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  1. #1

    Post Rebel Army Stacks Not Appearing?

    Spoiler Alert, click show to read: 
    I've done quite a few searches for this topic in a couple of TW forums, but have not yet managed to solve this problem.


    I've run into a strange problem: for some reason or another, the rebel army stacks that should be spawned (directly into rebel-controlled settlements using the X, Y coordinates) at the start of a new imperial campaign fail to generate. This is seriously puzzling, not only because they are fully coded in descr_strat, but the other factions (excluding rebels) receive their starting army stacks, family members, agents etc.

    Here is a sample code entry and a couple of screens to illustrate the problem:

    From descr_strat
    Code:
    ;Hibernia
    character, sub_faction britons,    Brigomaglos,  general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 36, y 142
    army
    unit        barb infantry slave                exp 2 armour 0 weapon_lvl 0
    unit        barb infantry slave                exp 2 armour 0 weapon_lvl 0
    unit        barb naked fanatics slave        exp 1 armour 0 weapon_lvl 0
    unit        barb naked fanatics slave        exp 1 armour 0 weapon_lvl 0
    unit        barb chariot heavy slave            exp 1 armour 0 weapon_lvl 0
    Here you can see that their is no garrison present in the Tara settlement, even though the code exists


    The army overview scroll illustrates the extent of the problem


    I'm not sure what is causing this problem. I've tried a few things to try and solve it, but all have so far been unsuccesful. These included:-

    * Adding a basic family tree structure, named characters, traits etc for the rebel faction.
    * To test if there were any limits in place regarding the maximum number of units allowed in descr_strat, a significant section of the rebel faction's starting armies was removed.
    * Removing faction-specific buildings from export_descr_buildings, in this case buildings that were only constructable by the rebels.

    If anyone can provide some advice it would be greatly appreciated, thanks!


    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
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  2. #2
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Rebel Army Stacks Not Appearing?

    Very odd. Is it all the rebel stacks, or just some?

  3. #3
    Member Member Stuie's Avatar
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    Default Re: Rebel Army Stacks Not Appearing?

    You are using -show_err, right? That usually catches descr_strat.txt problems (well... except some name issues but they cause CTDs). Never seen anything like what you're experiencing.

  4. #4

    Post Re: Rebel Army Stacks Not Appearing?

    Quote Originally Posted by Myrddraal
    Very odd. Is it all the rebel stacks, or just some?
    It seems to affect every single stack owned by the rebels; its as if the code entries are completely ignored.

    Quote Originally Posted by Stuie
    You are using -show_err, right? That usually catches descr_strat.txt problems (well... except some name issues but they cause CTDs). Never seen anything like what you're experiencing.
    Yeah, I've been using -show_err for a while now, but all the files seem to be OK because an error message isn't generated in relation to this problem.

    I've got a feeling that this problem is related to adding religions into RTW. Before this area was undetaken, IIRC the rebel stacks were present on the campaign map. Night battles and Archer's skymod were added before any of the related religious text files were added / modified, and after testing these out, these don't appear to be the problem.

    I'll have to work backwards until the cause of the problem is identified. I'm tempted to backup what I've modded so far (that differs from the v0.2 open beta download), then mod back in one file at-a-time to lockdown the problem. I've had to do this several times in the past after encountering some major CTD problems, but in each case eventually managed to work round each problem in turn.


    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

  5. #5
    Member Member Stuie's Avatar
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    Default Re: Rebel Army Stacks Not Appearing?

    Quote Originally Posted by Seasoned Alcoholic
    I've got a feeling that this problem is related to adding religions into RTW. Before this area was undetaken, IIRC the rebel stacks were present on the campaign map.
    Glancing at the BI descr_strat.txt file, it looks like ALL named characters and diplomats must have a religion trait assigned. Did you do that for all your named character/diplomat rebels?

  6. #6

    Post Re: Rebel Army Stacks Not Appearing?

    Quote Originally Posted by Stuie
    Glancing at the BI descr_strat.txt file, it looks like ALL named characters and diplomats must have a religion trait assigned. Did you do that for all your named character/diplomat rebels?
    Yeah, I've given all relevant charaters, agents etc a base religion trait. Also added 4 named characters to the rebel faction (as in BI), set one of these as the leader, added a basic family tree strucure to the rebels. However, religious traits haven't been added to generals (IE captains on the campaign map), as this would be pointless because of the frequent dissolution / creation of captains.

    Can the creation of rebel stacks stall if the naming convention is incorrect? In other words, if an invalid character name is used with the wrong culture (EG eastern name is used on a barbarian culture), will this cause a stall in stack generation, or would it lead to a series of CTDs (can these be determined?).

    In religious terms, I've only given the Rebels the ability to construct 3 levels of the various Jewish shrines / temples. Taking a step back and looking at it from a different angle, this may be a problem area in itself because attempting to set the rebels as the primary Jewish faction may inevitably cause problems down the line. Incidentally, I've also tried setting the 4 rebel (named) character with the Jewish trait, but to no avail.

    I'm probably going to need to rework this and see how things go. Adding in religions (and getting them to work with desired results) has certainly been more complicated than I'd originally expected it to be. If anyone has any input / suggestions I'd be interested to hear them, especially in terms of regional religious build-up


    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

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