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Thread: v 0.81 bugs

  1. #211

    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

  2. #212

    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

  3. #213

    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!

  4. #214

    Default Re: v 0.81 bugs

    It looks like many (all?) javelin armed cavalry units also have the invalid 'skirmish' tag. I have changed them all to 'missile' and am testing to see what effects it has
    Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin

  5. #215
    Member Member Thaatu's Avatar
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    Default Re: v 0.81 bugs

    Use caution with that, for most javelin armed cavalry units are in fact light cavalry, not skirmishers. You don't want Numidian or Thracian cavalry start acting like horse archers.

  6. #216

    Default Re: v 0.81 bugs

    Must have been spotted already, but just to be sure, the Seleukid temple_of_forge_awesome_temple_romans_julii is translated as "Large Temple of Hermes" instead of Mithras.

  7. #217

    Default Re: v 0.81 bugs

    The temple_of_fertility_pantheon costs twice as much as the other wonderous temples? Bug or feature?

  8. #218
    Member Member Intranetusa's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by galathas
    -Hoplitai and other classic phalanx units have variying spear lengths when they are doing different things.

    Example Hoplitai: Long spears when attacking, fighting and standing but short spears when running

    I think the Hoplitai Haploi also have short spears when standing. Have to check.
    Yeh, I have the same problem. THe problem is with the spear's clipping.
    When running, the soldiers hold the spears vertically, so half the spear is clipped and fuses with the ground texture. They have the same spear, it just passes into the ground when they hold it certain ways
    "Science without religion is lame. Religion without science is blind...but there is one thing that science cannot accept - and that is a personal God who meddles in the affairs of his creation."
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  9. #219
    Member Member Bugout's Avatar
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    Wink Re: AW: v 0.81 bugs

    Quote Originally Posted by Centurio Nixalsverdrus
    Makedonia:

    When conquering Sparte, I let my Phalangitai Deuteroi attack the Epilektoi Hoplitai of KH.

    1. They immidiatly let down their sarissas and switched to their swords, although still in phalanx mode.

    2. When reaching the Epilektoi, there ocurred a large blow, as of a large jet engine, that whirled about 20 of my phalangites a dozen meters up into the air. Fortunately nobody died of this. There were no elephants or cavalry envolved in the battle.
    I noticed the same thing with Epirus. It only seems to happen in the city centers (maybe the ancient Greeks had flubber town plazas).

    Spoiler Alert, click show to read: 




    I turned off the phalanx option and the phalangitai stopped the bouncing so it seems using their swords while in phalanx mode in the city center creates an irresistable urge to do acrobatics.

    I also found a slight graphical error which I am not sure if EB causes but thought I would point out as it allows me to advance the theory that the aliens that built the pyramids also continued their visits up until the 2nd century bc.

    Spoiler Alert, click show to read: 

    (as you can see the ptolemaic greeks were aware of anti-gravity principles) By the way the building is the ptolemaic councillors chambers in Diospis Megales (in case of spelling errors the city south of Memphis)


    Please accept my accolades for a mod well done, I just wanted to share a few bugs that seemed quite humorous to me.

  10. #220
    Member Member Thaatu's Avatar
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    Default Re: AW: v 0.81 bugs

    Spot the odd one:



    In Axum, the starting eleutheroi unit.

  11. #221
    EB annoying hornet Member bovi's Avatar
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    Default Re: v 0.81 bugs

    I'm assuming you're talking about the negro? He's part of another unit. Look at the unit cards and you'll see you have both kinds.

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  12. #222
    Member Member Thaatu's Avatar
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    Default Re: v 0.81 bugs

    Actually I'm talking about the Irish drunkards in Nubia.

  13. #223

    Default Re: v 0.81 bugs

    Model sharing issue, IIRC. The Goidilic Hammer men share a model with the Aithiopion Agema...
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  14. #224

    Default Re: v 0.81 bugs

    BTW I just noticed in that pic that that negro has big gold earrings and gold arm-bracelet things. As you say in your site that you want to get rid of "'Mummy Returns' Egyptians dressed in gold" (or words to that effect), why have this unit with gold earrings and arm-bracelets?

  15. #225
    EB annoying hornet Member bovi's Avatar
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    Default Re: v 0.81 bugs

    While I'm not sure why, I think there's a difference between "dressed in gold" and modestly ornamented. I haven't played vanilla in ages so I can't remember how they looked there.

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  16. #226
    Member Member Thaatu's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by Tellos Athenaios
    Model sharing issue, IIRC. The Goidilic Hammer men share a model with the Aithiopion Agema...
    Does that mean that all the eleutheroi Ethiopians look Goidilics, or is it just a single case?

  17. #227
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    I don't think that the rebels can recruit Aithiopion Agema in the next release. Since it is a model sharing thing, the rebels can only get Aithiopion Agema or the heavy Goidilic guys, not both.


  18. #228
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: v 0.81 bugs

    The rebels don't recruit Aithiopion Agema in this version either, two cities in the middle east happen to start with them. You can edit them out by going to the folder

    EB\Data\world\maps\campaign\imperial_campaign

    Opening the descr_strat text, searching for agema, then replacing the unit with another unit, so Axum should look like this:

    Code:
    ; City: Axum
    ; Region: Diamat
    ; --------------------
    character, sub_faction saba,	Nawfim, named character, command 0, influence 0, management 0, subterfuge 0, age 20, , x 221, y 6
    traits ImmobileRebel 1
    army
    unit		african elephant bush				exp 1 armour 0 weapon_lvl 0
    unit		arabian infantry ethiopian spearmen				exp 2 armour 0 weapon_lvl 0
    unit		arabian infantry ethiopian spearmen				exp 2 armour 0 weapon_lvl 0
    unit		arabian infantry ethiopian spearmen				exp 3 armour 0 weapon_lvl 0
    unit		arabian skirmisher tribal levies				exp 2 armour 0 weapon_lvl 0
    unit		arabian skirmisher tribal levies				exp 1 armour 0 weapon_lvl 0
    Instead of how it used it look with a unit of Agema.

    The other city with them is Ptolemais Theron.
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  19. #229

    Default Re: v 0.81 bugs

    Just to remove some of the confusion: this bug is fixed as a side effect of the Aithiopion Agema getting scrapped altogether in future releases...
    - 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.

  20. #230

    Default Re: AW: v 0.81 bugs

    The acrobatic Phalangites fighting with swords may be because possibly the Iberian swordsman animation is used?? I think they jump around a bit in vanilla, or maybe the oppossing Phalanx's mass is set to high??

    Irish drunkards in Ethiopia, a distinct possibility, along with Russian and other Slavic and former Soviet-bloc 'tourists', not to mention wandering USA'ers and other western types besides the local imbibers of the magical Egyptian elixir now known as beer and/or ale.

    Chris

  21. #231

    Default Re: v 0.81 bugs

    No, it has something to do with a new bug introduced in RTW 1.5; when EB was still a proper beta (0.74), and based on RTW 1.2 this bug did not exist. And this bug exists not just in EB...
    - 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.

  22. #232

    Default Re: v 0.81 bugs

    Oh, thanx for telling me there is another bug in the latest version of RTW. Makes a lot of sense for CA to have released the latest version of a game with jumping bean bug in it. I didn't know that but have seen it a couple of times and was wondering about it.

    Chris

  23. #233
    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

  24. #234
    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.

  25. #235
    EB annoying hornet Member bovi's Avatar
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    Default Re: v 0.81 bugs

    Thanks, fixed the druid training. Someone else will probably know what to do with the phalanx units .

    Having problems getting EB2 to run? Try these solutions.
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  26. #236

    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.

  27. #237
    Gisgo Governer of Ippone Member madmatg's Avatar
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    Default Re: v 0.81 bugs

    oh ok thanks tellos

    Phil 2:9-11 Phil 4:4

  28. #238
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    Actually, the farmlands should be fixed, thanks to snevets.


  29. #239

    Default Re: v 0.81 bugs

    But they aren't yet in the public release, are they?
    - 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.

  30. #240
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: v 0.81 bugs

    Quote Originally Posted by Tellos Athenaios
    But they aren't yet in the public release, are they?
    It seems so long ago that happened, but I guess you are right, it probably isn't in the public release...


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