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Thread: problem

  1. #1

    Default problem

    i've been enjoying eb for a few days now in a roman campaign but i've run into only one major bug in my opinion so far. i've been beating the gaullic barbarians for a while now but whenever i try to occupy, enslave, or exterminate the town of Vindelicoppidos the whole computer locks up then i have to restart the comp. this is a major pain since i'm on the verge of destroying the Arverni but since they occupy the town i can't take it over since if i do my computer will freeze again. it's very frustarting because i can't take it and so they keep on sending their puny little armies out over and over again but i can't destroy their civilization. no other town or city i've come across has had this problem has anyone else had this problem?

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

    Do they control two or more towns, but the one you are destroying contains all/ the last of the faction's family?


  3. #3

    Default Re: problem

    the times it messed up is when they had two towns. i took the other one but i haven't tried yet again to see if taking the screwy one will lock up my computer again. the only way i can see of destroying the faction is by assassinating all it's family members.

  4. #4
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: problem

    I have had a similar problem, and seen many similar. If it is the same problem, then it has to do with the fact that the settlements don't know how to revert to rebel. And in that case, assassinations won't work (I tried). In the "Rioting oddity" thread this is discused.

    Try this suggestion:

    Quote Originally Posted by Cheexsta
    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.
    Last edited by MarcusAureliusAntoninus; 10-24-2006 at 06:41.


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