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  1. #1
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Rioting oddity

    Nah. It's one of those on the Aegean east coast - Mytilene if I recall the name correctly, that one on the isle of Lesbos. (Should it matter I'm playing with the Getai and the town's previous owners were the Macs, who gobbled up the KH a while ago.)
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

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  2. #2
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Rioting oddity

    I think the problem is tied to either the founding faction (the town doesn't know who to revert to), or the town can't train any units to garrison the newly rebel town. Probably the later. Either way I don't think it matters who you are or who you took if from. I believe that this same problem is tied to a CTD when a AI faction that holds one of these towns loses all its family members. (I failed to test this theory fully.)


  3. #3
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Rioting oddity

    ...or the town can't train any units to garrison the newly rebel town.
    That's what I'm suspecting too - inability to generate troops to "capture" the settlement from the inside, as it were. I'll have to see if building a governement and MIC has an effect.
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

    -Church of the Flying Spaghetti Monster

  4. #4

    Default Re: Rioting oddity

    nah its neither fellas. I have that happen to me in ALL my 3 campains (aedui, KH, and Makedonia).

    With KH I have taken 4 towns destroyed everthing and LEFT (no garrison no governor) and the towns have not rebelled. BUT if I seed a small garrison there, there is a BIG chance the it will rebel back and it WILL have units.

    I have destoyed every building and exterminated the population 3X of one of the towns in the Mid East (now the pop is 400+) AND it rebelled with Heratoi(sp) and Hypastasies.

    There is a MAJOR issue with city happines that needs to be fixed.

  5. #5

    Default Re: Rioting oddity

    There is an issue in RTW 1.2 (not sure if it's still in 1.5) where rebels won't spawn when the faction OWNING a settlement has no units recruitable in that settlement. The reason for this is that when a city revolts, it uses units that were recruitable by the owning faction.

    An easy to implement workaround that I found a while back is to open up export_descr_buildings.txt and under the 'capabilities' section for EACH 'core_building' (ie Governor's Villa and so on) type the following:

    Code:
    recruit "rebel pantodapoi" 0
    This will mean in the game, the building description would display 'Pantodapoi' but it won't appear in the recruitment window since only the 'slave' faction has ownership of it in export_descr_unit.txt. But when that settlement revolts, no matter who it revolts to they will get these Pantodapoi.

    You could take it one step further and restrict the unit recruitment to specific areas (ie in the east the Pantodapoi will appear, while in Gaul some basic rebel-only Gallic units will appear), but that would require too much fiddling with hidden resources.

    See if that solves your problem. If not, then there's something else that must be happening.

  6. #6
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Rioting oddity

    So it has to be the owning faction? So that is why when I put "and factions { slave, }" (or what-not) to the end it didn't work. Then the good news is that this shouldn't accure in 0.8.0 then, as the AoR is fixed.

    EDIT: I am so tired that upon rereading that I didn't even know what I was trying to say.
    Last edited by MarcusAureliusAntoninus; 10-20-2006 at 11:10.


  7. #7

    Default Re: Rioting oddity

    You don't need any 'and' conditionals for this fix. The Pantodapoi will appear in the building's recruitment/capabilities list, but they won't be in the actual recruitment browser. The only time they will appear will be during revolts and when the Eleutheroi own the settlement.

    In other words, just type what I have in the code tags above and you should be fine.

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