View Full Version : i need help with making western rman rebels playaable
Byzantine Mercenary
04-26-2006, 11:11
hey, ive made western roman rebels playable, given them two regions (the two western roman provinces in africa) and got rid of dead until reserected in descr strat.
Ive given them a map and descriptions. They work and i can play a campaign as them the only problem is that as i get further into the game it starts crashing, with increaseing frequency until its compleately unplayable, campaigns as other factions work fine it seems to be just the western rebels that cause this problem, any idea what the cause might be?
Makanyane
04-26-2006, 15:45
Have you changes descr_sm_factions.txt? You'll need to delete the shadowing effect ie:
empire_west, shadowed_by empire_west_rebels
&
empire_west_rebels, shadowing empire_west
There may be other bits as well, I haven't personally tried this.
Byzantine Mercenary
04-27-2006, 16:25
nope maybe thats the problem, it won't even let me load that game now!
what does the shadowing affect do? is it what makes rebeling western roman cites turn over to the eastern romans?
Makanyane
04-27-2006, 20:01
nope maybe thats the problem, it won't even let me load that game now!
Sorry don't understand, do you mean you can't start a new campaign, or that you can't load your saved game?
Shadowing makes western roman rebels take over western roman cities if they rebel, ie. that is what causes them to be 'resurrected' in the original game. I had assumed your crash was to do with western roman city rebelling, and triggering shadowing effect.
When did your crashes occur? (ie. please specify: on AI go, loading battles, moving over strat map, etc.)
Byzantine Mercenary
04-27-2006, 22:31
i meant the load game, the crashes occured at random times on the campaign map, they became more and more common as the game progressed untill it was crashing so often that i couldn't even load the game. i had already recieved some rebelling western roman provinces and and i think i had lost some to the western empire through rebelion when the crashing started
Hans Kloss
04-28-2006, 16:38
Copy and post here relevent part of descr_strat (WRR section)
BTW is this modification of "vanilla" RTW BI descr_strat ?
Byzantine Mercenary
04-30-2006, 00:10
ok
faction empire_west_rebels, fortified stalin
denari 1000
settlement
{
level large_city
region Africa
year_founded 363
population 19034
plan_set default_set
faction_creator empire_west
building
{
type core_building proconsuls_palace
}
building
{
type defenses large_stone_wall
}
building
{
type market forum
}
building
{
type barracks militia_barracks
}
building
{
type missiles practice_field
}
building
{
type equestrian stables
}
building
{
type port_buildings shipwright
}
building
{
type health baths
}
building
{
type hinterland_roads roads
}
building
{
type amphitheatres stone_amphitheatre
}
building
{
type temple_church_christianity church_christianity_church
}
}
settlement
{
level large_town
region Tripolitania
year_founded 363
population 4508
plan_set default_set
faction_creator empire_west
building
{
type core_building governors_villa
}
building
{
type defenses wooden_wall
}
building
{
type market trader
}
building
{
type port_buildings port
}
building
{
type health sewers
}
building
{
type hinterland_farms farms
}
building
{
type hinterland_roads roads
}
building
{
type temple_of_leadership temple_of_leadership_shrine
}
}
character Appius Flavius, named character, leader, age 25, , x 82, y 45
traits LoyaltyStarter 1 , Christian 1, Epicurean 3 , ApicianRomanVice 2 , Gambling 2 , Inbred 2 , WellConnectedWife 2, RaceFanGreen 1
ancillaries chirugeon, cook, herald, mercenary_captain, wilderness_prophet
army
unit imperial german bodyguard exp 0 armour 0 weapon_lvl 0
unit limitanei exp 0 armour 0 weapon_lvl 0
unit foederati infantry exp 0 armour 0 weapon_lvl 0
character Titus Flavius, named character, age 27, , x 96, y 21
traits LoyaltyStarter 1 , Pagan 1, GoodCommander 2 , Disciplinarian 2 , Xenophobia 2 , Paranoia 1 , Disloyal 2, RaceFanRed 1
ancillaries bodyguard, carnifex
army
unit imperial german bodyguard exp 0 armour 0 weapon_lvl 0
unit limitanei exp 0 armour 0 weapon_lvl 0
im editing vanilla BI but have made quite a few changes already, to mercenarys, a few units and ive given the romano british a few provinces and made them playable all (except the unit changes) under a new provincial campaign (the same one as im trying to make the western rebels playable in
Makanyane
04-30-2006, 07:30
Sorry for earlier answer, was thinking you meant playable as a normal faction without revolt / transfer of ownership thing.:oops:
When playing BI we did find ( playing as west_romans, with west_roman_rebels unmodded) that taking or besieging a city that was imminently about to revolt to the same faction as that taking it, in some circumstances gave a CTD - never did track down precisely why!
Also there is definitely a bug with the romano_british (I think widely known) if they lose their settlements / leaders in the wrong order, game tries to trigger their re-emergence, fails and CTD's. I think trigger is hardcoded, cure involved removing 'britain' hidden resource (can't remember if anything else).
Have you tried looking and the 'all factions playable' mod?
http://www.twcenter.net/forums/showthread.php?t=38966&highlight=factions+playable
I know it's not quite what you're trying to do but file changes could give some clues.
Byzantine Mercenary
04-30-2006, 22:56
When playing BI we did find ( playing as west_romans, with west_roman_rebels unmodded) that taking or besieging a city that was imminently about to revolt to the same faction as that taking it, in some circumstances gave a CTD - never did track down precisely why!
perhaps that would explain the first few crashes
Also there is definitely a bug with the romano_british (I think widely known) if they lose their settlements / leaders in the wrong order, game tries to trigger their re-emergence, fails and CTD's. I think trigger is hardcoded, cure involved removing 'britain' hidden resource (can't remember if anything else).
i don't think i had any contact with the romano british, what is the wrong order? does that mean if they lose their heir before their leader?
Have you tried looking and the 'all factions playable' mod?
http://www.twcenter.net/forums/showthread.php?t=38966&highlight=factions+playable
I know it's not quite what you're trying to do but file changes could give some clues.
il take a look thanks, its pretty much what im trying to do except i was trying to get the roman rebels and the romano british in charge of a few provinces to make them more of a threat
Makanyane
05-01-2006, 06:26
Originally posted by Byzantine Mercenary:
i don't think i had any contact with the romano british, what is the wrong order? does that mean if they lose their heir before their leader?
Don't think it matters if its you fighting them or the AI (celts??)
Think hardcoded trigger for them to emerge was if WRE lost Britannia_inferior and Britannia_superior (provinces which have 'britain' hidden resource)- then they're meant to emerge as independent (but not hording) army.
Flaw we had with putting them into Britain (without taking 'britain' resource out) is that it also seems to try and trigger emergence if RB lose those two provinces.
I think CTD was if there was any other RB leader still alive outside of the last of those two provinces to fall - on map or in other city (RB was also hardcoded so that an army with leader can survive without city) so CTD would be due to it trying to emerge the RB whilst they still exist on map.
If you already have them on the map I think you should just be able to take out 'britain' hidden resource for future campaigns - don't know if it will help your saved game though.
Byzantine Mercenary
05-02-2006, 11:29
Don't think it matters if its you fighting them or the AI (celts??)
Think hardcoded trigger for them to emerge was if WRE lost Britannia_inferior and Britannia_superior (provinces which have 'britain' hidden resource)- then they're meant to emerge as independent (but not hording) army.
Flaw we had with putting them into Britain (without taking 'britain' resource out) is that it also seems to try and trigger emergence if RB lose those two provinces.
I think CTD was if there was any other RB leader still alive outside of the last of those two provinces to fall - on map or in other city (RB was also hardcoded so that an army with leader can survive without city) so CTD would be due to it trying to emerge the RB whilst they still exist on map.
If you already have them on the map I think you should just be able to take out 'britain' hidden resource for future campaigns - don't know if it will help your saved game though.
i see, where is the hidden resource? is it in the descre strat file?
Makanyane
05-02-2006, 16:44
where is the hidden resource? is it in the descre strat file?
No, hidden resources are allocated to regions in
descr_regions.txt
all used hidden resources have to be listed at the top of
export_descr_building.txt
the britain hidden resource is also used in this file to condition the recruitment of graal knights.
To disable hardcoded trigger and keep graal knights available I think you can just change all the instances of 'britain' to something else 'england', whatever...
Can't remember if you have to delete map.rwm to get that sort of change in descr_regions.txt picked up.
Byzantine Mercenary
05-05-2006, 12:14
il give that a try
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