Re: Carrodunum Rebellion CTD
Thanks for your report :2thumbsup:.
Re: Carrodunum Rebellion CTD
I suppose you've continued your game, as you've said you could bypass it. Thanks again for your report, you've been a great help! I've tested the game and found out it destroys our premise for our solution to the rebellion CTD. No quick fix unfortunately, but we'll hopefully get it by the next release.
Re: Carrodunum Rebellion CTD
I can say already that if a celtic culture city is captured by the romani (any other faction really), and then they upgrade the city core building to their faction type, and then you capture the city and it tries to rebel back to the romani (or whatever the second faction is), then there will be problems. Our solutions helped the matter, but didn't solve it entirely.
Re: Carrodunum Rebellion CTD
Thanks for the information, it will be a vital consideration when raiding (I really got to like raiding - never had to do it before EB).
As a work-around, a quick investigation of potential targets with a spy for "foreign influences" should tell me if a city is safe to raid.
The purpose of my Carrodunum raid was to protect my brave boys in Italia from the queue of cheap Romani Celto-Germanic spearmen heading that way from the Germanian megalopolis.
I think I will try the City mod for my next campaign - that should cut down the endless waves down to manageable proportions.
Good luck with your efforts, I really appreciate what a labour of love it is. I am still amazed at the amount of detail and depth you have managed to add to the Vanilla base. I haven't touched M2TW (or anything else actually) since Christmas thanks to EB.
Re: Carrodunum Rebellion CTD
Quote:
Originally Posted by Teleklos Archelaou
I can say already that if a celtic culture city is captured by the romani (any other faction really), and then they upgrade the city core building to their faction type, and then you capture the city and it tries to rebel back to the romani (or whatever the second faction is), then there will be problems. Our solutions helped the matter, but didn't solve it entirely.
Hi. I know this thread has more than a month, but I stumbled upon this same CTD in Carrodunum and I made a deep search of the problem, which I want to share with you:
First of all, this city should be connected to the Aedui. The evidence is in the name, in the celtic unit types that start the game and even the governor Cocolitanos belongs to the sub_faction gauls (descr_strat.txt).
Anyway, what happened was that somewhere along the time, the city changed to a Aedui government building (governors_palace - Amaudrahanna) and developed the "gov4" building (Tuatargo), but kept the military building "muster_field_G" (Warrior_Gathering). The Sauromatae conquered the city but it rebelled in the following turn, causing a CTD.
I started by changing the export_descr_unit.txt file by removing the "mercenary_unit" attribute from the "celtic infantry curoas". There was no CTD this time, but the Curoas missed the correct skin (it needs the mercenary_unit attribute).
So, my next move was to put a couple of non-mercenary units in the export_descr_building.txt file, in every government block:
Code:
recruit "celtic infantry aljazgae" 0 requires factions { gauls, scythia, germans, } and hidden_resource NW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
recruit "celtic infantry lugoae" 0 requires factions { gauls, scythia, britons, } and hidden_resource NW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
There was no CTD and the city made a correct transition to the Aedui faction. The Aedui even started creating Aljaz-Gae and Lugoae in this city.
However, it was not enough for me. I think this city should belong to the Aedui faction, so I made the following changes:
In the campaign_script.txt I made the following switches:
Code:
;console_command create_building Carrodunum muster_field_G
console_command create_building Carrodunum muster_field_D
And in the Gaul
Code:
if I_LocalFaction gauls
(...)
;console_command create_building Carrodunum outlying
console_command create_building Carrodunum expansion
I also add the line:
Code:
console_command create_building Carrodunum celt1
for the celtic reforms.
Then, in the descr_strat.txt file I made the following switch in the Lugouw region settlement:
Code:
;faction_creator germans
faction_creator gauls
Then, in the descr_regions.txt file I changed the code in the Lugouw region to:
Code:
Lugouw
Carrodunum
;germans
gauls
Lugii
177 78 58
iron, wild_animals, river, NW, C, n1, n2, n4, y8
5
1
So, now I have the complete transition to a celtic region, instead of a german one. And no CTD.
Re: Carrodunum Rebellion CTD
Indeed the recruitment on the palace building is what fixes the CTD. We originally thought the faction a settlement rebelled to was decided by the initial culture set, but that's not the case, as TA said. We're creating a pathetic urban militia unit that will available at all palaces except for those who have access to a native unit from the palace in that province. After that we'll be rid of the rebellion CTD for good. Thank you for your study.
As for Carrodonum being of Aedui alignment, I do not know. Our historians probably know better, if you like you can create a thread in the main forum to ask about it/make the case for the change.