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  1. #1

    Default Re: City Revolt - questions and CTDs

    seems to indicate problem could have been more to do with sprites
    Yeah, could be just sprites and nothing to do with this problem but maybe...


    Vanilla BI 1.6 has got merc and slave texture lines for all the mercenaries that are in use with no comments. (they only have the slave sprite specified though)
    I don't have BI yet (so slow :) ) -- in the vanilla 1.5 file the only unit which has both a slave and merc texture has the path going to "mercs" instead of "merc". Is the BI one the same or is the path "merc"?
    Last edited by nikolai1962; 12-29-2006 at 11:04.
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  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: City Revolt - questions and CTDs

    type merc_foederati_infantry
    skeleton fs_slow_spearman, fs_slow_swordsman
    indiv_range 40
    texture slave, bi/data/models_unit/textures/BI_unit_foederati_slave.tga
    texture merc, bi/data/models_unit/textures/BI_unit_merc_foederati_infantry.tga
    model_flexi bi/data/models_unit/BI_unit_foederati_lod1.cas, 15
    model_flexi bi/data/models_unit/BI_unit_foederati_lod2.cas, 30
    model_flexi bi/data/models_unit/BI_unit_foederati_lod3.cas, 40
    model_flexi bi/data/models_unit/BI_unit_foederati_lod4.cas, max
    model_sprite 60.0, bi/data/sprites/merc_foederati_infantry_sprite.spr
    model_sprite slave, 60.0, bi/data/sprites/slave_merc_foederati_infantry_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f
    Fairly typical BI mercenary entry
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  3. #3

    Default Re: City Revolt - questions and CTDs

    Code:
    type				barb_horse_archer_merc
    skeleton			fs_hc_archer, fs_hc_swordsman
    indiv_range			40
    texture				scythia, data/models_unit/textures/unit_barb_warband_archer_scythia.tga
    texture				slave, data/models_unit/textures/unit_barb_warband_archer_slave.tga
    texture				mercs, data/models_unit/textures/unit_barb_warband_archer_merc.tga
    model_flexi			data/models_unit/unit_warband_archer_high.cas, 8
    model_flexi			data/models_unit/unit_warband_archer_med.cas, 15
    model_flexi			data/models_unit/unit_warband_archer_low.cas, 30
    model_flexi			data/models_unit/unit_warband_archer_lowest.cas, max
    model_sprite		60.0, data/sprites/barb_horse_archer_merc_sprite.spr
    model_sprite		slave, 60.0, data/sprites/slave_barb_horse_archer_merc_sprite.spr
    model_sprite		scythia, 60.0, data/sprites/scythia_barb_horse_archer_merc_sprite.spr
    model_tri			400, 0.5f, 0.5f, 0.5f

    The only one from the vanilla 1.5 DMB with both merc and slave textures on the same entry.


    So it seems like they fixed whatever the problem was. So I guess if the loyalist revolt CTD still happens in BI/1.6 then it is unlikely to be anything to do with this :(
    Last edited by nikolai1962; 12-29-2006 at 11:44.
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  4. #4

    Default Re: City Revolt - questions and CTDs

    Did a test with vanilla. Removed carth peasants. Took a numidian city. Let it revolt. CTD.

    It is the mercs causing it.

    Remove the mercs from the pool for that region (or just recruit them all instead) and you get an empty garrison revolt. When there are mercs available it CTDs.

    If there are peasants *and* mercs then sometimes you get a mixed revolt. No CTD in those cases.

    Can't figure out why though.

    Something to do with the general assigned?

    If anyone has a case in their mod where merc-only loyalist revolts don't cause a CTD then it would be useful to see how that unit/generals etc are set up in terms of textures/ownership etc.

    May be unfixable otherwise, apart from work-arounds.

    ~~~

    RTR has some custom rebel units buildable in the governor buildings which are slave ownership only and therefore normally unbuildable by factions. However because of the way loyalist revolts ignore slave only ownership, loyalist revolts in RTR get these units. This may be the best way to solve it. Though apparently it isn't a 100% fix.

    ~~~

    As an aside, re another thread about revolt uber-units, it seems faction units in loyalist revolts get up to 9 exp while non-faction units i.e slave ownership units that get assigned in a revolt, don't get the exp.
    Last edited by nikolai1962; 12-30-2006 at 07:58.
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  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: City Revolt - questions and CTDs

    Yep, that confirms my first post then.

    I do not see how the slave workaround is feasible if it is not a 100% one. I assume it works by having an unconditioned edb recruitment line and a slave-only edu ownership line? So it will then cause a CTD on a right-click of the unit in the building scroll (and still appear as a recruitable unit even though it will not appear in the recruitment scroll)?

    Pity - I would like to curb the xp hikes the AI puts on.

    Currently the Fourth Age has Regional Lore 'Buildings' (indestructable base buildings) in each region which, among other things, have a "revolt unit" accessible for recruitment. I'd rather they were not there (not least becuase the AI creates massive 8XP/1 weapon/2 armour armies on revolts).

    It stops all the revolt CTDs but it's not ideal. I may have to go to the extreme of creating peasant units with like 0.1 lethality...
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  6. #6
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: City Revolt - questions and CTDs

    How frequently / on what version is revolt CTD supposed to occur? I've just done half dozen tests on my BI mod (no peasants) and get mercenaries in city but no CTD then or in battle with them afterwards.

    Don't know if that's just because I haven't tried enough times or if that's promising - I'll try and track down permutations if the latter.
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  7. #7
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: City Revolt - questions and CTDs

    BI 1.6

    They occur at all instances of loyalist revolt where mercs are present and where there is no recruitment lines present in the buildings of the revolting settlement - as per my first post and nikolai's last.

    Not sure I understood your question though...
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