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Thread: celtic reform problem

  1. #1

    Default celtic reform problem

    I finally found the time to play 1.1 (which is totally awesome!), but now I'm having a little problem. It's nothing gamebreaking and I found a way around, but I still thought I'd report it.

    I'm using EB 1.1 on RTW 1.5, with all the latest fixes and no modifications.

    In my Aedui campaign I conquered some germanic provinces. These got the "celt3 - Time of soldiers" marker after I conquered them. However, some time later I noticed that they had also got the "celt1 - Time of freeman" marker. So I was unable to build Time of soldiers - barracks, I could build Time of freeman barracks but these always got destroyed through the script (cause I already have the latest reform). The problem occured only in germanic provinces, not in other provinces that start without the celt1-marker.

    I managed to put celt3-barracks in there through the generic script, but the building options do still show the celt1-barracks available.

    If I find the time I will test in another game if this does always happen or my campaign is just bugged...

  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: celtic reform problem

    Old markers for any faction never disappear.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  3. #3

    Default Re: celtic reform problem

    I know the markers never disappear, the problem was not that they were there but that they somehow appeared in the wrong order.
    Now I think that this might have been caused by a disfunctional reload after a CTD, so it's probably just something screwed up in my campaign. Since I can continue my campaign thanks to the great generic script it's no problem.

  4. #4
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: celtic reform problem

    Even if they are in the wrong order, it shouldn't matter and the third one should still work the same.


  5. #5

    Default Re: celtic reform problem

    Quote Originally Posted by MarcusAureliusAntoninus
    Even if they are in the wrong order, it shouldn't matter and the third one should still work the same.
    No, the OP is right. If you conquer a non-Celtic province during the Time of Soldiers, the game will work properly during that particular session. However, if you reload the game, a Time of Freemen marker will appear in the province due to scripting and somehow take precedence over the celt3 marker. So far, the only solution I can come up with is to spawn celt1 buildings in all provinces that are likely to be conquered.
    From Fluvius Camillus for my Alexander screenshot

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