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  1. #1

    Default Re: v0.8.1a CTD

    Here you are,

    Spoiler Alert, click show to read: 

    pool Xiyu
    regions Xiyu
    ;; unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?, exp 0 cost 1000 replenish 0.11 - 0.16 max 2 initial 0

    - 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.

  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: v0.8.1a CTD

    The dreaded presence of a mercenary causing problems still :( I wish that could be tracked down...I would guess that depleting the pool (getting a family member to recruit the merc(s) before the revolt (and before the next replenishment)) would also avoid the CTD?
    "One of the most sophisticated Total War mods ever developed..."

  3. #3
    Resident Pessimist Member Dooz's Avatar
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    Default Re: v0.8.1a CTD

    Guys, I read the posts but I'm still not sure what change to make exactly so I can avoid this CTD. If the solution has been discovered and confirmed, can someone explain what to do?

  4. #4
    Member Member Oleo's Avatar
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    Default Re: v0.8.1a CTD

    Quote Originally Posted by Wonderland
    Guys, I read the posts but I'm still not sure what change to make exactly so I can avoid this CTD. If the solution has been discovered and confirmed, can someone explain what to do?
    I think the best solution is to replace the recruitment of the unit that is causing the ctd with a unit that does not have the mercenary_unit attribute. My suggestion is: steppe missile fistaegfataexsdzhytae

    What you have to do is first open up Export_descr_buildings.txt. This file starts with the governor buildings, which are the building that need adapting:

    For these buildings (governors_house, governors_villa, governors_palace, proconsuls_palace, imperial_palace ) you will have to change all the lines starting with:

    Code:
    recruit "steppe missile cavalry sauromatae fat aexsdzhytae" 0
    into a line starting with

    Code:
    recruit "steppe missile fistaegfataexsdzhytae" 0
    So just copy-paste the new unit name over the old one.

    Oh and make a backup before saving!!
    EB member


  5. #5

    Default Re: v0.8.1a CTD

    Quote Originally Posted by Oleo
    I think the best solution is to replace the recruitment of the unit that is causing the ctd with a unit that does not have the mercenary_unit attribute. My suggestion is: steppe missile fistaegfataexsdzhytae

    What you have to do is first open up Export_descr_buildings.txt. This file starts with the governor buildings, which are the building that need adapting:

    For these buildings (governors_house, governors_villa, governors_palace, proconsuls_palace, imperial_palace ) you will have to change all the lines starting with:

    Code:
    recruit "steppe missile cavalry sauromatae fat aexsdzhytae" 0
    into a line starting with

    Code:
    recruit "steppe missile fistaegfataexsdzhytae" 0
    So just copy-paste the new unit name over the old one.

    Oh and make a backup before saving!!
    Are you sure this is the right file, all I have is agent diplomats in those buildings.

  6. #6
    Member Member Oleo's Avatar
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    Default Re: v0.8.1a CTD

    Quote Originally Posted by dutch81
    Are you sure this is the right file, all I have is agent diplomats in those buildings.
    Yeah its the right file (install folder\EB\data is the path), maybe you have an older version (not 0.81a, older versions dont have these lines yet):

    Last edited by Oleo; 03-08-2007 at 14:35.
    EB member


  7. #7

    Default Re: v0.8.1a CTD

    Well now I am really confused because I started with EB v.8 and then upgraded each subsequent one to .8.1a ... that is why I started this thread afterall ... but my file first of all does not have txt behind it as yours does ... nor does it have all those units there???

    What is going on?

    Edit #1:
    By the way just loaded EB again and on the start up screen it does say V 0.8.1a ... so it must have updated???
    Last edited by dutch81; 03-08-2007 at 15:17.

  8. #8
    Member Member Oleo's Avatar
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    Default Re: v0.8.1a CTD

    Sulek:

    Quote Originally Posted by Tellos Athenaios
    Code:
    pool Xiyu
    	regions Xiyu
    ;;	unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?,			exp 0 cost 1000 replenish 0.11 - 0.16 max 2 initial 0
    Gava-Haomavarga:

    Code:
    pool Dahyu_Haomavarga
    	regions Dahyu_Haomavarga
    	unit eastern missile eransahr arshtbara merc,			exp 0 cost 1082 replenish 0.1 - 0.15 max 2 initial 1
    ;;	unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?,			exp 0 cost 1000 replenish 0.1 - 0.16 max 2 initial 1
    The Gava-Haomavarga save does indeed not get a ctd when revolting, after the revolt there is no garrison present. Not one unit.

    In EDB the entries for recruitment for the faction armenia (Sauromatae) do not cover the city of Gava-Haomavarga (EA, B, y1, n2, y4, n8). Adding such an entry to EDB:

    Code:
    recruit "steppe missile cavalry sauromatae fat aexsdzhytae" 0 requires factions { armenia, } and hidden_resource EA and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8
    results in a ctd like Sulek's ctd.

    p.s. Bughunting is fun
    EB member


  9. #9
    EBII Council Senior Member Kull's Avatar
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    Default Re: v0.8.1a CTD

    Quote Originally Posted by Oleo
    Sulek:



    Gava-Haomavarga:

    Code:
    pool Dahyu_Haomavarga
    	regions Dahyu_Haomavarga
    	unit eastern missile eransahr arshtbara merc,			exp 0 cost 1082 replenish 0.1 - 0.15 max 2 initial 1
    ;;	unit SAKA ASPA SHIVATIR (Sakae Horse Archers)?,			exp 0 cost 1000 replenish 0.1 - 0.16 max 2 initial 1
    The Gava-Haomavarga save does indeed not get a ctd when revolting, after the revolt there is no garrison present. Not one unit.

    In EDB the entries for recruitment for the faction armenia (Sauromatae) do not cover the city of Gava-Haomavarga (EA, B, y1, n2, y4, n8). Adding such an entry to EDB:

    Code:
    recruit "steppe missile cavalry sauromatae fat aexsdzhytae" 0 requires factions { armenia, } and hidden_resource EA and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8
    results in a ctd like Sulek's ctd.

    p.s. Bughunting is fun
    Nice. That locks it down very nicely. There is now NO DOUBT that what drives these CTDs is the presence of the merc_unit attribute in a Palace recruitable unit. I checked through all the palace recruitable units in the v.81a EDB, and this horsearcher is the only unit that has the attribute. Thus the bug is currently restricted to provinces with saka or sauromatae "base culture" (as defined in descr_regions.txt). So that's also good - we only have to fix the one unit.

    Your choice of the Foot Archer looks to be correct, as we need to select a unit that's recruitable in these provinces AND is MIC Level 1. Unfortunately I'd prefer not to saddle horsearcher factions with a mass of foot units, but for now that's acceptable - it's better than a CTD, and you can't remove the merc_attribute from the horsearcher without totally screwing up it's skin.

    I'll put together a corrected EDB so folks can just copy that over whole instead of trying to mod the thing - but it may take a day or so. In the meantime Oleo's manual fix should do the trick.
    "Numidia Delenda Est!"

  10. #10
    Resident Pessimist Member Dooz's Avatar
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    Default Re: v0.8.1a CTD

    Thanks O! Once again, you are the best.
    Last edited by Dooz; 03-10-2007 at 20:34.

  11. #11
    Resident Pessimist Member Dooz's Avatar
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    Default Re: v0.8.1a CTD

    I just experienced the CTD, repeatable, I believe on Baktria's turn. I hadn't done the copy+paste yet when it happened, I just did though. I'm wondering if that horse archer post was the only thing that has to be changed, or if your post above that is for something too. If so, what exactly is it you have to do with regards to Gava-Haomavarga and Xiyu and all that?


    -edit-
    Nevermind! Should have tried it before posting I guess. Works like a charm, thanks again O.
    Last edited by Dooz; 03-10-2007 at 20:43.

  12. #12
    Member Member Oleo's Avatar
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    Default Re: v0.8.1a CTD

    EB member


  13. #13

    Default Re : v0.8.1a CTD

    Very interesting debuging sequence


    It inspires me to understand the functionning of the famous rebel CTD, and I hope I can solve my own CTD problem

    I am always on the 0.81 version (I don't want to let my dear Roman Campain down ) but with the Marcus Aurelius "export_desc_building" file. I have a CTD caused by a Carthaginian city ( I hate Carthaginians... ).

    As I read your debugging method, I think that the CTD could be caused by the "nature" of the unit used by the revolting city.

    So I am going to work on this and try to solve it myself because it is not so important for me to have very good rebel units against me.

    But Thank you guys, the mod is so pleasant that even debugging is motivating
    Last edited by Al_Veran; 03-13-2007 at 00:04.

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