Lets hope that this...Originally Posted by TB666
...means that the problem is fixed.AI-controlled factions will now make proper use of ships.
Lets hope that this...Originally Posted by TB666
...means that the problem is fixed.AI-controlled factions will now make proper use of ships.
You may not care about war, but war cares about you!
Well since scipii and brutii can only expand by using ships then the problem must be there.Originally Posted by Kraxis
Atleast that is what I have read from the bug-report(haven't played RTW since I got BI so I haven't seen the problem yet)
Huzzah...no more Huns calling me Strategos
Very interested in how battles against Roman AI play out now. Might make early Roman Hastati heavy armies a bit more dangerous.
Last edited by Shoraro; 12-10-2005 at 16:38.
Stop, stop talking 'bout who's to blame, when all that counts is how to change - James, Born of Frustration
AFAIK, you will get a CTD anytime you face roman_velites in RTW v1.3. Has anyone else encountered this? I've had a look at descr_model_battle.txt, and it looks as though there are couple of things that cause this CTD. Replaced this section of the text with an older version, and things are now working fine, no more CTDs.Originally Posted by Rome: Total War Patch 1.5
Here are both sections of the text, note that the second section (containing the potential bugs) has been edited out of the game using semicolons (;).
[EDIT:]I've highlighted in bold where the code changes between the latest and originalCode:type roman_velite skeleton fs_semi_fast_javelinman, fs_semi_fast_dagger ; throwing spear/javelin & short sword indiv_range 40 texture romans_julii, data/models_unit/textures/unit_roman_peasant_julii.tga texture romans_brutii, data/models_unit/textures/unit_roman_peasant_brutii.tga texture romans_scipii, data/models_unit/textures/unit_roman_peasant_scipii.tga texture romans_senate, data/models_unit/textures/unit_roman_peasant_senate.tga texture slave, data/models_unit/textures/unit_roman_peasant_slave.tga model_flexi data/models_unit/unit_roman_velite_high.cas, 8 model_flexi data/models_unit/unit_roman_velite_med.cas, 15 model_flexi data/models_unit/unit_roman_velite_low.cas, 30 model_flexi data/models_unit/unit_roman_velite_lowest.cas, max model_sprite slave, 60.0, data/sprites/slave_roman_velite_sprite.spr model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_velite_sprite.spr model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_velite_sprite.spr model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_velite_sprite.spr model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_velite_sprite.spr model_tri 400, 0.5f, 0.5f, 0.5f ;type roman_velite_temp ;skeleton fs_fast_javelinman, fs_fast_dagger ; throwing spear/javelin & short sword ;indiv_range 40 ;texture romans_julii, data/models_unit/textures/unit_roman_peasant_julii.tga ;texture romans_brutii, data/models_unit/textures/unit_roman_peasant_brutii.tga ;texture romans_scipii, data/models_unit/textures/unit_roman_peasant_scipii.tga ;texture romans_senate, data/models_unit/textures/unit_roman_peasant_senate.tga ;texture slave, data/models_unit/textures/unit_roman_peasant_slave.tga ;model_flexi data/models_unit/unit_roman_velite_high.cas, 8 ;model_flexi data/models_unit/unit_roman_velite_med.cas, 15 ;model_flexi data/models_unit/unit_roman_velite_low.cas, 30 ;model_flexi data/models_unit/unit_roman_velite_lowest.cas, 40 ;model_sprite slave, 60.0, data/sprites/slave_roman_velite_sprite.spr ;model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_velite_sprite.spr ;model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_velite_sprite.spr ;model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_velite_sprite.spr ;model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_velite_sprite.spr ;model_tri 400, 0.5f, 0.5f, 0.5f
Last edited by Seasoned Alcoholic; 12-10-2005 at 17:27.
Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5
Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
RTG Main Topic, Click here to download RTG v1.0
Huh? I've never had a CTD versus velites in 1.3.
There might be some sort of issue with the max LOD range, but the skeletons work fine elsewhere.
Rome Total War, it's not a game, it's a do-it-yourself project.
Interesting that many of the listed fixes were previously incorporated in Bug-fixer.
That's good sign.
Tumps up!
P.S.
I hope there will be no need for new bug-fixers anymore...
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Referring back to the code, which section is your roman_velite properties (in d_m_b.txt) similar to? Or is it completely different to what I've displayed?Originally Posted by Red Harvest
I was puzzled myself earlier when the game kept CTD everytime a Roman army containing velites was faced. Crashed just before it loaded up to the battlefield. Managed to work out which was the offending unit by testing all units (from both armies) one-at-a time in custom battles.
Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5
Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
RTG Main Topic, Click here to download RTG v1.0
Can you patch right over your game if you installed the bug fixer?Originally Posted by player1
Or will a reinstall be a must>?
And your heart beats so slow, Through the rain and fallen snow across the fields of mourning to a light that's in the distance.
Oh, don't sorrow, no don't weep
For tonight at last I am coming home.
I am coming home.
Bug-fixer is supplied with Original Data folder, with backup of original files that got overwritten with bug-fixer.
Use them to replace bug-fixer files and you get clean 1.3/1.4 version. No need to reinstall.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
This just in from Shogun of .com fame regarding ETA of patch:
Should be live in the next 48 hours absolute tops. I will put the link up as soon as I have it!
Linky: http://p223.ezboard.com/fshoguntotal...ID=32268.topic
I didn`t see anything about AI and religion. I take it that they didn`t fix it.![]()
Runes for good luck:
[1 - exp(i*2π)]^-1
My section looks just like yours (not the temp section.)Originally Posted by Seasoned Alcoholic
If it is crashing on you then something is wrong with one of the velites files. Could be that you have a corruption in one of the models, or the skeleton. Do velites crash for all four factions? Or only one of them. If it is just one, then it is either the sprite or texture. If it is all four then it is the model or skeleton.
Skeleton seems unlikely though, because other units use the same skeleton.
Rome Total War, it's not a game, it's a do-it-yourself project.
I'm pretty sure that this is the offending line:Originally Posted by Seasoned Alcoholic
It should read "max" instead of 40;model_flexi data/models_unit/unit_roman_velite_lowest.cas, 40
I'm still trying to figure out where his 40 came from. It wasn't like that in the raw patch file.
Rome Total War, it's not a game, it's a do-it-yourself project.
When is this patch coming out? Like sometime this week?
"It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane
http://www.youtube.com/watch?v=L6eaBtzqqFA#t=1h15m33s
Shogun/Jerome said some time in the next 48 hours...about 36 hours ago. Very soon.Originally Posted by fallen851
Rome Total War, it's not a game, it's a do-it-yourself project.
anyone else getting that excited tingling feelingOriginally Posted by Red Harvest
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