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Patrizius
11-28-2007, 23:49
While someone of my city rebels(only omeone) sometimes i get a CDT before the game creates the rebel army.Someone knows from what it can depend?:help:

Mad Hoplite
11-29-2007, 00:30
Most probably it's a slave unit in descr_rebel_factions.txt with no "slave" in export_descr_unit.txt or no texture or model_sprite lines for slave in descr_model_battle.txt.

This is from the A modder's guide to CTDs (https://forums.totalwar.org/vb/showthread.php?t=58801) thread:


In Campaign Mode CTDs:
During play/AI turn:
- A family member being generated without a general_unit for the faction.
- A new character is generated and not given a valid name.
- Some building bonuses in the same building level as certain unit recruitment strings (this will happen both during AI turn and when the building is right-clicked).
- Units able to be recruited in EDB but no faction "ownership" for a faction in EDU.
- Units added to descr_rebel_factions.txt but no slave faction ownership in EDU.
- Units added to descr_mercenaries.txt but no mercenary_unit in EDU.
- Bad defined type of unit for army spawned via script file
- Mismatch between export_desc_character_traits.txt and export_VnVs.txt entries causes CTD when viewing the portrait of a named character with the bad trait.

Hope that helps.

Patrizius
11-29-2007, 01:55
thanks a lot but it does not seem to solve.but i will check better.Thanks and if you find something else tell me

Makanyane
11-29-2007, 07:51
https://forums.totalwar.org/vb/showthread.php?t=71772

Think you've probably found the old favourite loyalist revolt problem again, please read through that thread.

Solution is to either not have mercenaries, or to make sure that the there is one unit and one unit only in city when it rebels (not necessarily possible if its an AI city) or the actual practical solution: Make sure the faction it is going to revolt to has a unit it can build in that city. See end of thread for how EoD and FATW handled that.

Note problem is normally caused or at least made worse by removing peasant units from being able to be built in core buildings.

Monkwarrior
11-29-2007, 09:27
I profit this thread to post a different rebellion problem found during the beta testing process of ITW.

One of the testers was playing the conquer-sacking strategy with thrace (illergetes) against gauls. He conquered one gaul settlement masacred population (or enslave it) and destroyed all the buildings available. Then he abandoned the settlement.
He did the same with three of the gaul settlements, and as they had no garrison the unrest growed to turn red the small face below the settlement.
Then the game CTD when clicking the end of turn button.

In a previous saved game, I tried to make the same but only in one of the settlements involved, and it revolted without problems. After that I did the same with two settlements and again the game worked without problems. But if the three settlements are placed in a revolt situation at the same time, the game CTD.

Any idea about the origin of this problem?:dizzy2:

Patrizius
11-29-2007, 10:14
Thanks i will read.

Makanyane
11-29-2007, 10:15
@Monkwarrior
and destroyed all the buildings available. Then he abandoned the settlement. well that sounds like the normal loyalist revolt problem described in the thread I linked to, as the faction about to acquire city wouldn't be able to build unit.

When you tested was the one that revolted without problems revolting to rebel or to previous faction owner? If it was only revolting to rebels there isn't a problem, and it might be that only one of the cities was due to revolt to faction owner.

If you're experiencing variability in this look for is mercenary available in region? That is necessary for this particular CTD to trigger. Also if there was still a building that could make unit for the faction that town would revolt to, was it damaged in one test and not in the other (the riot process prior to revolt can damage normal buildings to the extent that they can't produce unit and so create this problem)


So CTD occurs when:

* merc/s is/are present for hire
* loyalist revolt occurs
* no buildings with recruitment lines of faction revolting to are present
* no garrison or a garrison larger than 2-3 units is present (exact number untested)

CTD does not occur when mercs are not present.
was the summary of the necessary conditions for the CTD

Monkwarrior
11-29-2007, 12:05
@Monkwarrior well that sounds like the normal loyalist revolt problem described in the thread I linked to, as the faction about to acquire city wouldn't be able to build unit.
I must say that I didn't understand very well the problems and solutions posted there.:embarassed:
You mean that if a city is rebelling, but the faction is not able to recruit any unit, then the game CTD. Am I right?
I thought that the rebellion took units from descr_rebel_factions, irrespective whether they are recruitable or not under those conditions. But as you say...

When you tested was the one that revolted without problems revolting to rebel or to previous faction owner? If it was only revolting to rebels there isn't a problem, and it might be that only one of the cities was due to revolt to faction owner.
In the tests without problems the revolt was to previous faction owner (I don't know in the other one, as the game CTD before showing the revolt). Thus I feel that you are right about the loyalist rebellion, and I begin to understand the usefulness of the peasants recruitable in underdeveloped settlements.

If you're experiencing variability in this look for is mercenary available in region? That is necessary for this particular CTD to trigger. Also if there was still a building that could make unit for the faction that town would revolt to, was it damaged in one test and not in the other (the riot process prior to revolt can damage normal buildings to the extent that they can't produce unit and so create this problem)
I don't understand the role of mercs in this type of CTD. Why their presence causes CTD? I don't know if they were available to hire, but probably they were, as I try to keep a good number of mercenaries in all the regions to include more variability in the armies.
I must check the degree of damage in the buildings (or even if they were not destroyed) in the subsequent tests.

Thanks for your help and patient. :bow:

Makanyane
11-29-2007, 12:23
I don't understand the role of mercs in this type of CTD. Why their presence causes CTD? I don't know if they were available to hire, but probably they were, as I try to keep a good number of mercenaries in all the regions to include more variability in the armies.Nor did we, Dol Guldur picked it up as a variable and it definitely doesn't CTD if they aren't available. Why... :dizzy2:

If they aren't available and faction it revolts to can't recruit units you get an empty garrison.

If they are available, faction it revolts to can't recruit units and you have successful revolt (by having a 1 unit garrison left in the town) then you find that you get 6x the available mercenary unit as the new garrison. So it obviously looks at the merc pool when deciding what garrison will be, why it makes it fall over for empty or larger pre-revolt garrison though I have no idea!


And you're right the difference with revolt to slave faction is that they will always have unit drawn from the descr_rebel_factions.txt list for the region, thats probably why there is not problem with revolt to slave.

Patrizius
11-29-2007, 19:43
I have tried to remove mercenaries and it still cdt.Seems not to be that one

Patrizius
11-29-2007, 23:23
a new thing.This Cdt happends every time a faction gets over 10000 denari...
if i stay under the city revolts normally.I starrrt to think it may not depends on rebelling

Makanyane
11-29-2007, 23:38
does the mod you are using have a script?

Patrizius
11-29-2007, 23:54
yes but i have not activate it.Seems like the ai tries to train some unit and does bnot succed.

Other news i tried to make nooen to rebel and i get the cdt on the second turn.Maybe i have maded some mistake.But why on the second turn only

Patrizius
11-30-2007, 01:50
Now i'm sure.The cdt happends on the second turn.Even if i eliminate mercenaries and after various tries.Any idea?Seems that rebels does not influence this.It may depends on EDB o descr names pheraps....If you ask i will upload them to you to see

Patrizius
11-30-2007, 16:14
ok i have enstabilished without any more doubts that this error depends by egyptians.If i take in ther campaigns any faction,i will CDT on them...Any idea about a cdt in a particular faction turn?

Patrizius
11-30-2007, 16:50
I'm Desperate.Now all the turn the CDT happends

I have found were the problem is but i can't find it.

Patrizius
11-30-2007, 17:01
Bugged Exort descr building (http://www.totalwar.org/Downloads/Rtw_Uploads/RTWupload/export_descr_buildings.txt)
here is Export_descr_building.It's the bugged file.I'm sure because game works with an older version.
Any idea?

Makanyane
11-30-2007, 17:53
near top of file you've got
roman,slave,
without space between on the core buildings line, it might not like that.

You're using building conditioned recruitment lines, you can do that but you must make sure the building doesn't also have any form of general bonus/effect if you're using v1.5, and you will still CTD if you right click a conditioned recruit line in the building display (which is why we used oversized tgas to hide them on garrison buildings)


If you're having problems specifically with one culture I strongly suspect though that your problem is you haven't put the text entry in for them properly for one of the new buildings in export_buildings.txt - try checking that to see if you can spot anything - typos in the {} sections will cause CTD. Otherwise you really need to re-add each of your new buildings/changes one at a time till you find problem.

Patrizius
11-30-2007, 20:24
i have downloaded Winmerge(a software that let you see differences between to file) and i check with my previous version.It seems like the error(that seems to be nomore) was caused by the barracks without slave ownership and by newlines in cartaginians barracks capacity.No logic.This game seems very instable...

Makanyane
11-30-2007, 20:39
if problem is to do with Carthaginian culture having new buildings see:
https://forums.totalwar.org/vb/showpost.php?p=1098662&postcount=17

there is a problem caused if they have the double re-direct in
descr_ui_buildings.txt
which shows up if you try and give them new buildings, if you delete one of the redirects and give them new building tga pictures it should work fine. Problem shows up slightly randomly, sometimes not until you try making new map.rwm, but can cause odd bugs before that. If you change EDB you should delete the map.rwm and make sure its regenerating and loading OK.

Dol Guldur
12-01-2007, 00:23
Patrizius,

Might I recommend a thorough reading of the Complete EDB Guide, and the discussion thread associated therewith, to help you avoid known issues and better understand how to code the EDB and associated files?

Link: https://forums.totalwar.org/vb/showthread.php?t=50439

Patrizius
12-01-2007, 04:02
Thanks to all!I really appreciate your help.I will read of course