibility for other updates people might have used since BIs release! (Handy since I have an unlock factions one).

Quality speaks for itself.

Zatoichi
10-12-2005, 10:23
Thanks player1! You are a credit to the org!

~:cheers:

Jambo
10-12-2005, 11:01
Excellent stuff and I agree with the method of keeping this to perceived "bug fixes" rather than introducing personal preferences and modifications. Here's hoping you will eventually decide to do an update VnVs for the 1.3 Imperial Campaign.

Thanks

Garvanko
10-12-2005, 11:29
Thats a very good patch. Thanks. :bow:

Sleepy
10-12-2005, 12:08
Excellent work player1

edyzmedieval
10-12-2005, 12:47
Wonderful, my neighbour ~D

I'm really surprised....How come CA didn't make you an offer to join?!

But have you offered yourself to join CA?!

player1
10-12-2005, 12:50
But have you offered yourself to join CA?!

Probably because I would have to be in England. ~D

Puzz3D
10-12-2005, 12:57
Excellent stuff and I agree with the method of keeping this to perceived "bug fixes" rather than introducing personal preferences and modifications.
So the German spear warband has 9 attack on their secondary weapon? That's what they had in RTW v1.2.

SpencerH
10-12-2005, 13:01
Probably because I would have to be in England. ~D


and it'd be hard to play civ

player1
10-12-2005, 13:03
Actually it's 5/4 (attack/charge) now, since with 1.3, not even Spartans have secondary weapon of same force as spears (they have 16/4 spears and 12/3 swords).

So I think I reverese engieneer what I would call "correct" value.
(all secondary phalanx weapons got nerfed with 1.3 unit balance tweaks)

player1
10-12-2005, 13:06
and it'd be hard to play civ

Yes Civ4 is coming.
Maybe it will need a new Patch Suggestion mod?

Puzz3D
10-12-2005, 13:15
Actually it's 5/4 (attack/charge) now, since with 1.3, not even Spartans have secondary weapon of same force as spears (they have 16/4 spears and 12/3 swords).

So I think I reverese engieneer what I would call "correct" value.
(all secondary phalanx weapons got nerfed with 1.3 unit balance tweaks)
Well I think the removal of secondary weapon for German spear warband is correct since that's how Gaul spear warband are set up, and the mistake was giving them phalanx formation. It's a mistake that goes all the way back to RTW v1.0.

player1
10-12-2005, 13:23
Well I think the removal of secondary weapon for German spear warband is correct since that's how Gaul spear warband are set up, and the mistake was giving them phalanx formation. It's a mistake that goes all the way back to RTW v1.0.

Well we can agree to disagree.
They are called Spear Warbands, while Gaul unit is just Warband (with spears). They also have sword skeleton for seconday weapon.

On the other hand, maybe they were supposed to be "shield wall" with BI?

Kraxis
10-12-2005, 13:46
No, since shield wall isn't compatible with RTW then that can't be it. I would agree that shield wall would be the best compromise, but sadly it isn't possible.

Puzz3D
10-12-2005, 13:50
No, since shield wall isn't compatible with RTW then that can't be it. I would agree that shield wall would be the best compromise, but sadly it isn't possible.
I see. Well, nice job player1 on the bug fixer, and for including an easy way to go back to the original files.

Garvanko
10-12-2005, 14:20
I see that the Roxolani, Burgandii and the Lombardi are also now playable. Excellent.

HoreTore
10-12-2005, 15:45
Well I think the removal of secondary weapon for German spear warband is correct since that's how Gaul spear warband are set up, and the mistake was giving them phalanx formation. It's a mistake that goes all the way back to RTW v1.0.

Not even remotely possible. First of all, it's WAY to expensive for such a unit, the only thing justifying it is the phalanx.
And it's pretty obvious that CA want them to have the phalanx. I know, the Germans didn't historically use the phalanx formation, of course. But I don't think that's what's it's representing. Instead I believe it simply represents the shield wall and/or the hedgehog. CA didn't have the time to make a whole bunch of formations before shipping(like they have got now), and so had to compromise and make 1 which would be applied to all the defensive formations.

well, that's my view anyway...

Puzz3D
10-12-2005, 17:49
Not even remotely possible. First of all, it's WAY to expensive for such a unit, the only thing justifying it is the phalanx.
And it's pretty obvious that CA want them to have the phalanx.
Granted CA wanted them to have the phalanx before v1.3, but we all know phalanx didn't work properly. Now the claim is that the unit is too strong. I think someone forgot to remove the phalanx ability when they took away the secondary weapon. Why should this unit nerf in close combat? It's not as though they are trained to fight in true phalanx, and are therefore less skilled when fighting with swords. In the versions before v1.3, they weren't less skilled. Since the phalanx has been fixed in v1.3, maybe it's too good now to be used to simulate a shield wall (a simulation which to me is unconvincing anyway if that's what its intent was). The player who claimed they were unbeatable had his two units that frontally charged beaten by them which didn't happen before v1.3. Doesn't the issue lay there with their frontal performance?

Is taking away phalanx ability from the spear warband nerfing them more than giving them a nerfed secondary weapon? Gaul's spear warband who are weaker than germanian spear warband, have no secondary weapon and no phalanx ability are pretty effective, and quite good vs cavalry. I don't know the difference in cost, and I'm not at home to check it.

Elros
10-12-2005, 18:15
I was hoping something like this would be coming. Thanks.

It was remarkably fast too.

Seamus Fermanagh
10-12-2005, 18:43
Kudos, AGAIN, to P1.

P1:

I hope Fishpants and others at CA consider hiring you -- even on a contract basis -- since you would enhance the value of their product and the willingness of others to buy new ones in the same line. You deserve more than just kudos for your efforts, and I am both surprised and grateful that you do not charge a fee.

Seamus

ShellShock
10-12-2005, 22:07
Probably because I would have to be in England. ~D

As others have suggested, if I was CA I would sign you up for a closed BETA test of their next patch/game; I'm sure this could only be of benefit to everyone.

You are a star.

gardibolt
10-12-2005, 22:46
Why shouldn't other factions be able to hold games in a Roman arena if they conquered it? Don't the other factions like games too? :duel: I can see them not being able to build it, but why can't they have some sport with an arena that's already there? Or am I misunderstanding this bug-fix?

econ21
10-12-2005, 22:54
... if I was CA I would sign you up for a closed BETA test of their next patch/game; ...

Best idea I've heard for a long time. Seconded! (Or thirded). ~:cheers:

player1
10-13-2005, 02:02
Why shouldn't other factions be able to hold games in a Roman arena if they conquered it? Don't the other factions like games too? :duel: I can see them not being able to build it, but why can't they have some sport with an arena that's already there? Or am I misunderstanding this bug-fix?

Because:
-gladiator games work the same way in BI campaign
-hippodrome in circus maximumus races work the same way too (even in imeprial campaign)
-original solution gave bugs first time game appread in city (THIS MESSAGE SHOULD NEVER APPEAR, BLA, BLA, BLA...)

Kekvit Irae
10-13-2005, 02:53
*adds this to the Useful RTW links*

Jambo
10-13-2005, 10:14
One thing that's rather unusual is the engine_ignition value of the rams in the 3 recent versions of RTW and BI:

1.2 RTW: engine_ignition value is 1.0
1.3 RTW: engine_ignition value is 0.2
1.4 BI: engine_ignition value is 0.8

Values of 1.0 and 0.8 mean that the rams typically burn before they ever reach the gates of a stone wall and above. Since the AI tends to bring a ram to each stone wall siege assault, possibly the rating of 0.2 that CA gave in 1.3 RTW is the most suitable?

demon rob
10-13-2005, 12:08
so is there a bug fixer for us in Australia who at this stage can only download 1.3 patch (from about an hour ago) and can't buy BI for another few weeks (and will probably get Civ4 instead now anyway cos they don't want out money).

player1
10-13-2005, 12:21
BUG-FIXER v2.01 is relased.

New in 2.01:

-Fixed voices for campaign map and battle events for nomad and hun cultures, so they'll be barbaric, like all other voices they use, and not greek or arabian (read installation instructions in order for this fix to work propely)
-Fixed the bug when following ancillaries could be gained with agents: Anchoress, Anchorite, Priest of Sol Invictus, Priest of Mithras and Zoroastrian Teacher
-Fixed anti-traits for ChristianPiety line of traits, so that that you can't get them in same time as ChristianHeresy traits


P.S.
demon rob,
Look at Introduction section of first post.

Kraxis
10-13-2005, 14:07
Found a little mistake...

The Diplomat ancilliary Translator can now be issued to Family Members. Found the Goth Leader to have one. The interesting part is that it is perhaps not too bad really, as it adds 2 points of Influence to him (the bad part is that is says it makes negotiations easier).

[EDIT] Ok, this makes no sense... The trigger specifically says that the character has to be a diplomat... Me no understand. :confused:

[EDIT 2] Aha... He (Ermaneric) is given the Translator from the beginning. I don't suppose you (player1) have given him that, so it seems that we have found an original BI mistake.

player1
10-13-2005, 15:02
It's not strange that preplaced generals in the game have "weird" anicllaries, or traits. There are many examples in original RTW too (doctors for bruti, etc...).

But, I try not to alter them, since that could shift campaign balance (-2Inf in this case), and it's not like the ancillary isn't doing any fuction (also when diplomat talks to general, both of them have their influence shown).


P.S.
There will be another version (2.02) shortly, since I found some bugs with Good/BadConspirator line of traits (it seems that CA fix they added isn't doing its job).

It probably won't get available unitl bug-fixer gets officialy released at TWC too (currently download waiting for review).

Kraxis
10-13-2005, 15:09
Yes but a change to a Herald or Magician would serve the same purpose but would actually fit.

player1
10-13-2005, 15:17
But then you can say that Heralds are only for Romans, and that Magicians are only spawned for factions with law temples (Vandal only).

Kraxis
10-13-2005, 15:36
But then you can say that Heralds are only for Romans, and that Magicians are only spawned for factions with law temples (Vandal only).
Yeah didn't notice the Herald issue, but the Magician is certainly not out. Other ancilliaries have been issued without a proper background for their existence. And besides, only the worst nitpickers would ever object to this.

If it really is that bad, then a Bard and Musician would be possible, both are fairly easy to obtain and both are possible to get as a Barb.

player1
10-13-2005, 15:52
Yeah didn't notice the Herald issue, but the Magician is certainly not out. Other ancilliaries have been issued without a proper background for their existence. And besides, only the worst nitpickers would ever object to this.

From other point, flavourwise, Magician really does not fit to Christian faction ruler stationed in city with the church. ~D

player1
10-13-2005, 15:56
If it really is that bad, then a Bard and Musician would be possible, both are fairly easy to obtain and both are possible to get as a Barb.

*player1 nitpicking too much for his good* ~D

Musician can be acuired in Amphitheatres, and Goths can't build Bardic Circle (where bards are avialable).

player1
10-13-2005, 15:59
Anyway just beacsue I know that there are dozen of similar ancillary incosistance in original RTW, and probaby in BI too, I don't bother and enjoy the ride.

the_inquisition
10-13-2005, 18:56
Just wanted to say Thanks ~:cheers: for a stellar job on ALL the bugfixer versions, Player1. Hvala lepo! ~:) (I learned that, and other useful phrases such as Zelim te lepa ljubavi when travelling the balkans (and assorted bars and clubs) ~:cool: )

BTW, why does CA believe that an army will be completly demoralised (-4 Morale) when being lead by a berserker but not by craven cowards, lily livers etc...?~:confused:

Weirwood
10-13-2005, 20:17
I only lurk around on these forums, but I too wanted to voice how much I appreciate the BUG-FIXER patch project. Thanks a lot P1, you're a gem!

player1
10-13-2005, 20:24
BTW, why does CA believe that an army will be completly demoralised (-4 Morale) when being lead by a berserker but not by craven cowards, lily livers etc...?~:confused:

Well, at least it's not such big deal as before, since now it is needed 7 points to get last level of berserk (coutary to 3 in vanilla RTW). And that extra Command you get on attack could well cancel that penalty.

gardibolt
10-13-2005, 23:19
This thread seems to indicate the general_upgrade problem affects more factions than just Pontus:

http://www.twcenter.net/forums/showthread.php?t=35303

Is that right? Or am I reading it wrong?

Edit: I see subsequent posts there are unclear as to whether this was fixed in 1.3--has it?

Kraxis
10-13-2005, 23:26
From other point, flavourwise, Magician really does not fit to Christian faction ruler stationed in city with the church. ~D
Perhaps, but most people would never notice that. The point is to give the man a gamewise correct ancilliary with the correct bonus.

One could also tweak the character's stats from the outset, and then give him an ancilliary that is a sort of placefiller. It should be possible to remove the Translator and add another without upsetting it all.

player1
10-14-2005, 00:22
This thread seems to indicate the general_upgrade problem affects more factions than just Pontus:

http://www.twcenter.net/forums/showthread.php?t=35303

Is that right? Or am I reading it wrong?

Edit: I see subsequent posts there are unclear as to whether this was fixed in 1.3--has it?

Well, my 1.3 testing showed that you still need marian reforms for upgrades to occur to all factions. Non romans building highest level governor building won't help.

What's new in 1.3, that marius reforms occur 100% right after roman build imperial palace (when generals are upgraded for all factions too).

Bulawayo
10-14-2005, 10:24
Hi Player1, I used your bug fixer the other day, and it made the playable factions back to the original. I had previously used a "all playable factions patch", but your bug fixer didnt include that. I dont remember how to make them all playable. Are you planning to include it in an updated patch?

player1
10-14-2005, 11:17
Read 2nd post of this thread.

DukeofSerbia
10-14-2005, 11:42
Dobar posao - sad jos treba skinuti. Mozda dobijes posao napolju - ko zna.

And I was questioned why I as Berbers can built Hillmen in Cordoba and not in other cities?

Jambo
10-14-2005, 11:47
Here's a tricky one -

The can_sap ability in the export_descr_units text file, is only available to a selection of units. Some peasants can, some can't. Some infantry can, some can't. Some missile troops can, some can't.

Is it an oversight or meant to be?

player1
10-14-2005, 11:51
Dobar posao - sad jos treba skinuti. Mozda dobijes posao napolju - ko zna.

mozda, jednog lepog dana ~D

player1
10-14-2005, 11:53
Here's a tricky one -

The can_sap ability in the export_descr_units text file, is only available to a selection of units. Some peasants can, some can't. Some infantry can, some can't. Some missile troops can, some can't.

Is it an oversight or meant to be?

It is meant to be that way.
Some cultures are not adept in the skills of engineering.
For example in original campaign, most of barbarain unit were unable to sap.

DukeofSerbia
10-14-2005, 12:15
mozda, jednog lepog dana ~D

Treba da se malo reklamiras u Svet kompjutera. Posalji im pa nek objave u staro za novo kao sto su realism opisali.

I exuce to everybody for using Serbian.

player1
10-14-2005, 14:45
BUG-FIXER v2.02 is relased.

New in 2.02:

-Increased point awards in birth and adoption triggers for traits that need more then one point to get first level of the trait, so it's actually possible to gain those traits at character generation (expect more vices and virtues from new family members)
-Fixed the problem, when Intelligent characters could lose their Intelligence
-Fixed Good/BadConspirator line of traits so they can be gained by assassins
-Corrected sabotage triggers, so that they make more sense

Jambo
10-14-2005, 15:25
The updates are coming thick and fast!

Going back to the sapping issue - some of the non-horde swordsmen units for factions able to horde can actually sap while their corresponding horde versions cannot...

Any thoughts on the ram inconsistencies I mentioned earlier?

player1
10-14-2005, 15:31
Well, horde units are supposed to be just civilians that were put on arms, until they settle. So, they don't know those military matters such as sapping.

I guess that's one of possible explanations.

player1
10-14-2005, 15:53
DON'T INSTALL 2.02
THERE IS CRASH BUG THERE!

One of the lines is missing.
Will upload fix today.

player1
10-14-2005, 16:04
Ok, quickfix uploaded

econ21
10-14-2005, 17:40
BUG-FIXER v2.01 is relased.

Sounds good - do you need to update the link (the first post seems still linked to v2.00)? :bow:

player1
10-14-2005, 20:02
It seems linked to 2.03 for me.

professorspatula
10-16-2005, 16:36
Whilst you're bug-fixing and what not, you might want a look at the descr_model_battle.txt file that comes with the new 1.3 patch for RTW. I'm sure when I was trying to convert my RTW mod to the new format, that I noticed there were a few inconsistancies with some skeletons. If I recall correctly, most phalanx units use the new fs_slow_spearman, fs_slow_swordsman skeletons, including Mercenary hoplites, but the normal hoplites, militia hoplites and Nubian spearmen use the usual fs_spearman, fs_swordsman skeletons. I'm not sure if that is intentional. Surely the Mercenary hoplites should at least have the same animations as the regular ones. Not really a biggie though.

player1
10-16-2005, 17:50
What's the difference from gameplay perspective?

Maybe only difference is in speed of movement (so lightly armored numbians and militia have faster ones)?

And if difference is indeed in speed maybe it's intentional.
(that's pretty much a battle statistic instead of graphic look)

demon rob
10-17-2005, 00:59
.....
P.S.
demon rob,
Look at Introduction section of first post.

Oops, I read that as being for BI. As long as no one sees this then I don't need to get embarrased. Time to download and give it a try. Thanks.

player1
10-18-2005, 23:41
Version 2.04 released!

New in this version:
-Made a workaround for broken leg of British Legionaries
-Additional fixes for several agent creation triggers that make most diplomats and spies to start with one of religious believes

gmjapan
10-19-2005, 09:14
I have noticed what maybe a bug. Sorry if it has been brought up before.

The Numidians can build triremes but not a shipwright to build them from. You have to capture a city with one already built and then you can build them.

This actually adds an interesting element to the game but it would be great to get a shipwright for the Noomies if they should have one.

player1
10-19-2005, 09:20
That could be a design decision.
For example goths in BI can't even build a ports, but can use existing ones to build boats.

SomeNick
10-20-2005, 02:31
Wow Player1 you are definitely a dedicated player of RTW. Thankyou very much for your efforts.

And yeah I agree with a few posts here, CA hopefully will read this and take note of a few of the more notable 'bugs'.

I really appreciate efforts of guys like yourself Player1, and yeah I agree with the above too, sometimes I feel they make an actual bug fix more of a preference fix in my opinion.

Anyway, excellent work and thanks again :) ~:cheers:

player1
10-23-2005, 18:39
Version 2.05 released!

New in this version:
-Changed Berber cultural designation from Carthaginian to Berber for obvious reasons
-Fixed battle advisor icon for Berber faction, so it has correct eastern advisor and not roman one
-Fixed several agent creation triggers related to religious believes (some changes reverted back to original state, to go with developers original design)

player1
10-26-2005, 11:38
Version 2.06 released!

New in this version:
-Made a workaround for problem with Scholae Palatinae units having morphing faces in attack animations
-Made a workaround for texture corruption Paladin Bodyguard units have on there left side of chest
-Fixed a problem with Armored Camel Mercenary units, when lower detail model would be used in place for higher level model and vice versa, so that unit will be less detailed on higher unit graphic settings instead of the other way around

Terry
10-26-2005, 14:37
Wow Player1,

I've been busy at work and taking care of elderly family members, so I haven't had much time to play, but I've been taking time to download and install your updates. I can hardly keep up. Thanks for all the hard work..

Terry

Constantinius
10-28-2005, 05:59
i downloaded the patch and i did not get to play Roxalani, and dthe other factions, how is that possible?

thanks
-con

HarunTaiwan
10-28-2005, 08:35
Why doesn't CA hire this guy as a consultant and fix the game before its released?

player1
10-28-2005, 11:46
i downloaded the patch and i did not get to play Roxalani, and dthe other factions, how is that possible?

thanks
-con

Well, probably beause this patch does not claim making such thing. ~:cool:

It fixes bugs, it does add new features (like to play unplayable factions). ~D

From the good side, if you install Borsook's faction unlocker (look at TWC downloads) after the bug-fixer (important!), you will get those factions you like, while still keeping fixes.

Kaldhore
11-13-2005, 18:25
I installed both the fixer and the unlocker (for the Romano-British faction Provincial Campaign).

Both are great - nice work.

But - I cant see the option for the battle timer - I hate having a timer and I cant find it in the preferences...

Any help?

ShellShock
11-13-2005, 21:31
It's one of the options when you start a new campaign - on the same screen where you select the difficulties and the faction.

professorspatula
11-14-2005, 17:24
No it's not. With BI and Provincial campaigns, some of the options disappear on the faction selection screen. What you have to do is start the campaign, then bring up the gameplay menu whilst on the strategy map (typically by pressing Escape). The options to turn off battle timer etc are there somewhere.

Kaldhore
11-16-2005, 17:54
Yea they tend to disappear - I kinda forgot about pressing escape while in battle :P

Stumbled on it by accident.

AussieGiant
12-04-2005, 03:55
Player1,

I am please to say that your work is so detailed that in 10 years of gaming this is the absolute first time I have considered using an "unofficial" Patch with any game.

Excellent work and I hope a CA Manager see this and picks you up on a contract basis for future work.

Cheers

Alexei
12-14-2005, 20:44
Is it safe to install patch 1.06 over this unofficial patch ?

player1
12-14-2005, 20:53
Use bug-fixer "Original Data" folder to replace modified bug-fixer files with 1.3/1.4 originals.

Then you should install new patch.

Alexei
12-15-2005, 23:21
Thanks, it was quite logical actually:san_embarassed:

BTW are you going to provide another version of your patch for addressing the issues remaining after 1.06 (if any, and I guess there are)?

Thx!

player1
12-15-2005, 23:26
Will see, after I put RTW back on my comp and then look around for changes.

As far as I see in forums, there could be a need for another one, perhaps not on same scope as old one.
(demotic chosen archers come to my mind)

player1
12-18-2005, 23:42
BUG-FIXER v3.00 released!!!

Barbarossa82
12-19-2005, 00:45
Excellent! Congratulations Player1, that is impressively quick work. ~:cheers:

player1
12-19-2005, 06:16
Note that this time VnV system is done for both BI and Imperial Campaign.


And most of fixes are old bugs.

Borbarad
12-19-2005, 16:21
Thank you so much player1 for making BUG-FIXER - this is great work :)
RTW & BI are much more enjoyable with your help! :san_cheesy:

Borbarad

Zatoichi
12-19-2005, 17:27
I agree with Borbarad - now there's a nice first post! Welcome to the board!

Thanks again Player1 for your dedication to the cause!

player1
12-20-2005, 22:51
Version 3.01 is out!

Changes:
-Made impossible for roman leaders to gain points in Disloyal line of traits, since they can't rebel anyway
-Fixed a bug when Awesome Temple of Epona and Pantheon would show up in building browser for Gauls and Spanish (now Romans can get those temples if upgrading from Circle of Epona)

ShellShock
12-21-2005, 19:24
I would just like to add my thanks for updating your patch for 1.5 & 1.6. :jumping:

player1
12-22-2005, 00:07
Sorry for doing yet another small update.

New in version 3.02:
-Fixed trigger for BadTaxman line of traits, so it won't be awarded in situations when tax policy is best as it could be (BI campaign fix, no any extra changes for Imperial Campaign, which has this already fixed)

x-dANGEr
12-27-2005, 16:41
BUG-FIXER, an unofficial patch for Barbarian Invasion expansion pack
Version 3.02
Compiled by player1

Requires:
Barbarian Invasion expansion pack for Rome: Total War (v1.6)
or v1.5 patch for Rome: Total War


Introduction:

This is compilation of fixes to various bugs that can be found in Barbarian Invasion expansion for Rome: Total War. Many of the fixes were not originally my ideas, but ideas of other members from gaming community that I compiled in one unofficial patch. Since unofficial, it is in no way associated with Creative Assembly, Activision or SEGA.

Note that this patch also addresses issues for original Imperial Campaign, so it can be used without Barbarian expansion too.


Download link:
http://www.totalwar.org/patrons/lm/Bugfixer/BUG-FIXERv3.02.zip


Installation:

The content of the zip file should be extracted to your Rome - Total War folder. That way it will replace some of the original text files with those from the archive.

Files replaced are:
-descr_model_battle.txt (from both data and bi\data subfolders)
-export_descr_ancillaries.txt (from both data and bi\data subfolder)
-export_descr_character_traits.txt (from both data and bi\data subfolder)
-export_descr_buildings.txt (from data subfolder)
-expanded_bi.txt (from bi\data subfolder)
-export_buildings.txt (from bi\data subfolder)
-export_VnVs.txt (from data subfolder)

Files added are:
-advisor battlemap.tga (in bi\data\ui\carthaginian folder)

Also, a new subfolder named Original Data will be created, with copies of original files. If you want to restore original files just copy contents of that folder to your Rome - Total War folder. This is important for multiplayer, since it requires original files (to prevent hacking).



List of fixes for Barbarian Invasion Campaign


Changes in descr_model_battle.txt file:

-Made a workaround for texture corruption Paladin Bodyguard units have on there left side of chest
-Fixed Mercenary Bucellarii unit model, so it will fire crossbow properly
-Fixed a problem with Scholae Palatinae and Armored Camel Mercenary units, when lower detail model would be used in place for higher level model
-Fixed model for Chosen Archers, so they don't look like demons from hell anymore
-Fixed model for barbarian female civilians, so that looking cities in battle view won't show just male population for barbarian factions


Berber stuff:

-Added description for 3rd level barracks for Berber faction (export_buildings.txt)
-Changed Berber cultural designation from Carthaginian to Berber, so formerly Berber controlled cities won't report Carthaginian culture (expanded_bi.txt)
-Fixed battle advisor icon for Berber faction, so it has correct eastern advisor and not roman one (added working battlemap.tga)


Changes in export_descr_ancillaries.txt file:

-Fixed bonuses for Bodyguard, Charioteer and Elder Senator retinue members, so they'll actually give bonus/penalty to Influence and not only affect public order
-Fixed trigger for Drinking Companion retinue member, so it can be gained at both Tavern and Bardic Circle, like all other drinking related ancillaries and not just in Tavern


Changes in export_descr_character_traits.txt file:

-Added anti-traits to some traits to prevent weird or impossible combinations
-Several anti-traits that worked in one direction fixed to work in both directions
-Added the workaround for a bug, when gaining an anti-trait would reset trait value to 0 (instead of reducing it for value of anti-trait)
-Increased point awards in birth and adoption triggers for traits that need more then one point to get first level of the trait, so it's actually possible to gain those traits at character generation (expect more vices and virtues from new family members)
-Fixed bonuses for Sobriety like of traits so they'll actually give penalty to Influence as intended and not only affect public order
-Fixed trigger for BadTaxman line of traits, so it won't be awarded in situations when tax policy is best as it could be
-Made impossible for roman leaders to gain points in Disloyal line of traits, since they can't rebel anyway
-Removed roman culture requirement from trigger for refusing bribes, so that non-Romans can benefit from resisting bribes (by gaining levels in Upright line of traits that increase bribe resistance)
-Introduced two new birth triggers, to make it possible that Intelligent and Genius characters could be born
-Fixed the problem, when Intelligent characters could lose their Intelligence
-Fixed Good/BadConspirator line of traits so they can be gained by assassins
-Corrected sabotage triggers, so that they make more sense



List of fixes for Imperial Campaign


Changes in export_descr_buildings.txt file:

-Fixed a bug when Awesome Temple of Epona and Pantheon would show up in building browser for Gauls and Spanish
-Added law bonus to academy-type buildings like it's done in Barbarian Invasion expansion and was intended in patch


Changes in descr_model_battle.txt file only:

-Fixed the wrong color of Spanish generals by giving them proper texture (should be brown, instead of blue)


Changes in export_descr_ancillaries.txt file:

-Fixed the issue with Numidian and Spanish governors not gaining priests as their retinue members
-Fixed the trigger for priest of Neptune, so it won't be awarded to governors or agents
-Fixed triggers for gaining Heroic Saviour and Shieldbearer retinue members


Changes in both export_descr_character_traits.txt and export_VnVs.txt files:

-Parts of Energetic line of traits tweaked, so they won't get worse at higher levels
-To prevent drop in morale bonus when becoming Legendary Hero, this trait gets its morale bonus increased from +2 to +4 (to same level as National Hero) and also gets a +1 bonus to Command when attacking (like in BI)


Changes in export_descr_character_traits.txt file only:

-Added anti-traits to some traits to prevent weird or impossible combinations
-Several anti-traits that worked in one direction fixed to work in both directions
-Added the workaround for a bug, when gaining an anti-trait would reset trait value to 0 (instead of reducing it for value of anti-trait)
-Increased point awards in birth and adoption triggers for traits that need more then one point to get first level of the trait, so it's actually possible to gain those traits at character generation (expect more vices and virtues from new family members)
-Changed crushing victory condition in triggers for GoodRiskyAttacker/Defender line of traits to clear or better, since winning such battles with just clear victory is great accomplishment on its own
-Smoothtalker changed to be diplomat trait, since its effects deal with bribing
-Fixed trigger for BadTaxman line of traits, so it won't be awarded in situations when tax policy is best as it could be
-Fixed problems with Senate Office triggers, which could result in losing some senate titles
-Implemented new triggers for Warlord, Siege and Ambusher traits from BI expansion, in order to make it possible to improve these traits in imperial campaign
-Introduced two new birth triggers, to make it possible that Intelligent and Genius characters could be born
-Fixed the (newly introduced) problem, when Intelligent characters could lose their Intelligence
Would this patch in anyway harm MP? Would a person with it be able to play someone without it?

player1
12-27-2005, 16:53
I'm not sure.

I haven't moded units data files, so they should be same for someone with or without mod.

But, I have no tested anything, so feedback would be welcome.

Also, I added Original Data folder together with bug-fixer, so you can easily replace bug-fixer files with originals if needed.

x-dANGEr
12-27-2005, 16:57
Ok thanks. I'll try it and give you feedback about the MP issue.

EDIT: I've just had a MP game, all went fine. One bad thing though, I had no chat in the lobby, so is that caused by the Bug Fixer or the chat is banned again?

Germanvs
12-28-2005, 11:06
There is now an official fix for the horse_temple feature:

http://www.totalwar.com/community/download.htm

player1
12-28-2005, 15:59
Pitty they haven't fixed academy law bonus at the same time.

Veresov
01-01-2006, 02:06
Player1,

Here are some bugs you didn't pick up on --

;------------------------------------------
Trigger dads_SmoothTalker
WhenToTest CharacterComesOfAge

Condition FatherTrait SmoothTalker >= 1

Affects SmoothTalker 1 Chance 20
;------------------------------------------

smoothtalker is for diplomats only

player1
01-01-2006, 11:13
Not an in-game bug.
Since there will never be fathers with such trait.

And if there was by some miracle such father, then son will still never gain it since non-diplomats can't gain diplomatic traits.

So at current state its just oddity in trigger listings.

Veresov
01-04-2006, 21:07
Not an in-game bug.
Since there will never be fathers with such trait.

And if there was by some miracle such father, then son will still never gain it since non-diplomats can't gain diplomatic traits.

So at current state its just oddity in trigger listings.

So a bug is only what you addressed in the bug fixer, otherwise it is an oddity. I thought you were looking for feedback. My mistake.

player1
01-04-2006, 21:38
I respect all feedback, don't be insulted.

It's not a bug, since it does not affect game in any way.
I could've deleted those lines and it would make no single difference in the game (exempt in bug-fixer version number).

Gen_Lee
01-12-2006, 11:34
Just want to tks Player one for His work.
I started playing Yesterday Bi and Im having a blast as Goth.
And by the list of fixes it includes I know that Im pretty safe that with it instaled I can keep the campaign till the end safely:)

Philippus Flavius Homovallumus
01-24-2006, 15:54
Question: Does the lack of +1 Command bonus from Mercenary Captains in BI count as a bug, given they're still described as a "wirely adviser on tactics"?

player1
01-24-2006, 16:04
Well in BI most things that give command stars are nerfed so I guess it counts as feature.
Also Merc Captain still makes new troops cheaper to recruit.

Rilder
01-27-2006, 10:48
umm does this utilize the mod switch or any chance on it doing so

Philippus Flavius Homovallumus
01-27-2006, 12:20
No, it's a patch, it fixes the bugs CA hasn't gotten around to yet.

econ21
01-27-2006, 13:05
Player1 did you ever look at the bug of soldiers sometimes falling off siege towers en-masse as they tried to get onto the largest stone walls? It commonly happened at Syracuse in vanilla RTW.

I am not sure if CA ever fixed it, but I picked up a fix for it (basically it makes the engines just a smidgen bigger or something) from the RTR forums which I could pass on to you if you are interested.

player1
01-27-2006, 15:40
umm does this utilize the mod switch or any chance on it doing so

Mod switch function does work well for mini-BI mods since then you need to copy entire BI folder and then make changes to it.

player1
01-27-2006, 15:42
Player1 did you ever look at the bug of soldiers sometimes falling off siege towers en-masse as they tried to get onto the largest stone walls? It commonly happened at Syracuse in vanilla RTW.

I am not sure if CA ever fixed it, but I picked up a fix for it (basically it makes the engines just a smidgen bigger or something) from the RTR forums which I could pass on to you if you are interested.

Intersting I never encoutered it, although I must I play RTW rare these days.
How big is the file anyway.

Also, does anybody now is it possible to fix problem with large stone walls when solider get sometimes stuck at the entrance of seige tower. That one I did experience.

econ21
01-27-2006, 17:39
How big is the file anyway.

It's a modified descr_engines.txt file, 26KB. I downloaded it from the RTR forums on 23/08/1995 but unfortunately did not keep a record of who created it or the link.

Eye-balling the modified file and my 1.6 one, the only change I can see is that the modified file for medium siege towers has:

engine_dock_dist 12.2

whereas the 1.6 version of the file has 12.5.

It looks like getting your engine 0.3 closer to the walls is enough to stop your men plunging off the walls of Syracuse!

Jambo
02-03-2006, 01:20
Intersting I never encoutered it, although I must I play RTW rare these days.
How big is the file anyway.

Also, does anybody now is it possible to fix problem with large stone walls when solider get sometimes stuck at the entrance of seige tower. That one I did experience.
Mod out large stone walls is the only complete solution.

You can repeatedly click on the top of the walls and the troops will go up piecemeal, but a) the AI doesn't do this and b) it's simpler to mod out the large stone walls.

player1
02-03-2006, 13:40
Maybe I'll do an addon for bugfixer (as seperate download), with large walls disabled from build queue and start of campaign cities.

We'll see...

WarHawk1953
02-04-2006, 22:33
Player1,
I am installing your v1.64 bugfixer for RTW v1.2. I have a question for you about the UI/folder files and Sprite/folder files. My Data directory for TWR does note show these folders. Question do I add the folders to the Data folder?

My RTW Data folder list the following subfolders for v1.2:

#logs, animations, banners, battlefield, descr_building_battle, editor,

fmv, loading_screen, menu, models, models_building, models_effects,

models_engine, models_landscape, models_missile, models_off_map,

models_strat, models_strat, models_strat, overview_map, packs, scripts,

settlement_plans, sky, sounds, terrain, text,textures, tgas,

vegetation, world

player1
02-04-2006, 22:37
Yes you should make new folders.

WarHawk1953
02-04-2006, 23:39
Player1,
I thank you for your response. The folders have been added.

player1
02-05-2006, 19:03
Version 3.03 is released.
Only change is that fix for 237BC bug for imperial campaign is added. If you haven't experienced this bug, no update is necessary (but it won't hurt neither).

Yukon Cornelius
02-12-2006, 23:17
I have a "slight" problem while using your bug fixer: No trait triggers fire.

Characters start with the correct traits and I can manually alter traits with give_trait, but nobody gains new traits and characters created during play (coming of age, agent creation, etc) don't get any traits either. I've noticed that I encounter the same problem if I add even one trait (though I haven't tested triggers) to the default traits file. It's as though a hard-coded limit is exceeded and the game doesn't read the VnV triggers (or something).

Ancillaries work just fine. I can even add ancillary definitions/triggers to the file with no problems.

player1
02-12-2006, 23:40
Does it happen with imperial or barbarian invasion campaign.

Are you using latest version of bug-fixer?
Any other mods?

Try adding -show_err as command line option for game start shortcut, start game play, exit and see if there are any errors.

My experience is that if there are bugs in trait files that only part before bug will be processed and rest discarded.

Yukon Cornelius
02-13-2006, 00:29
I have not tried the Imperial campaign. It happens in BI (1.06) for certain.

Also, it happened with version 3.02 of bug-fixer. I haven't yet installed 3.03, but I suspect it does the same thing, judging from this:


Version 3.03 is released.
Only change is that fix for 237BC bug for imperial campaign is added. If you haven't experienced this bug, no update is necessary (but it won't hurt neither).

Furthermore, it seems to happen whether other mods are installed or not.


I'll check with 3.03 and see if the problem persists. If it does, I'll try -show_err. I'll let you know whether it works or not (quick and easy test: start campaign and build a bunch of spies -- if any have traits, it's fixed).





[edit]
How odd. It seems to work fine now. I figured there was a problem with the bug-fixer. Guess it was just my copy somehow.

Ivar the Terrible
02-17-2006, 16:40
No more Glorious Fools?

Dear Player1,

Thank you for Bug Fixer and all the work you have done on it.

Playing Brutii in RTW 1.5 one of my family members came of age with the Unlucky Leader trait. Looking at the traits file I noticed that only level 1 of the Glorious Fool trait line is accessible. In BF 1.64 this line was fully accessible through Trigger selfperpetuating50 as part of your fix.

Is dropping this line an oversight or intentional?

player1
02-17-2006, 18:09
When BI arrived I droped whole line of selfperpetuating trait fixes, since most of the traits for BI campaign got their advancement one way or another (exempt Haemophic trait line).

I didn't made 1.3 compatible version of bug-fixer those days.

Now when I made fix for 1.5 imperical campaign I only added cruical fixes, so 1.64 selfperpetuating effects didn't got restored.

One of the reasons is that original 1.64 fix isn't really appropriate, since BI for example, solved glorious fool line in different way then I did in 1.64. As well as many other triggers.

But the problem is that I don't have a time or will to copy all new BI triggers to be used for imperical campaign. Which in some cases could even result in serious balance implications. Would you really want BI corruption triggers in imperical campaign, or tough command star gain, for example.

So I opted for fixing cruical things and dropping things like Glorius Fool nonadvancement in the "design decision, not bug" area.

player1
02-25-2006, 10:25
v3.04 uploaded
It's very minor update, since it only improves a fix for so called 237BC year crash (several new crash dates fixed thanks to gardibolt).

player1
02-27-2006, 11:05
Ok, version 3.05 is here.

With two fixes:
-Fixed a bug when two of senate family members had greek names and looks (thanks to Traiano1978)
-Fixed Roman Turncoat ancillary (for imperial campaign), so it actually gives command bonus against Romans

Also, please reread install instructions. There is one change in them.

Well Hung
02-28-2006, 12:29
Ok, version 3.05 is here.

With two fixes:
-Fixed a bug when two of senate family members had greek names and looks (thanks to Traiano1978)
-Fixed Roman Turncoat ancillary (for imperial campaign), so it actually gives command bonus against Romans

Also, please reread install instructions. There is one change in them.




I am sure this has been written before, but I wish to express my appreciation to “Player1” for taking the time and effort to make this game so much better.

A BIG THANK-YOU

WarHawk1953
03-03-2006, 02:57
Player1,
What MODS are compatable with the original 1.64? How hard would it be to convert mods that are for 2.1 patch to use your bugfixer
original 1.64?

player1
03-03-2006, 08:58
Try looking 1.64 readme, it has some clues what can go with what and so...

player1
03-05-2006, 23:53
Version 3.06 out.

-Fixed model for Lombardi onager crew and wardog handlers (new texture added)
-Fixed flag on back of Scotti Chariots, so it's Celtic and not Briton (fixed model and texture added)
-Fixed missile attack sounds for Celtic and Sassanid slingers, so they don't sound like bow fire

Please reread install instructions, they have changed a bit.

player1
03-07-2006, 23:45
I've been busy a little and finished v3.07:
-Fixed color of Rebel controlled Moorish Raiders and Equites Auxilia, so they are actually white, not green
-Fixed barding for mercenary camels to match rider color
-Fixed corruption near shields for Steppe Spearmen and Saxon Keel units (new textures added)

player1
03-09-2006, 14:20
Another small update (3.08):
-Fixed color of Burgundii, Lombardi and Roxolani officers so they don't look like Vandals
-Fixed a bug when Berber generals used black sword on strategic map (fixed textures added)
-Changed wrong textures that Burgundii and Lombadri generals used on strategic map (fixed textures added)

player1
03-12-2006, 20:08
Version 3.09 ready:
-Added a workaround for model corruption that Catholic Priests have at distance (a hole in their body when looked from the rear)
-Added a workaround for model corruption that Imperial German Bodyguards have when looked from distance (two big extensions from right arm)
-Several fixes for Imperial Bodyguard unit regarding its shield for WRE faction, and weapons for WRE Rebels faction (but with use of some compromises)
-Fixed a problem when first solider in the group would be missing transparency info for his textures (units affected: Hun General, British Legionaries, WRE Imperial German Bodyguard, Pictish Crossbowmen)

player1
03-13-2006, 23:54
And another version (3.10):
-Fixed color of Rebel officers so they don't look like Vandals
-Fixed a bug which made projectiles of various siege equipment to have no sound (units affected: Onager, Heavy Onager, Ballistas, Repeating Ballistas, Carriage Ballistas)
-Added missing voices for Scorpion unit

Barbarossa82
03-15-2006, 16:25
Great work, player1! The 1.4MB of Bug-Fixer seems to have more impact on sorting out the game than the 50MB 1.6 patch...and without screwing up other things in the process!

player1
03-16-2006, 00:36
Version 3.11 ready:
-Fixed Praeventores model, so it has no arms or anything else missing anymore
-Fixed shoulder armor of Roman Centurions, so it's visible on shoulder, not arms
-Fixed faces of WRE Rebel Auxilia Palatina, so they won't be in constant shadow anymore
-Fixed helmet corruption near the face of ERE Comitatensis (including First Cohorts)
-Fixed helmet corruption near the face of WRE and ERE Rebel Plumbatarii
-Fixed misplaced rear side of the Limitanei shields
-Fixed color of ERE Rebel standard bearers (was too blue)
-Fixed color of Pictish Spearmen, so it matches color of other Celtic units

player1
03-18-2006, 20:10
Version 3.12 is here!

Lots of changes in this one:
-Added a workaround for misplaced axes for some of the lower detail Chosen Axemen models
-Fixed the lowest detail model for Catholic Priests so they don't use club as weapon anymore
-Fixed Praeventores model, so it has no arms or anything else missing anymore (old fix improved)
-Fixed model corruption that Paladin and Paladin Bodyguard units have on their left side of the chest (true fix, not workaround)
-Fixed model corruption that Camel Raiders and Mercenary Camel Raiders have on their upper side of the chest in lower detail model
-Multiple fixes to Chosen Warlord bodyguards model (corrupt right hand and "invisibility" on medium distance)
-Fixed voices for campaign map and battle events for Hun faction, so they'll be barbaric, like all other voices they use (units in battle, general speech), and not eastern
-Removed "Yes, Imperator!" confirmation from Catholic Priests and Mercenary Bucellarii, since these units can also be used by non-imperial factions
-Changed experience bonus British Legionaries gain in Urban Barracks from +1 to +2, in order to make Urban Barracks different from Army Barracks
-Made Bucellarii recruitable by Romano Britons in campaign, since they are already available for them in custom and historical battles
-Removed law bonus from Mithras shrines, since otherwise Mithras temples have no real advantage over shrines (exempt pagan conversion bonus)
-Fixed a bug when Hun, Nomad and Sassanid factions can't benefit from conquered higher level health buildings
-Made impossible for Roman leaders to gain points in Disloyal line of traits, since they can't rebel anyway (old fix improved)
-Added missing unit info card for Spanish Onagers

Ciaran
03-19-2006, 11:53
My, you keep churning out new patch versions by the day... Is there any end in sight? Not that I don´t like improvements, but at some point one would expect that everything that can be done is done, or is it?

player1
03-19-2006, 15:30
Sorry... ~D

Anyway, every time I sumbit changes I think "This is the last one...". But I'm wrong almost every time. Heh, even at this moment while I'm typing I already have two more fixes (waiting next version).


P.S.
The thing is that in last few weeks I'm for first time playing with skins and looking for inconsistances in unit models. So I'm not suprised to find loots of problems there. It was similar with VnV files in early days of Bug-Fixer.

Ciaran
03-20-2006, 12:21
No need to apologize, on the contrary. It´s amazing that someone puts that much effort into just ironing out glitches instead of "improving" the game as in making a mod according to his own tastes or perceptions of that elusive spectre "realism".

I just realized that it´s really hard to keep up to date with the newest bugfixer. You don´t have to start a campaign anew every time you install a new version, do you :inquisitive: ?

player1
03-20-2006, 12:47
No you don't need to.
All 3.x versions are save game compatible with each other.
As well as with original 1.5/1.6 saves.

Jambo
03-21-2006, 01:34
Have you removed Large Stone Walls yet for this mod? This would be in the campaign descr.strat files as well as the relevant buildings.txt files.

player1
03-21-2006, 07:53
not, yet...
without breaking the savegames...
which is priority for mod like this...

player1
03-21-2006, 11:18
For large walls, I'll probably implement workaround when all large stone walls will look like standard stone walls in battle map.

That still means you can't use ladders for them, since they are still large stone walls in campaign map. So there is some benefit in building them.

It also solves the problem with compatibily which other workarounds would have (corrupt old savegames, incompatibility with all faction mods, need to edit campaign files, etc...)


EDIT:
Just checked and the ladder info is not true. Modded large walls by descr_wall.txt can have ladders, just not in custom battles.

player1
03-21-2006, 16:19
Also, moding downgraded walls also keep their tower and gate properties.
So epic walls made to look like stone ones will still have ballista arrow and iron gates.

In this case, moded large stone walls will have walls of normal stone walls, but with iron instead of reinforced gate (and tower arrows are same by both).
Not much...

Jambo
03-21-2006, 18:10
I know it's not within the scope of your mod per se, but I'd just do away with all walls above stone walls. Epics and Large are rather ridiculous for the time period and removing them would also allow the AI to concentrate on building improvements that are more worthwhile to their empire.

I don't think I've ever bothered to build any of the more advanced walls above stone walls in any campaign of mine.

player1
03-22-2006, 08:19
I know what you mean.
I just recently did few battles on epic walls.
And there is a reason why epic sige towers are called machine gun towers.
They fire as quickly as arrow, but are much more lethal.
(but at least, fire rate is modable)

player1
03-22-2006, 17:17
Version 3.13 is out:
-Fixed color of Alemanni Chosen Axemen, so it matches colors of its unit card
-Fixed color of Pictish Spearmen, so it matches color of other Celtic units (old fix improved)
-Fixed barding for mercenary horses to be green, not white
-Fixed misplaced rear side of Berber Lancer and Berber Camel Raider shields
-Removed shield form unit model of Sarmatian and Roxolani Alan Noble Cavalry, since unit stats show no shield available for this unit


P.S.
The wall issue is on hold currently, while I still think about best way how to deal with it.

player1
03-23-2006, 20:14
Version 3.14 is out:
-Added +1 experience bonus to Vandal Steppe Warriors trained in Royal Stables, since otherwise Royal Stables would have no benefit over Warlord's Stables
-Made Ballistae and Repeating Ballistae recruitable by Romano Britons in campaign, since they are already available for them in custom battles
-Changed happiness bonus for Sacred Circles of Tyz and Morrigan from 10% to 15%, since these are only Sacred Circles that miss happiness advantage compared to Sacred Groves (making them underpowered)
-Added +1 experience bonus to Greek Cavalry trained in Greek Elite Cavalry Stables, since it makes no sense to build Elite Cavalry Stables just to get Incendiary Pigs
-Made Slingers available from Practice Range instead of Archers for Numidian faction, since otherwise when you get Slingers at Archery Range they are already obsolete
-Made Onagers recruitable by Spaniards in campaign, since they are already available for them in custom battles
-Fixed a bug when some soldiers would die when exiting medium siege towers

Grumfoss
03-24-2006, 10:10
WOW you are very busy. I installed version 3.13 and look the next day 3.14 is out. Excellent work :2thumbsup:

player1
03-24-2006, 11:36
I think I'll slow down a bit in incoming days...

player1
03-27-2006, 21:42
New in 3.15:
-Fixed a problem when Bosphoran Infantry would carry both spear and sword in its hand
-Several anti-traits that worked in one direction fixed to work in both directions (few new fixes added)
-Removed anti-traits for Intelligent line of traits, since characters shouldn't be able to lose intelligence over time
-BadRiskyAttacker made anti-trait to IndecisiveAttacker, since rushing into battle doesn't make you indecisive
-Fixed a problem when IndecisiveAttacker traits could be gained by initiating a siege
-Fixed a problem when IndecisiveAttacker traits could be gained if general withdraws when attacked by superior force (not indecisive, but smart)
-Added partial workaround for a problem when auto-calculated siege battles would never give siege related traits to generals (one of four triggers fixed)
-Fixed trigger for Logistical skill, so it can be gained by generals that move a lot
-Fixed triggers for Navigator and Pilot ancillaries, so they can be gained by admirals
-Added BUG-FIXER Installer to automate installation process

Borbarad
03-27-2006, 22:00
I'm away for one month and when I come back there are so many updates for BUG-FIXER - good job player1 :2thumbsup:

Your BUG-FIXER is a great gift for all of us who love Rome TW & BI :)

Borbarad

player1
04-01-2006, 00:45
New in 3.16:
-Fixed Sassanid Turncoat ancillary, so it actually gives command bonus against Sassanids
-Fixed the trigger for Poisoner ancillary, so it can be gained by assassins (for Imperial Campaign only)
-Removed unnecessary fix regarding Priest of Neptune
-Several anti-traits that worked in one direction fixed to work in both directions (few new fixes)
-Changed crushing victory condition in triggers for GoodRiskyAttacker/Defender line of traits to clear or better (old Imperial fix tweaked)
-Fixed several agent creation triggers related to religious believes

player1
04-03-2006, 19:44
One small update (3.17):
-Fixed Son of Chinglu title, so it can be awarded to 3 generals as intended
-Fixed the bug when Judge retinue member could get doubled (for Imperial Campaign)
-Removed the trigger for gaining IndecisiveAttacker group of traits when ending turn in enemy zone of control, since trigger does not work as intended (it can fire even when you can't attack the enemy or when you are besieging)

player1
04-04-2006, 21:21
Mini-update for those willing (3.18):
-Fixed color of British Legionares, to match other Romano British units (new sprites added)

player1
04-06-2006, 18:14
Small update (3.19)
-Fixed the blackness that Burgundian Lancers have below waist on their armor for Alemanni faction
-Fixed color of Burgundii, Roxolani and Rebel officers so they don't look like Vandals (proper textures added this time)

player1
04-09-2006, 01:03
New in 3.20:
-Fixed the bug when same governor could have both Sol Invictus and Mithras Priest in his retinue, due to a typo in ancillary exclusion list
-Fixed the bug when all Italian provinces spawned rebels of Greek culture (for Imperial Campaign)

player1
04-12-2006, 18:07
Added German language files, made by FoDel.
Work with all 3.x versions of bug-fixer.

player1
04-12-2006, 19:21
New in 3.30:
-Swapped Alan and Sarmatian Noble Cavalry weapons so they would match their unit cards and attack animation
-Fixed animations for Steppe Nobles, Noble Warriors and Mounted Nobles, so they don't use swords as spears
-Added a workaround for model corruption that Sughdian Warriors have at distance
-Added a workaround for an issue when shield appears on Sassanid Desert Archers at distance
-Fixed model corruption that Steppe Swordsmen and Camel Raiders have near neck in one of the lower detail models
-Mostly fixed textures on maces for Clibinarii Immortals
-Fixed hollow spears for Goth Lancers, Steppe Lancers, Merc Vandal Lancers and Steppe Warriors
-Fixed corruption near shields for Steppe Spearmen and Steppe Swordsmen units
-Fixed corruption near shield for barbarian generals and officers
-Made Slavs use correct model for Steppe Swordsmen, not a Warlord one
-Fixed misplaced front side of Slav Steppe Spearmen and Steppe Lancer shields
-Fixed misplaced front side of Burgundi general and captain shields
-Added missing cantabrian circle ability for Mercenary Sarmatian Archers, since Sarmatian Armoured Archers, as well as all other horse archer units, already have it
-Added warcry ability that was missing from Hun Steppe Swordsmen, considering that they are identical to Vandal Steppe Swordsmen that also have warcry
-Added warcry ability to Thracian Bastarnae, since Mercenary Bastarnae already have it

Ciaran
04-12-2006, 19:28
Added German language files, made by FoDel.
Work with all 3.x versions of bug-fixer.

All German language files? I´m asking because CA saw fit that after installing patch 1.3 my (German) version was a partly German and partly English one, the speech files remained German (no complaint there, I don´t think them as bad as some here do with the English ones), but some text files were replaced with English ones and some remained the original. I´ve got no problem with either language, but please one at a time. And even all English texts don´t really mix with German speeches...

player1
04-12-2006, 19:38
These are only German files that got modified by Bug-Fixer.

So I guess it won't help you, since I guess you fell victim of installing english patch to german installation, overwriting larger number of files.


This addon only helps those that installed bug-fixer over German version, so it doesn't get mixed up language in new places.

Ciaran
04-12-2006, 19:51
I´ll try them regardless, I mean, it can´t get worse.

By the way, looking at your last updates, do you edit CAS models and skins as well? Because I´ve realized the Roman cavalry that has shoulder pads have a slight glitch (the shoulder protruding through the armour) ,as well as Velites Gladiators.

Did I mention you rule with a capital "R"? If not, consider it done: You Rule :2thumbsup:

player1
04-12-2006, 20:06
Actually I only know to edit skins (more like cut/paste job).

As for CAS files, I usually disabled models that are corrupt beyond repair. But in few cases changing model_flexi to model_flexi_m also did the trick.

player1
04-12-2006, 20:13
Because I´ve realized the Roman cavalry that has shoulder pads have a slight glitch (the shoulder protruding through the armour) ,as well as Velites Gladiators.

I don't think I could fix these, since they seem like CAS issue.

player1
04-13-2006, 10:49
I just experimented with adding some alpha to those shirts beneath the shoulder armor, that should not be visible for roman heavy cavalry, but unfortunately while it can fix this part of the unit, it will add bugs while attacking, since then you could see hollow shirts near armpit.

player1
04-13-2006, 12:05
By the way I just found that somebody else fixed cavalry while ago:
http://www.twcenter.net/downloads/db/index.php?mod=159

Unfortunately I can't contact Romhilles to commend him for his work (no user name at TWC or any contact info), so i guess I'll just include the fix and add him into credits for next bug-fixer.

player1
04-14-2006, 11:26
New in 3.31:
-Fixed shoulder armor for Legionary and Praetorian Cavalry (thanks to Romhilles)
-Fixed Velite Gladiator shoulder armor
-Added hotfix to formation for light cavarly armies, to prevent generals getting placed at same tile as other infantry (for imperial campaign)

player1
04-18-2006, 10:54
New in 3.32:
-Fixed the problem when Equites Catafractarii riders had part of their body, near the saddle, invisible
-Added a workaround for model corruption that Catholic Priests have at distance (old fix improved)

Nebuchadnezzar
04-19-2006, 04:34
Playing as Carthage with V3.31 and grouped cavalry does not attack correct targets instead each unit attacks closest enemy. Revert to V3.30 and as yet have not re-encountered this problem. Can you tell me what the cavalry hotfix does?

player1
04-19-2006, 08:09
Nothing of this kind.
It just modifies one of AI starting formations so general doesn't overlap (two units in same place) with right wing infantry.
It should in no way affect player.

Exempt if you do use some of those formation mods, then they should be installed after bug-fixer.

player1
04-20-2006, 00:55
New in 3.33:
-Fixed a bug when Slav Steppe Raiders had no proper textures on their swords
-Fixed corruption near shields for Burgundian Lancer, Scholae Palatinae and Hunnic Heavy Cavalry
-Fixed hollow weapons for Eastern Peasants
-Fixed misplaced front side of Frank Levy Spearman shields
-Fixed color of Alemanni Chosen Archer, so it matches faction colors

gardibolt
04-21-2006, 18:19
I have that problem with grouped Carthaginian cavalry in vanilla, so I suspect the BugFixer issue is just a coincidence.

player1
04-22-2006, 17:46
New in 3.34:
-Made Burgundii use correct barbarian general model for their generals and captains (new textures added)
-Fixed a problem when first solider in the group would be missing transparency info for his textures (Chosen Archers added)

player1
04-22-2006, 19:15
Added Spanish translation files made by SeKhTeM.

player1
04-23-2006, 23:52
New in v3.35:
-Removed artifacts near shields for Levy Spearmen, Spear Warband and Pictish Spearmen units
-Removed artifacts near shields for barbarian generals and officers (added Frank general)
-Fixed misplaced front side of Francisca Heerbann shields
-Enabled sprites for Pictish Spearmen (were not used before)
-Fixed color of British Legionaries, to match other Romano British units (old fix tweaked)

player1
04-24-2006, 11:55
There were some errors in readme, so I reuploaded part1 of v3.35.

player1
04-27-2006, 03:04
New in v3.36:
-Removed artifacts near shields for Tribal Cavalry, Sword Heerbann and Chosen Swordsmen units
-Fixed Sarmatian Virgin Cavalry shields and helemts

Julius_Nepos
06-13-2006, 10:34
Greetings, I am running the latest BUG-FIXER release, 3.36 and I've encountered a strange issue. When playing as the Bruti, I find that when I charge my Equites into the back of a line of Levy Pikemen, rather than demolishing the unit, as one might expect, many of my Equites die and the charge is absorbed by the Levy Pikemen, making them seem to be some kind of uber-super unit. I'm running the 1.5/1.6 patches for both RTW and BI and the only mod I have installed is the Bug-Fixer, is this supposed to be happening? I don't recall Levy Pikemen and even Milita Hoplites being able to absorb a full cavalry charge in the back WHILE killing my mounted units without even turning around. Hopefully this issue can be resolved soon, thanks.

x-dANGEr
06-13-2006, 11:50
I think it has got nothing to do with the Bug-Fixer. This is a common usual thing that happens when you charge a 'low armored' unit into the back of a phalanx.

gmjapan
06-13-2006, 16:49
Yeah i dont think that cav charge is bug-fixer. So far I have had Eastern Infantry insta-route and kill all but three Cataphracts that charged their back, Eastern Infantry insta-kill my general as he charged their back and Phalanx units continually route equites that (again!) charge their back even while engaged. (I'm gonna learn soon!)

But my point is the first two happened on latest R:TW (1.5?) without bug-fixer installed.

EDIT: is there a bug with the "bonus vs cav" units that the bonus is being applied for the wrong conditions?

Julius_Nepos
06-13-2006, 17:44
Well that rules out that problem then. As I said I don't ever remember this being "common" in any way shape or form. This is the first time its happened to me and I find it exceedingly unrealistic. Perhaps it's something I can modify myself, though I suspect it was done to make the game more challenging. I find it more humorus when mounted spearmen die because they hit the BACK of a Phalanax Unit. Thanks for the replies though, much appreciated they are.

Ciaran
06-14-2006, 09:56
I´m afraid you´ll have no luck there, that´s the so-called butt-spike issue (or bug). With 1.3, a new functionality was introduced for spear-armed units, if they stand braced, they reflect some of the cavalry charge back, providing a better defence. Unfortunately, while it was obviously intended to work when the attack hits the front, actually it seems like the charge-reflecting works both on the front and the rear of the spear unit (not the flanks, though, to the best of my knowledge, so try hitting those). By the way, the spears will even kill your own cavalry if you let them run through them.

Jambo
06-28-2006, 14:09
Does the recent version of the bug fixer include the proposed siege tower fix created by seasoned alcoholic?

player1
06-28-2006, 16:14
I don't think that proposed fix works...

Grendel
08-03-2006, 08:19
:help: Help (please) !
I can not get the bug fixer patches to make a difference !
Which directory am I ment to extract them into or run them in ?

Phoenix
08-04-2006, 19:55
Open the zip files and run the installers in them.

Grendel
08-08-2006, 13:32
Many thanks !

Razor1952
08-09-2006, 01:34
I recently installed bugfixer (thanks player1) and seige towers worked fine on epic walls.

Nebuchadnezzar
09-21-2006, 09:18
I am thinking of putting together a vanilla essentials mod. Fixes and some gameplay enhancements that address the more serious issues in the game. I want to put it together in one neat little package if I can get your permission. Your readme will stay intact as part of the package.

Total contents
Bugfixer, Sinhuets formations, modified descr_strat, minor tweaks and of course mercenary mod.

player1
09-21-2006, 09:27
sure, no problem...

Nebuchadnezzar
09-21-2006, 09:38
That was quick! Thanks

DukeofSerbia
10-03-2006, 20:11
Great job. I just downloaded BI 1.6patch (I hope that I will have lucky this time) and Bug Fixer (both parts) + Romano-British provincial campaign. :2thumbsup: No to see does patch work...

draqula
10-23-2006, 20:30
Hello guys, I seem to have a slightly different problem.
Here's what happens:
I have installed RTW
- installed patch 1.3
- installed patch 1.5
- installed ALEXANDER
- installed BARBARIAN INVASION
- installed patch 1.6

The problem is that i can not start a campaign from the MAIN CAMPAIGN menu.
Does anyone know what needs to be done?

Thx...

Nebuchadnezzar
10-24-2006, 03:03
Wrong install. Try this instead.
Install RTW
Install BI
Install 1.6
Install Alex

draqula
10-24-2006, 11:05
do i have to install patches 1.3 and 1.5 before installing BI or only before installing patch 1.6?
To install Alexander I know I need patch 1.5 if BI is not installed, and patch 1.6 if BI is installed.
I was thinking there was a wrong install...so thanks!!

draqula
10-24-2006, 11:58
OK, so here's what i've tried:
Install RTW
Install patch 1.3
Install patch 1.5
Install BI
Install patch 1.6
Install Alexander

When I start RTW-BI, everything seems to work just fine.
If I select Singleplayer, then MAIN CAMPAIGN, I get an in-game message (not a Windows error message or anything...) saying "Please select an item from the list", and there's just an OK button, nothing else...
There is no list
Except for MAIN CAMPAIGN, it seems that CUSTOM BATTLE, QUICK BATTLE and HISTORICAL BATTLE work just fine...

Barbarossa82
10-24-2006, 17:21
This is the correct install order

Install RTW
Install BI (this automatically patches RTW to 1.3)
Install 1.6 (this automatically patches BI to 1.6 and RTW to 1.5)
Install Alexander.

So basically just don't install 1.5 before installing BI, or indeed at all.

draqula
10-24-2006, 19:18
Hi hi....
Don't tell anyone, but...
I was supposed to use tha crack fo' tha patched version, not for the un-patched version :D
Thanks anywayz...

Barbarossa82
10-24-2006, 23:59
byebye ~:wave:

icek
10-25-2006, 13:25
I recently installed your unoficial patch and I must ask you if you have this strange bug in your games. It appears when cpu give command of your army to special unit like carraige ballistae or elephants. when the battle starts in normal unit size you have for example 6 men in carriage ballistae but the game says in statistics that you have 7! thats is because game give you +1 for commander but actually commander replaces one soldier place in you unit. the problem starts after battle because cpu takes commander from your unit in statistics and in your unit leaving you with 5 men! the same is for elephants... do you have such problem also,... sorry for crappy english.

Whacker
12-01-2006, 23:05
I recently installed your unoficial patch and I must ask you if you have this strange bug in your games. It appears when cpu give command of your army to special unit like carraige ballistae or elephants. when the battle starts in normal unit size you have for example 6 men in carriage ballistae but the game says in statistics that you have 7! thats is because game give you +1 for commander but actually commander replaces one soldier place in you unit. the problem starts after battle because cpu takes commander from your unit in statistics and in your unit leaving you with 5 men! the same is for elephants... do you have such problem also,... sorry for crappy english.

If I understood your problem, yes I've experienced this as well. Elephant units sometimes exhibit this behavior as well. I think it's a function of the game code, and not something fixable by us.

On a side note, having finally signed up for the forums after all these years, I'd like to finally voice my complete, total, and utter gratitude to player1 and all you other outstanding folks who've contributed to this bug-fixer community effort. I've been using it ever since it was concocted back in the day for RTW, and it's been absolutely outstanding and made the gameplay experience that much better. It's only too bad CA didn't decide to officially co-opt this and include these fixes in their patches. Thanks again guys, hope to see something like this for M2TW as well! :bow:

Most sincerely,
Whacker

ForVictory
01-18-2007, 06:40
Ive installed both parts but im not sure if i did it right... Ive installed both parts into C:\Program Files\Activision\Rome - Total War\
is this correct? Isnt there any way to check to see if the installation was succesfull?

Squid
01-18-2007, 17:19
In your C:\Program Files\Activision\Rome - Total War\ directory you should see two new things a folder called original data and a file called BUG-FIXER readme.txt if those are there the files are in the correct places.

ForVictory
01-18-2007, 19:33
In your C:\Program Files\Activision\Rome - Total War\ directory you should see two new things a folder called original data and a file called BUG-FIXER readme.txt if those are there the files are in the correct places.

yes i see both original data and BUG-FIXER readme.txt BUT there not in C:\Program Files\Activision\Rome - Total War\ but in C:\Program Files\The Creative Assembly\Rome - Total War

But im quessing Activision and The Creative Assembly is actually the same thing?

Barbarossa82
01-18-2007, 22:10
yes i see both original data and BUG-FIXER readme.txt BUT there not in C:\Program Files\Activision\Rome - Total War\ but in C:\Program Files\The Creative Assembly\Rome - Total War

But im quessing Activision and The Creative Assembly is actually the same thing?

That's right. If you have the Gold Edition, it installs to The Creative Assembly, not Activision.

An easy way to check if it worked would be to start a campaign, call up the building browser and see if the Academy line of buildings are giving a law bonus. If so, BugFixer was installed successfully (assuming you didn't have a previous mod that had this effect).

ForVictory
01-18-2007, 23:51
That's right. If you have the Gold Edition, it installs to The Creative Assembly, not Activision.

An easy way to check if it worked would be to start a campaign, call up the building browser and see if the Academy line of buildings are giving a law bonus. If so, BugFixer was installed successfully (assuming you didn't have a previous mod that had this effect).

Does that count for both the original and the expansion BI?

Barbarossa82
01-19-2007, 12:51
No, because in BI those buildings have that bonus anyway. But if it installed fine over RTW and you installed it in the same way over BI, it should be fine.

ForVictory
01-19-2007, 16:18
No, because in BI those buildings have that bonus anyway. But if it installed fine over RTW and you installed it in the same way over BI, it should be fine.

I installed the 2nd part (which is for BI) the same place as the 1st one naimly: C:\Program Files\The Creative Assembly\Rome - Total War.
I guess i did that wrong? I should have installed 2nd part over C:\Program Files\The Creative Assembly\Rome - Total War\bi ?

Barbarossa82
01-19-2007, 17:14
No, I think the BugFixer install routine handles that for you. You just needed to point it to your "Rome - Total War" directory, which in your case just meant replacing "Activision" with "The Creative Assembly" in the installer's suggested path.

To check, start up BI and set up a custom battle with the Huns as one of the factions. When selecting the Hun army, take a look at the abilities for Hun Steppe Swordsmen and see if they have the Warcry special ability. This was added by BugFixer so if they have it, the installation worked.

ForVictory
01-19-2007, 17:32
Yes it worked, thx for you help.

Third spearman from the left
02-09-2007, 18:57
Has anyone installed this bug-fixer and then installed EB or RTR mods?

Also if I have games in progress will these still work, or will I have to start fresh campaigns?

thanks :2thumbsup:

Omanes Alexandrapolites
02-09-2007, 21:42
Hi,

Has anyone installed this bug-fixer and then installed EB or RTR mods?
Sorry, but this is virtually impossible. EB/RTR require a clean installation of 1.2/1.5 respectively. This patch is really a sort of unofficial 1.7 and, unfortunately, most major mods and a few minor mods will probably not work on it.

Also if I have games in progress will these still work, or will I have to start fresh campaigns?
Sorry, from what the description of this mini-mod says it is probably not save game compatible. I hope this helps, good luck and cheers!

Dexter
02-22-2007, 10:31
This fix is to say the lest nice, good , awsome ... :book:

i have`nt had enugh time last nite to test all the fixes but the Rome- Imerial campagne is much better now .. specialy my "sons" are`nt idiots anymore .. and the senate is a-ok now to - well whitin the limits as they are a bunch of old guys who think they know ewerything better than you ex> wage war on 3-4 fronts .. UFF - so all wanted to say is thanx for taking the time to make this fix whitch is easy to install and shearing it whit us. :beam: :2thumbsup:

Praetorian101
03-25-2007, 22:59
Sounds like a must have, player1. :beam:

Is it compatible with the GOLD EDITION (RTW+BI)? GE is already patched on the cd so there was no need to install patch v1.6.

Ludens
03-26-2007, 00:10
Is it compatible with the GOLD EDITION (RTW+BI)? GE is already patched on the cd so there was no need to install patch v1.6.
Gold edition is equivalent to R:TW 1.5 + BI 1.6, so yes, it's compatible.

Praetorian101
03-26-2007, 18:05
Ty :charge:

AstroCat
04-13-2007, 04:39
I noticed these 2 files in my root dir:

corrected_regions.tga
cliffs_debug.tga

Is this correct for these to be there? Thanks!

Squid
04-13-2007, 17:04
Yes, those have nothing to do with the bug-fixer, they are generated by the game the everytime you start a campaign and a new map.rwm file needs to be generated (only happens if you delete the file, or it doesn't exist because you haven't run the game yet).

AstroCat
04-13-2007, 17:50
Thanks, just wanted to be sure. :)

AstroCat
04-13-2007, 22:33
If I install another mod such as: Lusted's "Terrae Expugnandae",
Europa Barbarorum (EB), DarthMod (DM) or something like Sinuhet's Formations Modifications... should I install them over your bug fix or should I install them in a fresh vanilla directory?

Thanks for the help!

Ludens
04-14-2007, 16:17
If I install another mod such as: Lusted's "Terrae Expugnandae",
Europa Barbarorum (EB), DarthMod (DM) or something like Sinuhet's Formations Modifications... should I install them over your bug fix or should I install them in a fresh vanilla directory?
Bug-fixer is not compatible with mods that change the trait files. That means that you can use it in combination with formation mods, but definitly not with EB. I am not sure about TE and DM, but I suppose these include the bug-fixer anyway.

AstroCat
04-14-2007, 22:18
Right, totally understood. How would I go about using it with a skins mod like this:

MODDING LEGIONS FULL PACK v1.5
http://www.4shared.com/file/3412244/..._pack_v15.html

Probably a huge pain it would seem. I am beginning to see the attraction of using a complete mod like EB. You get skins and the bug fixes all in one, but with lots of gameplay changes. I wish there was a mod with great new graphics/sound but minimal changes to the vanilla gameplay. At least until I got comfortable with the game in vanilla for a while.

Any recommendations?

Thanks a lot for the help. :)

Ludens
04-15-2007, 11:46
To be honest, I don't know very much about modding. Bug-fixer is mainly a trait mod, but the latest version also overwrites a couple of skins, so they may not be compatible. If I were you, I would install bug-fixer, make a back-up of the data folder, and then install the skin pack. If it doesn't work, you just put the back-up of the data folder back.

Magraev
05-09-2008, 11:19
I read somewhere that the bugfixer makes it possible for the celts to recruit the crossbows they have in custom battles, but I can't see it in the post above.

So - do they get them or not? EDIT: I started a game and they do actually.

I've also wondered about the inability of some eastern barbarians (like goths) to build simple ports. Is that considered a bug in need of fixing?

LuvRTW2531
08-05-2009, 01:39
Hey, Just bought game yesterday. Love it emensly but after reading the expansion manual it dosent seem that great. One problem for me is that the expansion says it can't find an instalation of the original game. Wat do i do!?!?!?!?!?!?!?!?

LuvRTW2531
08-05-2009, 01:49
Need help:help::help::wall:

gardibolt
08-06-2009, 19:29
Have you applied the patches for the basic RTW game through 1.2? IIRC you have to put those on before you apply BI, and it adds the 1.3 patch. But it's been a couple years since I did that so maybe I'm not remembering it right.

You do have RTW installed first right? BI is only an expansion for RTW, not a stand-alone game. Can't tell from your post whether you're aware of that.

bigfrank
12-12-2009, 15:04
Not sure if anyone is still interested in this or not, but I have a fixed Praeventores lod1 model. I know it's already been addressed by the BUG-Fixer, but it works pretty well alongside it.

Squid
12-14-2009, 20:08
Could you post a download?

Matteo
09-30-2014, 23:13
I'm having an annoying bug with BI, I have RTW 1.5 and BI 1.6, both vanilla, no MODs installed.

When I play BI, I mostly use auto-resolve, the only few times I want to fight, the game crashes. I run it again and then works, I'm told BI crashes often, without reason. Could I fix with this "thing"?

khous
11-24-2020, 16:32
Hi, I know the thread is old, but was anyone kind enough to reload the download links? I would like to test the patch, even though the game is old, and I reinstalled it. Thank you

player1
11-24-2020, 17:17
Hi, I know the thread is old, but was anyone kind enough to reload the download links? I would like to test the patch, even though the game is old, and I reinstalled it. Thank you

What a blast from the past.
I haven't visited for almost 15 years.

I do not have locally original files I posted here but I've found an archive on another fansite for the same version of BUG-FIXER and uploaded it here.

Unfortunately, I have no idea how to recover or find fan translations that were also posted in the first post.



regards,
player1

khous
11-28-2020, 15:14
Thanks for uploading the file again, I can't find the file translated into Spanish and I would like to do it myself, to translate it into Spanish, what files do I need to modify? Thank you very much for the way

player1
11-28-2020, 16:58
It was so long ago, that I do not remember.

khous
12-08-2020, 15:30
It was so long ago, that I do not remember.

Hello, I myself have translated it into Spanish, if you want I can send you the file and put it in the main thread, in case someone is interested

Kanovskiy
10-06-2021, 22:59
Hi,

Was there a fix for the imperial german bodyguard? the tip of their spears are dull. It's like they are missing the pointy part!

ephiopez
12-09-2023, 22:00
+1
One more blast from the past )

Just cant use bugged, unfinished vanilla RTW. Love this game since a long time ago. Exactly RTW (not BI). For its surroundings, atmosphere. Gaddem sound/music!
From time to time I install the game, but soon I delete it, realizing once again that the game is unfinished, unfinished, and has a bunch of bugs.
And after some time, having installed the game once again, I decided to look for some kind of mod or an unofficial patch. Perhaps this is just your patch)