Results 1 to 13 of 13

Thread: Rebel Army Stacks Not Appearing?

  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
    , Click here to download RTG v1.0

  2. #2
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    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
    Join Date
    Aug 2001
    Location
    Upper Gwynedd, PA
    Posts
    406

    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
    Join Date
    Aug 2001
    Location
    Upper Gwynedd, PA
    Posts
    406

    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

  7. #7
    Member Member Stuie's Avatar
    Join Date
    Aug 2001
    Location
    Upper Gwynedd, PA
    Posts
    406

    Default Re: Rebel Army Stacks Not Appearing?

    Quote Originally Posted by Seasoned Alcoholic
    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?).
    Yes - that might be it. The name you use for the rebels must be in the faction list of the subfaction you use. So if the subfaction is "britons", the name used must be in the britons list in descr_names.txt. I can't remember how the game reacts to errors in this regard.

  8. #8
    CeltiberoRamiroI Member Monkwarrior's Avatar
    Join Date
    Apr 2004
    Location
    Salduie/Caesaraugusta/ Sarakusta/Saragossa
    Posts
    828

    Default Re: Rebel Army Stacks Not Appearing?

    I think that a wrong name-culture assignment gives instant CTD, even without an error message.

    But not 100% sure.

  9. #9

    Post Re: Rebel Army Stacks Not Appearing?

    Thanks for the repsones guys. Instead of restricting the rebel faction to build the 3 levels of the various Jewish temples, I've now replaced this with various cultures / factions, excluding Parthia and the Carthaginian culture. For some reason or another, the game doesn't like the Carthaginian culture associated with constructing the Jewish temples (I'm not sure whether this represents Carthage, Numidia, or both), and as soon as the new map.rwm is generated, it will CTD. Managed to work this out by testing each faction / culture at-a-time to see where the problem was being generated.

    I'm going to have to fine comb the various rebel family members / captains names to make sure that each is of the correct type. The other factions have all their stacks displayed on the campaign map, so there is no need to modify these any further. If the problem still exists after this test, then I'll have to reinstall v0.2 and piece in each of the latest modded text files one at-a-time to see where this problem is being generated.
    Last edited by Seasoned Alcoholic; 05-23-2006 at 23:32.


    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

  10. #10

    Post Re: Rebel Army Stacks Not Appearing?

    I've finally found some time to have a look into this problem. After renaming a few potential problem rebel generals (or captains), all rebel stacks still failed to generate.

    I've just finished completely reinstalling RTW, BI and the RTG v0.2 open beta. Ran a new imperial campaign and at last the rebels are back on the campaign map Now each of the latest modded text files will have to be pieced back over the top of v0.2 to see where the potential problem lies.

    However, I'm certain that I'll never be able to identify the exact cause of this problem because in order to port BI's religions into RTW, several text files need to contain various religious entries to be present to avoid CTDs on startup or afterwards. What this means is that I can't piece one file in at-a-time; instead multiple files need to be pieced in. Then what will probably happen is that the rebel stacks will fail to generate once again. I'm convinced that there is some sort of incompatibility regarding the rebel faction and religions - the latest tests will reveal this.
    Last edited by Seasoned Alcoholic; 05-27-2006 at 16:04.


    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

  11. #11
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: Rebel Army Stacks Not Appearing?

    You probably have an error somewhere in your descr_strat.txt above the rebel line. Try finding other stacks that don't appear.
    I had this problem once, it was caused by a ´ character in front of a line...

  12. #12

    Post Re: Rebel Army Stacks Not Appearing?

    Its not just one stack that fails to generate mate, its every single rebel stack (all should be spawned directly into rebel-controlled settlements). The end result is 'empty' rebel settlements that other factions simply conquer by moving their army stacks (which generate with no problems) into the settlement. The rebels can still train units, but its the absence of any starting stacks that is the problem.

    May be something to do with the fact that the rebels use the Roman culture type, even though they can take advantage of all 6 cultures' building / recruitment rosters. The puzzling thing is, in BI the rebel stacks generate fine.


    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

  13. #13
    Finder of Little Oddities Senior Member Makanyane's Avatar
    Join Date
    Jan 2006
    Posts
    2,220

    Default Re: Rebel Army Stacks Not Appearing?

    Alpaca could be right, I had something a bit similar so just tried a little experiment
    }
    `
    settlement
    {
    level large_town
    region Caesaromagus_R
    An odd ` at this point between settlements in rebel section caused all my rebel stacks to not appear, other symptom for this one is that the settlements below the level of the ` just come up as villages with no buildings:

    Basically the rogue character stops the game reading descr_strat from that point down. Check your comments have got ; and not something else, thats the normal culprit.

    EDIT: The more I think about this the more likely it seems to be that it is the problem, as i think some of the things you were suggesting to correct problem (rebel family trees etc.) would have been likely to give an error if the game was reading that far down descr_strat. Haven't tested if only specific misplaced symbols / letters give this problem, but '`' is easy to put in by accident instead of 'tab' try an edit, find, search for it as it shouldn't be in descr_strat except for accident..
    Last edited by Makanyane; 05-28-2006 at 21:07.
    Not used mods before? Looking for something small and fun?!
    Download the:

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO