View Full Version : Romani Crash AGAIN!
SuperGosc
11-17-2007, 04:38
I posted about a week ago about problems with my romani campaign and it crashing as soon as I click the end turn button. I somehow got it to work again and now its crapping out again. I dont even see the icons at the top of the screen for turns, it just crashes to desktop as soon as I click end turn. This is getting annoying and none of the fixes do a damn thing to help. So if someone can please help me understand why I cant play a campaign without having to deal with this ****, please take a look at my game.
My Romani Campaign:
http://uploaded.to/?id=zfz1s3
Eb v1.0
PS - Maybe I need to pray before every turn for this mod to work.
pantsukki
11-17-2007, 13:00
You wouldn't by any chance be trying to repair any other factions government building? I captured a Thracian city and planned to give it to my allies, the Macedonians, and with that in mind I decided to repair the lvl 4 Mac gov which I found in the city. Well, I got a CTD immediately after clicking the end turn button, and I'm pretty sure that this was the reason. Atleast it didn't crash once I had removed the building from the queue.
Nonetheless, I'm also suffering from regular CTD's as the Romans, after battles. But their not (atleast so far) reproducable... :furious3:
SuperGosc
11-17-2007, 15:10
Whenever I capture a city i destroy the goverment buildings and all the barracks.
Tellos Athenaios
11-17-2007, 17:24
I posted about a week ago about problems with my romani campaign and it crashing as soon as I click the end turn button. I somehow got it to work again and now its crapping out again. I dont even see the icons at the top of the screen for turns, it just crashes to desktop as soon as I click end turn. This is getting annoying and none of the fixes do a damn thing to help. So if someone can please help me understand why I cant play a campaign without having to deal with this ****, please take a look at my game.
My Romani Campaign:
http://uploaded.to/?id=zfz1s3
Eb v1.0
PS - Maybe I need to pray before every turn for this mod to work.
Oh no not at all. In fact (considering the complexity and the amount of people that play EB) EB is pretty stable. Few other mods are about the same size as the raw RTW 1.0... which means it's virtually impossible to know beforehand what is going to happen.
Anywho - contemplating mood off - there are a couple of things you can try. (They will not immediately cure your game; still they will help thechnically adept people to recognize & fix the problem more quickly.)
First of all: bring up the RTW console (usually the tilde key) and type toggle_fow
This should turn off the Fog Of War; so you will be able to see everything on the map. If you haven't already turned the next thing on, be sure to have the follow AI option turned on.
Now press end turn - and monitor as closely as possible where the crash happens. What settlement? What armed forces? What battle? Etc etc.
How this may be of help:
-if it is a settlement you can review the settlement before the crash occurs, by simply reviewing it before you hit end turn. If it is about to revolt for example this may be the cause (though that shouldn't be the case, otherwise one of our inbuilt fixes doesn't work properly yet... :sweatdrop:)
-if it is a character/battle you can try and run this with the temporary trait nerf. If it doesn't happen with nerfed traits this probably means you should download the traitfix (be sure to do this anyway, we have verified and fixed some crashes related to traits...)
-if it's in your own turn you will have to look out for empty ghost armies etc. etc.
EDIT: Of course it would be helpful if you did post all the info requested in the sticky thread "How to ask for help with a crash". ~;)
Whenever I capture a city i destroy the goverment buildings and all the barracks.
Have you repaired one of your own gov buildings? If you loose a settlement to the enemy your gov building gets damaged. If thne you recapture your city and destroy the enemy gov building and in the same turn repair your own one your game will crash immidately after hitting endturn. Youc an avoid it by waiting a turn unitl your repair your own building.
SuperGosc
11-18-2007, 16:14
I dont know why but when I turned on the follow ai option, everything started working perfect again. Thanks for your help and I know that eb is the most stable mod out there.
I think FATW is more stable in general, but I think that's the only other major mod with our level of stability. Seems most EB crashes are attracted to certain people, as many go without a single crash but others like you report being plagued with them repeatedly.
Tellos Athenaios
11-18-2007, 19:11
I dont know why but when I turned on the follow ai option, everything started working perfect again. Thanks for your help and I know that eb is the most stable mod out there.
:inquisitive: That's one weird fluke then... (The crash, I mean.) :dizzy2:
Anyhow enjoy your game!
SuperGosc
11-18-2007, 19:15
Well it worked for about 5 turns and now I have the same problem. This is getting annoying. I am starting to think that its when cities riot this crash happens. Nikia is rioting now and the crash happens at the next turn.
Please try to reduce the unhappiness by removing population: add_population Nikaia -4000 (or whatever the city name is precisely).
SuperGosc
11-19-2007, 02:13
Yea, I figured out that its mostly rioting cities. Tell you the truth I think my romani campiagn is just screwed up lol. I started a Koinon Hellenon campaign and i have got 1 crash that was very minor and nothing else.
BTW I see that under the unit list for Koinon you can recruit creten archers. I still dont see them in the recruitment roster in krete, why???
I don't have the code here, but if you see them in the MIC description but can't recruit, they're reform units (or the special case of apeleutheroi that only are created in rebellions).
Tellos Athenaios
11-19-2007, 17:11
According to EDB you'd need a level 4 Faction MIC; hence a type II or I governement...:
recruit "hellenistic missile cretan archers" 0 requires factions { thrace, greek_cities, } and hidden_resource SW and hidden_resource D and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
Next level of strucuture sporting the _I1 tag is the royal_barracks_I1 so there you have it.
Possibly you don't have the ability to create a gov2 there. This limitation is specifically mentioned in the recruitment viewer readme, it does not take gov options into account.
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