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Thread: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

  1. #1

    Default EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    You know, having a barracks recruit a unit like this:

    recruit "roman infantry evocatae" 0 requires factions { romans, } and building_present_min_level government_type1 level1

    ----------------------------------
    In the change from 1.2 to 1.5, there seems to have been an added feature in the barracks that allows you to click on your units and see them, but it sometimes (for some factions, but not for others, it seems) crashes to desktop when you click on a barracks (in 1.5) that has units inside which have building requirements (though that was fine in 1.2).

    Just wondering if any other mods were having trouble with this.

    (note: I'm just posing the question here. Folks like blacksnail and nikolai and kull first realized what the problem was.)

  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    Did you see my post (#113) in the EDB discussion thread on this of some weeks ago?

    It's a problem in BI too. I never used the right-click feature so was pretty unaware of it until one of the Team who does use the feature pointed it out.

    I think it's a feature for all buildings. I've not noticed a factional difference. The problem seems to come at the point in the displacement where a bc unit exists (even though it may not appear that way as the feature seems to ignore them)..see my post #113.
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  3. #3

    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    Quote Originally Posted by Teleklos Archelaou
    You know, having a barracks recruit a unit like this:

    recruit "roman infantry evocatae" 0 requires factions { romans, } and building_present_min_level government_type1 level1

    ----------------------------------
    In the change from 1.2 to 1.5, there seems to have been an added feature in the barracks that allows you to click on your units and see them, but it sometimes (for some factions, but not for others, it seems) crashes to desktop when you click on a barracks (in 1.5) that has units inside which have building requirements (though that was fine in 1.2).

    Just wondering if any other mods were having trouble with this.

    (note: I'm just posing the question here. Folks like blacksnail and nikolai and kull first realized what the problem was.)
    There's a discussion in our conversion project regarding this bug. My finding is that when you click on a unit which certain condition hasn't been met yet it will caused CTD. Especially in missile or stables building where certain condition have to be met for the unit is avialable.
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  4. #4
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    My case was even worse.

    The game CTD in the first turn during the movements of the faction allowed to recruit that unit. Even when that unit was not accessible due to the lack of a hidden resource.

    I had also CTD when I tried to see the info about the recruitment building. Everything works now perfectly when the building requirement is eliminated (only the hidden resource is needed now).

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    Yes, the BCs cause two other bugs - one connected in some way with the unit info and (believe it or not) cas/texture files (how the 2 are related I do not know), and the 2nd with the *number* of BC units in a building - this latter CTDs long before you get to the chance of right-clicking units (usually on trying to open or build the building, sometime at campaign start when you just click on the settlement). Tests show that more than 4 BC units in the same building cause this ctd to activate.

    Anyway, no BC units anymore - they are too buggy.

    TIP

    If anyone is still using them one thing we were doing was to change all building names from vanilla "word1 word2" to "[space]-[space]word1 word2[space]-" which makes it look reasonable in all places it occurs inc. the unit list requirement in the building scroll.
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  6. #6

    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    This is now a tremendous problem for EB. We don't seem to have a good answer in how to deal with it. I'm really personally ticked off at CA for introducing all these problems (no problems for them - but things that work in 1.2 suddenly don't work in 1.5, and that's just dumb), but the issue for us is how to deal with it. We have an incredibly complex system, and we didn't know this problem existed before porting - it seems as though it has now become problematic for FATW, until you've dumped the whole system of having BC units, and ITW, by dumping the whole system of having BC units. In other mods too potentially that haven't completed porting or haven't figured out what hte problem is yet. This is really disappointing.

  7. #7

    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    The right click on the unit listed in a building description CTD - I can't help with. But then I never knew the feature existed until now so

    In my game though I had a CTD on launch with any building that existed on the map at the start that recruited units with a bc - this I got around by removing that building from descr_strat and putting it in the campaign_script instead.
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  8. #8
    stalin
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    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    Maybe stupid but
    Have you thought of writing in the readme "don't right click blablabla" and dealing with it when other things are done? (like in RTR you weren't supposed to press the Senate button)

  9. #9

    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    We aren't having CTD's on launch because of this problem ER. If the issue was only when you clicked on the unit names, I think we could live with it, but the bigger problem is that even if you just click on the building itself (to view it) it will CTD if there are building conditions present for certain units inside it. That is the bigger problem.

    Someone (blacksnail?) has proposed putting a microsoft Windows icon in as the icon for a special recruitment building you would not ever have to touch (and that would be indestructable and present in every province), and so if anyone wanted a quick exit to desktop, they could just click on the window's button. But it may come down to living with something like that. We can't turn back now to 1.2.

    stalin: I don't think 1 in 50 people read the readme. We could put it on every loading screen and people would still click it and complain.

  10. #10

    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    I appreciate blacksnail's sense of humour.

    I don't seem to have any problem with having a building recruiting a unit with a bc that's not yet met. So, is the right-click on building problem only related to this:
    Quote Originally Posted by Dol Guldur
    the 2nd with the *number* of BC units in a building - this latter CTDs long before you get to the chance of right-clicking units (usually on trying to open or build the building, sometime at campaign start when you just click on the settlement). Tests show that more than 4 BC units in the same building cause this ctd to activate.
    In which case do these have to be different bcs for each unit - because I have eight in one building (1 with one bc and 7 with another) and I can right-click on the building fine.
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  11. #11
    stalin
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    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    Is ther e any possibility of the date shown being different from actual date then you could be in AD while we would think it is BC

  12. #12
    stalin
    Guest stalin's Avatar

    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    someone remove theabove plz I just woke up and haven't had my coffee yet

  13. #13
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    I do not think the specifics of the BC itself mattered, it was how many recruitments were active I think...so if I had 8 BC units in a building and 4 met the conditions it would not crassh, but if 5 met the conditions then it would crash on clicking on the building. Anyway, I have left behind all such testing now as I want nothing more to do with such a buggy and unpredictable thing.

    Teleklos, do feel free to PM me if you have any questions about what is best to do although I should warn you I am not familiar with your or any other mod's coding/recruitment system as I never have time to download and play mods (or indeed the space - a fate of all fa:tw team members I think ;) )
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  14. #14
    EBII Council Senior Member Kull's Avatar
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    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    DG - I've been testing it pretty heavily for EB, and my numbers are different from yours. I can get 8 units into a level 1 MIC (barracks), all have BCs, and right clicking the building does not cause a CTD. Nine or more do.

    And then there's this. Three of our factions are immune from the "Right click on unit info in Barracks" CTD. Reason being that their screens do not call up the unit cards. Unfortunately we have no idea what set's them apart.

    We know it's not because of culture (other factions with the same culture try to call the cards and CTD), unique units (units CTD for one and not the other), or hidden resources. I realize that's not much to go on, but I'll continue testing and would appreciate any ideas for things to look at as I search for what makes these factions immune. It would be nice to bring BCs back into play again.
    "Numidia Delenda Est!"

  15. #15

    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    Quote Originally Posted by Kull
    DG - I've been testing it pretty heavily for EB, and my numbers are different from yours. I can get 8 units into a level 1 MIC (barracks), all have BCs, and right clicking the building does not cause a CTD. Nine or more do.
    Mine is the same - eight recruitable units (at any one time) with bcs out of a building is fine - the ninth CTDs.
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  16. #16
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    I had new barracks using BCUs requiring new stables and vanilla-tree missile buildings. Whether the building is new or not may have some bearing on it as I seem to remember 1 new building I set up would not even accept one BC unit.

    Though it is an interesting thing to suggest the unit_info may have something to do with it. Can you confirm that the BC units displace the correct unit info pics (as if the game ignores the BC units) when right-clicking in the manner I have heretofore listed (in the EDB discussion thread)?
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