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  1. #1

    Default Re: v 0.81 bugs

    Quote Originally Posted by MarcusAureliusAntoninus
    Every piece of armor and what it is made out of effects armor. The Numidians must have bracers, or better shoes or something. Either that or their tunic is made out of leather in stead of cloth...
    Whoops...nevermind. The Numidians I was looking at had had an armor upgrade.

    What's the reason behind giving armor values to clothing and shoes? Doesn't this mean that units that only have clothes are able to get an armor upgrade? EB is the only mod that I've seen that does that. Is it to make the battles longer? I guess it balances out if its done consistently...
    Last edited by mcantu; 07-22-2007 at 14:16.
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  2. #2

    Default Re: v 0.81 bugs

    For one thing: you prevent every missile that hits the mark from killing a soldier immediately... ?
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  3. #3
    Member Member Thaatu's Avatar
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    Default Re: v 0.81 bugs

    A few with pics!

    Molossian Roman? Notice his name, meaning he wasn't bribed or anything. A bug or just highly improbable?

    Probably a really old one, but anyway.
    Last edited by Thaatu; 07-25-2007 at 18:30.

  4. #4
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by Thaatu
    A few with pics!

    Molossian Roman? Notice his name, meaning he wasn't bribed or anything. A bug or just highly improbable?

    Probably a really old one, but anyway.
    His father may have been bribed. He kept the culture trait but was given a full Roman name on birth.

    I think the next one has been fixed.


  5. #5

    Default Re: v 0.81 bugs

    I think I may have figured out why the AI spams javelin units for some factions!!

    The descr_strat file helps control AI building and recruiting personalities (fortified henry, balanced ceasar, etc). From reading posts from CA regarding game mechanics I gather that descr_strat uses what is listed under 'class' in the EDU for recruiting as described in this post...

    https://forums.totalwar.org/vb/showp...62&postcount=1

    Now in EB, javelin units have 'skirmish' listed for their class. AFAIK, the only valid class options are light, heavy, missile or spearmen. It looks like the AI may think its recruiting infantry because the class tag doesnt have 'missile' listed for those units. This also explains why ctrl-I will select javelin units as well as infantry and why javelin units are positioned as infantry when using the group formations buttons. I have changed the class to missile and it seems to take care of these two issues.

    Is there something I'm missing regarding this?
    Last edited by mcantu; 07-26-2007 at 13:40.
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  6. #6

    Default Re: v 0.81 bugs

    I'm not sure if this is the correct thread to keep posting on this issue. If not please move...

    I've run a test campaign to check my theory in the previous post and the results are promising.

    I changed the class of all javelin units from skirmish to missile and AI armies are no longer spamming javelin units. KH and the Maks have always given me problems with that and its no longer happening.

    The Romanii are also making very well balanced stacks! No more all Italian Allies/Triarri armies.

    Also, when using the group formation buttons the units are now properly placed as missile units and not infantry
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  7. #7

    Default Re: v 0.81 bugs

    Ah, here it is. I hope you get an answer on this within a day or two here mcantu. Thanks for your interest mate!

  8. #8
    Gisgo Governer of Ippone Member madmatg's Avatar
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    Default Re: v 0.81 bugs

    i looked for this problem on the threads and couldnt find it, but i would have thought someone wuold have noticed by now so maybe its jsut my computer...

    when i am defending Memphis in siege i noticed that "THE SKY IS FALLING THE SKY IS FALLING!


    Phil 2:9-11 Phil 4:4

  9. #9
    FC2 烏 Member Kurulham's Avatar
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    Default Re: v 0.81 bugs

    A couple miscellaneous problems; MAA told me I should post these here.

    * The druidic training triggers - the ones that increment GallicDruid and CasseDruid - are all kinds of messed up. They're designed to have a certain percent chance of incrementing every turn the character stays in a settlement with a temple of fun or governors, with a higher chance if the character has higher vit and int. Unfortunately the triggers to check for int and vit levels are... well, messed up (sometimes they have things like requiring int to be both above 4 and below 3, for example). Also, Casse characters of ethnicities that can start with the training trait (Aedui and Biturige) are set up to start with the GallicDruid trait instead of CasseDruid, which may be intended as I believe both those ethnicities are Gallic. The increment sections are sort of tangled; here's my cleaned-up version of the GallicDruid fun temple section (all four sections are functionally identical, down to the problems).
    Spoiler Alert, click show to read: 
    Code:
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_low_int_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence < 3
              and Trait NaturalEnergy < 3
    
        Affects GallicDruid  1  Chance  5
    
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_low_int_mid_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence < 3
              and Trait NaturalEnergy > 2
              and Trait NaturalEnergy < 5
    
        Affects GallicDruid  1  Chance  8
    
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_low_int_high_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence < 3
              and Trait NaturalEnergy > 4
    
        Affects GallicDruid  1  Chance  10
    
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_mid_int_low_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence > 2
              and Trait NaturalIntelligence < 5
              and Trait NaturalEnergy < 3
    
        Affects GallicDruid  1  Chance  8
    
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_mid_int_mid_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence > 2
              and Trait NaturalIntelligence < 5
              and Trait NaturalEnergy > 2
              and Trait NaturalEnergy < 5
    
        Affects GallicDruid  1  Chance  10
    
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_mid_int_high_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence > 2
              and Trait NaturalIntelligence < 5
              and Trait NaturalEnergy > 4
    
        Affects GallicDruid  1  Chance  15
    
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_high_int_low_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence > 4
              and Trait NaturalEnergy < 3
    
        Affects GallicDruid  1  Chance  10
    
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_high_int_mid_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence > 4
              and Trait NaturalEnergy < 5
              and Trait NaturalEnergy > 2
    
        Affects GallicDruid  1  Chance  15
    
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_high_int_high_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence = 5
              and Trait NaturalEnergy = 5
    
        Affects GallicDruid  1  Chance  25
    
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_very_high_int_high_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence = 6
              and Trait NaturalEnergy = 5
    
        Affects GallicDruid  1  Chance  35
    
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_high_int_very_high_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence = 5
              and Trait NaturalEnergy = 6
    
        Affects GallicDruid  1  Chance  35
    
    ;------------------------------------------
    Trigger GallicDruid_fun_temple_very_high_int_very_high_vit
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage > 75
              and Trait Celtic = 1
              and not FactionType britons
              and SettlementBuildingExists >= temple_of_fun_temple
              and AgentType = family
              and Trait NaturalIntelligence = 6
              and Trait NaturalEnergy = 6
    
        Affects GallicDruid  1  Chance  50

    * The descriptions of the Dorkim Kdosim and Hoplitai Indohellenikoi say "traditional phalanx in the Spartan style" and "non-Makedonian phalanx", but they both have the phalanx attribute. Should probably be changed to pseudoshieldwall.

    Further bulletins as events warrant.
    ...et Boston delenda est.

  10. #10

    Default Re: v 0.81 bugs

    Quote Originally Posted by madmatg
    when i am defending Memphis in siege i noticed that "THE SKY IS FALLING THE SKY IS FALLING!
    First of all, you're not some Celt from a Comic book are you?
    Secondly: it's a known issue which has very, very little to do with EB and very, very much to do with RTW + Video Settings.

    Happens with certain farmland as well.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

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