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Thread: Government bug?

  1. #1

    Default Government bug?

    Hey everyone. I'm playing a Roman campaign, and ten years in, I've managed a masterful expansion ;p (for me, anyways). I managed to conquer the whole of Italy, Sicily, Corsica and Sardinia, Cisalpine and Transalpine Gaul, Illyria, and a piece of Greece and Spain, and managed to land myself a triumph for each of the starting FMs. Usually, after ten years I'm still fighting over Cisalpine Gaul and haven't even considered Sicily yet. So you can imagine how happy I am about this campaign.

    Now, the problem is that I managed to take Thermon, but was being besieged by an Epirote full stack, and whenever I fight it and send it packing its tail between its legs back to Epirus, when the games leaves the battle screen and goes back to the world map, all my governments (except for my lvl 1s in Italy) get destroyed and are in need of a full repair.

    I've tried a couple reloads and I noticed that it happens all the time, except if I don't fight the battle at the siege of Thermon. So it's looking like my choices are loose the city and pray I avoid the bug, or win the battle and then spend a fortune rebuilding my government infrastructure over the next few turns and pray it doesn't happen again. Or start a new game.

    Thanks!

  2. #2

    Default Re: Government bug?

    I assume you always have activated the script and all that goes with it. And have not played a game with a different faction before loading up this Roman campaign (that sometimes does quirky little things)

    Does this also happen if you win the battle on an auto-calc win (auto_win defender)?

    It it a once off? In which case you might be able to work around it with a series of building cheats (process_cq + city names), or is it reoccurring every turn once you do this?

  3. #3

    Default Re: Government bug?

    Thanks for replying. I always make sure to activate the script before doing anything else in the game. I went as far as relaunching the game itself when it happened, and then reloading that particular save game, so it wasn't an issue with other faction games.

    It's not a battle I can win on auto-calc, and I'm reluctant to use the cheat code to preserve a heroic victory (Triumph necessities). If I lose the city however, the bug doesn't occur.

    As far as I can tell, yes, it's a one-off. I tried my hand around codes yesterday but found I couldn't get most of them to work >.>

  4. #4

    Default Re: Government bug?

    If it is a once-off, I hope you have saved the game.
    If it has not affected the building queues yet (in terms of buildings under construction), add the damaged governments to the queues, and see how much Mnai the repairs cost. Use add_money to give you back the money you have lost out on due to the repairs. No cheat, just getting the game back to the state it ought to be in.

    You don't need that many cheats to work around such minor bugs.

    All cheats are case-sensitive however.
    auto_win attacker - if you are the attacker
    auto_win defender - if you are the defender
    process_cq Cityname - (eg. process_cq Sparte) - build the building queue in the mentioned city
    process_rq Cityname - build the recruitment queue in the mentioned city
    add_population Cityname number - (eg. add_population Sparte 1231)
    add_money number - adds money to your account

    Remember that the game uses a funny model of randomization. Moving around FMs, spies, diplomats, fleets, engaging in battles, etc., will result in different "randomized" numbers being used to calculate outcomes. As a consequence, outcomes on auto-resolve can be a lot better / worse than before. This can be useful if you have to depend on autoresolved battles to get the outcome of your liking (this can be a particular concern with naval battles).

  5. #5

    Default Re: Government bug?

    Thanks a lot. That list helps a lot! ;p

    Unfortunately all the building queues were also halted in affected areas so looks like I'm going to have to start from scratch >.>

    Is there a way to give a city to a particular AI faction via codes other than force diplomacy? KH has had a small army standing next to Kydonia for the past ten years without doing anything and it makes me want to tear my hair out considering how they're getting their ass handed to them in Greece (which I really don't want... not yet anyways).

  6. #6

    Default Re: Government bug?

    Sorry to hear of your continued difficulties in this campaign. Sounds like something is seriously off then. Have you thought of going to the Bug reports forum (https://forums.totalwar.org/vb/forum...Technical-Help), read the stickies and post it there for XSamatan to have a look at it.

    I assume Kydonia is still rebel controlled? You could teleport an army there, conquer it with auto_win attacker, and then gift it to them then. There is no other way I can think of in that case.

  7. #7
    EB Support Guy Senior Member XSamatan's Avatar
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    Default Re: Government bug?

    I would like to take a look at your save, I need version number, minimods and personal changes for that matter.
    Please post it in the technical subforum.

    XSamatan

    1.2 fixes - Updated regularly. Latest news from 2009-02-01.
    EB FAQ --- Tech help important thread list --- Frequent issues and solutions

  8. #8
    Apprentice Geologist Member Blxz's Avatar
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    Default Re: Government bug?

    Quote Originally Posted by d'Arthez View Post
    process_rq Cityname - build the recruitment queue in the mentioned city
    Never got this to work. cq is fine but not rq.
    Completed Campaigns:
    Macedonia EB 0.81 / Saby'n EB 1.1
    Qart'Hadarst EB 1.2 / Hai EB 1.2
    Current Campiagns:
    Getai/Sauromatae/Baktria
    donated by Brennus for attention to detail.

  9. #9

    Default Re: Government bug?

    Thanks d'Arthez, I'll give that a try for Kydonia.

    XSamatan, I'll upload my last save and send you a link via PM with all the requested information. But I'm on Mac. Will you still be able to look at the save?

  10. #10

    Default Re: Government bug?

    doesnt using cheats cause permanent ctd?

  11. #11
    Apprentice Geologist Member Blxz's Avatar
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    Default Re: Government bug?

    Quote Originally Posted by seleucid empire View Post
    doesnt using cheats cause permanent ctd?
    Yes, and masturbation causes blindness; I suggest you avoid it if at all possible...I can hardly see the fridge from here.
    Completed Campaigns:
    Macedonia EB 0.81 / Saby'n EB 1.1
    Qart'Hadarst EB 1.2 / Hai EB 1.2
    Current Campiagns:
    Getai/Sauromatae/Baktria
    donated by Brennus for attention to detail.

  12. #12
    EB Support Guy Senior Member XSamatan's Avatar
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    Default Re: Government bug?

    Quote Originally Posted by Damnas View Post
    But I'm on Mac. Will you still be able to look at the save?
    Aha, so don't worry uploading it, I don't use my Mac for gaming.

    Use auto_win to get your deserved victory.

    XSamatan

    1.2 fixes - Updated regularly. Latest news from 2009-02-01.
    EB FAQ --- Tech help important thread list --- Frequent issues and solutions

  13. #13

    Default Re: Government bug?

    Ah well... I can't even launch the game anymore :( Re-downloading and re-installing >.>

  14. #14

    Default Re: Government bug?

    I think I figured it out, so posting here in case anyone else comes across a similar problem.

    If I played a game with the same faction, but less settlements, and then loaded a later or different game of the same faction with more settlements than in the first, or with different governments, they all got destroyed. So, for instance, if in one game I hold Italy and Cisalpine Gaul, and then I load a game where I hold the same provinces but Sicily as well, all the governments in Sicily would be destroyed. If however I restarted the game and loaded the save with Sicily first, then all was fine. Odd...

    Anyways, restarted a new campaign and trying to follow the historical timeline ;p

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