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Re: Your reaction to a new "feature"
Excuse for being out of the EB loop.
But am I to understand that this is the only repeatable known CTD we have in 0.8? Does this mean the old reinforcement CTD error is history?
If so, I think that alone is enough to break out the weed... I mean beer... yeah, beer :sweatdrop:
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Re: Your reaction to a new "feature"
I don't think there's been enough testing to know if the reinforcement CTD is still around. Honestly there has been very little testing.
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Re: Your reaction to a new "feature"
I never had any reinforcement bugs even with 0.74....
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Re: Your reaction to a new "feature"
Then you have probably never had a reinforcement battle with your backups lead by a captain.
I understood exactly what was happening, in reference to Kull's post. I understood this would be one of the unfortunate problems. However, the "current recruitment guide" that was released a while ago was very informative, and for the most part accurate, aside from a couple unfinised unit lines in exp.descr.buildings.txt. The problem really lies in the fact that it is not in-game.
Which is why I posted asking whether this was being considered, worked on in any way, or at all possible considering it would probably mean thousands of lines of text just as long as the recruitment txt itself in buildings.txt? And would probably have to be put in one of the buildings, perhaps the MIC. But as has been said, every faction shares the same buildings, so recruitement for every other faction, if this idea was to be fathomed, would also apear, and you would have to scroll throught hundreds if not thousands of lines of text to find your factions units, and would also have to know where the provinces are located that have them, etc. Certainly a monumental task and I don't think many EB players will realize this.
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Re: Your reaction to a new "feature"
Hmm as stated theres a bit more to this 'iceburg'
ok so we cant check what recruitment by clicking the MIC
would it be possible to attach to the government building or some other building associated with that province - a list of upgrades and associated recruitments for that province
or will that be faction dependent - or perhaps just like in MTW a statement in the province descriptions saying this province is famous for its "salmation knights" or something
there must be a work around
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Re: Your reaction to a new "feature"
Maybe this is a stupid question since nobody else has mentioned it yet... So i'm thinking there's something i've missed...
But what if the AI tries to build the CTD button!? :skull:
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Re: Your reaction to a new "feature"
Quote:
Originally Posted by Yunus Dogus
Hmm as stated theres a bit more to this 'iceburg'
ok so we cant check what recruitment by clicking the MIC
would it be possible to attach to the government building or some other building associated with that province - a list of upgrades and associated recruitments for that province
or will that be faction dependent - or perhaps just like in MTW a statement in the province descriptions saying this province is famous for its "salmation knights" or something
there must be a work around
Thats exactly the biggest problem, there is not a work around, or not one determined to work yet. The recruitment list, as seen in the current version, is not linked to anything other than the input of the unit recruitment under the barracks in export_descr_buildings.txt. And as stated, this buidling will no longer contain the recruitment lines, instead they will be in this new CTD building. Those lines of code will no longer be viewable as they were in the MICs.
Therefore there will be no way to put a faction specific, and certainly not a province specific, recruitment list in-game. As far as I know (and I'm sure right now any EB member knows), it is not possible. The only viable (not really though), in-game guide that I can think would be possible is to put lines of text in the mic or other building in the text folder describing all possible unit recruitment in a given province by a given faction. And since there is no way to limit this to province-specific, than that would mean thousands of lines of text, or at least hundreds, all in one building. Stating "this unit" recruitable by "this faction" in "this region" with "this type of gov't". Considering the number of units, the number of provinces and the number of faction specific gov't prerequisites to train region-specific units, that is a whole lot of txt. Unless they DO create a faction specific building and put it in there, which would still be as much work, just split up for each faction and a little less confusing.
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Re: Your reaction to a new "feature"
Quote:
Originally Posted by Dayve
Maybe this is a stupid question since nobody else has mentioned it yet... So i'm thinking there's something i've missed...
But what if the AI tries to build the CTD button!? :skull:
You can build it without problem. It is when you try to bring up the info screen that it goes wrong. So your worries were unfounded. Though it would be interesting to know if this problem also affects the A.I.'s recruitment choices.
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Re: Your reaction to a new "feature"
I see it as a feature. Quick exit. I like it. Let's make it a windows icon and be done with it.
The bigger concern is that which was laid out by Kull. Unable to view what units are recruitable? I'm not sure what I think about that. Pretty major.
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Re: Your reaction to a new "feature"
In Res gesetae they omitted the unit listings (links) in the building descriptions. Is that anything for you guys (no link no ctd)
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Re: Your reaction to a new "feature"
i choose the third option. id get used to it.
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Re: Your reaction to a new "feature"
Quote:
Originally Posted by hoom
Icon: Red button
Text: Don't Push
That would make me want to push it more.
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Re: Your reaction to a new "feature"
How about a building that takes 0 Mnai and 0 Turns (Is this possible?) If not a 1 Mnai, 1 Turn Building that shows which units can be recruited in each building. Simple, I guess.
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Re: Your reaction to a new "feature"
That would take up loads of building slots, but it could work I suppose.
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Re: Your reaction to a new "feature"
I mean a building per faction, detailing all the recruitable units in all the buildings of that faction.
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Re: Your reaction to a new "feature"
I dont' know why you guys are even waisting energy on trying to fix it. Its not a big deal at all. I mean.. come on its a mod, every mod has its lovable quirks. And a beta mod no less (BEST DAMN BETA MOD THERE IS!! :2thumbsup: )
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Re: Your reaction to a new "feature"
well currently even if i look in the building info for the barracks or whatever I cant read what I recruit anyways since all the text overlaps so, really what does it matter
oh, and you should make the hover over text "Click for explicit Content"
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Re: Your reaction to a new "feature"
So what exactly causes the problem? Is it having too many building conditionals or just conditionals in general? In other words, is it caused by having too many buildings as conditions, or is it because of having too many hidden resources as conditions (or even both)?
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Re: Your reaction to a new "feature"
It seems that it is just conditionals in general. A single one will do it, if I understood correctly.
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Re: Your reaction to a new "feature"
Every time I think about the fact that CA added this new bug and caused all this grief my blood boils...
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Re: Your reaction to a new "feature"
Quote:
Originally Posted by Cheexsta
So what exactly causes the problem? Is it having too many building conditionals or just conditionals in general? In other words, is it caused by having too many buildings as conditions, or is it because of having too many hidden resources as conditions (or even both)?
Building Cconditionals are fine when applied to other buildings. For example, you can make construction of the Blacksmith contingent upon having a Level 2 MIC. And Hidden resource (and faction) conditionals are fine when applied to units (or anything else).
The issue is when BCs are applied to units. Even ONE BC will cause a CTD if you click on the linking text in the Building Card, while 8 or more result in a CTD when you right click on the building icon. Neither is acceptable, IF we have an alternative...and we believe we do. The new system should be ready for testing VERY soon, and after that we'll know where we stand (the fundamental question with the new system is, "will the AI build all the required structures?" If the answer is, "Yes", full speed ahead. If no.....gah. (There are tentative plans for that eventuality too, but they aren't pretty)
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Re: Your reaction to a new "feature"
Since no one ever listens to anything i say i'll say it agan :r emove the units links from the buildings in question. Have them separate on a list (clickable one) or a Excell sheet ( it's no better in 0.74) without links. no ctds .whoila:wall: release.
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Re: Your reaction to a new "feature"
Quote:
Originally Posted by stalin
Since no one ever listens to anything i say i'll say it agan :r emove the units links from the buildings in question. Have them separate on a list (clickable one) or a Excell sheet ( it's no better in 0.74) without links. no ctds .whoila:wall: release.
Your attempt at clarity was missed by me. Sorry. Remove the unit recruitment from the barracks building I understand, but where do they go then? "Have them separate on a list"?
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Re: Your reaction to a new "feature"
single (scripted?) clickable "building"(text unit list) that contains all the units available with requirements or separate Excell form that serves as a guidline In 0.74 i never know what I can build where untill I consult the recruitment guide anyways
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Re: Your reaction to a new "feature"
Quote:
Originally Posted by stalin
Since no one ever listens to anything i say i'll say it agan :r emove the units links from the buildings in question. Have them separate on a list (clickable one) or a Excell sheet ( it's no better in 0.74) without links. no ctds .whoila:wall: release.
I stand ready to be educated. Please tell me how we remove unit recruitment from the barracks buildings, and yet somehow the barracks can still recruit units.
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Re: Your reaction to a new "feature"
not recruitment just the names of the available units on the buildings popup menu:
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Re: Your reaction to a new "feature"
Quote:
Originally Posted by Kull
I stand ready to be educated. Please tell me how we remove unit recruitment from the barracks buildings, and yet somehow the barracks can still recruit units.
I think that stalin is trying to say that it possible to remove the recruiment lists from the barracks description. He mentioned in a post above that Res Gestae did this.
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Re: Your reaction to a new "feature"
Res Gestae moved some of their units into other buildings, like blacksmiths. And they moved some into the reform buildings themselves. They stopped using BC's though on the blacksmith and other buildings entirely - but they do have some units with BC's inside their reform buildings.
It is my understanding that reform buildings are "invisible" but are still there and do still cause CTD's when clicked on in the way one would click on a barracks to view the description. Is that incorrect? I rarely play till reforms kick in anyway so i'm not sure.
Either way, we have many more BC's (countless more) than Res Gestae has. There still might be a way to work it *if* reform "buildings" are never visible and never cause CTD's when clicked on. If someone has more information on that, please let us know since that is clearly the matter at hand. I am looking at the Res Gestae EDB.txt now, but don't have it on a working build on my cpu now.
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Re: Your reaction to a new "feature"
As far as I know there was no description (or links to any troops) of any troops from any buildings popup menus just the buildings' general description. You first saw the trainable troops once the appropriate building was completed in the recruitment window. There was an extra buiding in which there stood a list( without links of all the available troops)
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Re: Your reaction to a new "feature"
As long as I know before I start playing which building it is, I simply won't click on the building unless the game would get stuck in which case it'd be a nice fast exit.