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Thread: structures NOT getting repaired

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    Default structures NOT getting repaired

    Does anyone have a clue why certain structures are not getting repaired?
    In the town Gawjam-kimboz or whatever the name is, a took it over, put the provisional military goverment under repair but it stayed like that for turns and turns and turns .... and nothing and it suppossed to get repaired right away. Also many of the realms of the Sweboz went thru the same problem. Any idea about it?
    thx
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  2. #2
    Amanuensis Member pezhetairoi's Avatar
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    Default Re: structures NOT getting repaired

    I don't think you're supposed to repair it, you're supposed to demolish it and build one of your own. The script has a line that automatically sets whatever government building's in there to a health of 0 if it's not your own. Or so I think. Really smart and good anti-cheating procedure so you can't just pick up from the neighbour's governments and get instant access to his units through his MICs straightaway. It makes you rebuild an MIC and government from scratch before you can get anything recruited there. I like.
    Last edited by pezhetairoi; 04-30-2007 at 17:19.


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    EBII Mod Leader Member Foot's Avatar
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    Default Re: structures NOT getting repaired

    Quote Originally Posted by pezhetairoi
    I don't think you're supposed to repair it, you're supposed to demolish it and build one of your own. The script has a line that automatically sets whatever government building's in there to a health of 0 if it's not your own. Or so I think. Really smart and good anti-cheating procedure so you can't just pick up from the neighbour's governments and get instant access to his units through his MICs straightaway. It makes you rebuild an MIC and government from scratch before you can get anything recruited there. I like.
    Thats entirely correct. You are repairing it, but it gets damaged every turn.

    EDIT: MICs are no longer designed to be destroyed, you cannot use MICs that you don't share with another faction, but if there a MIC you can use, you are not meant to destroy it but use it.

    Foot
    Last edited by Foot; 04-30-2007 at 17:29.
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    Amanuensis Member pezhetairoi's Avatar
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    Default Re: structures NOT getting repaired

    Quote Originally Posted by Foot
    if there a MIC you can use, you are not meant to destroy it but use it.

    Foot
    But of course; but the chances of that happening for quite a significant number of factions is few and far between. The only example I've had so far of being able to pick up on regional levies straightaway was as Baktria taking over management of AS provinces.


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    EBII Mod Leader Member Foot's Avatar
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    Default Re: structures NOT getting repaired

    Quote Originally Posted by pezhetairoi
    But of course; but the chances of that happening for quite a significant number of factions is few and far between. The only example I've had so far of being able to pick up on regional levies straightaway was as Baktria taking over management of AS provinces.
    Casse, Aedui and Arverni all share Factional and regional MICs.

    Hayasdan and Pontos share Factional and Regional MICs.

    Epeiros and either Makedonia or KH (I can't remember) are the same.

    Rare?

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  6. #6
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: structures NOT getting repaired

    Didn't Getai and Sweboz also share at least the Regional MICs ?
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

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    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: structures NOT getting repaired

    Quote Originally Posted by Foot
    Epeiros and either Makedonia or KH (I can't remember) are the same.
    KH. Also Sweboz and Getai share factional MICs, and my Casse been able to use Sweboz regionals as well.
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    Member Member Intranetusa's Avatar
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    Default Re: structures NOT getting repaired

    Actually, I have many cities that have multiple functioning government buildings.

    I'm playing as Romans, and in Gallic cities I have lvl 1 Gallic government buildings and lvl 2 Roman government buildings, both fully repaired. In Sparta, I have like 4 government buildings, Greeks, Macedonians, Epierots, and mine.

    I think this is a glitch cuz the AI doesn't destroy government buildings when they conquer cities but build new ones.
    Last edited by Intranetusa; 04-30-2007 at 19:45.
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  9. #9

    Default Re: structures NOT getting repaired

    but you can"t recruit i those mics.

  10. #10
    Member Member Intranetusa's Avatar
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    Default Re: structures NOT getting repaired

    Actually, I meant government buildings, not MICs...I'll go back and edit my post.
    "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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  11. #11
    Questor of AI revenue. Member The Errant's Avatar
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    Default Re: structures NOT getting repaired

    I think the closer an enemy culture is to your own the greater the chance their MIC will work for you. Romans share their MIC with the Epirotes, Eastern Greeks like Baktria, AS and Ptolies have one. The neighboring states of Hayasdan and Pontos share theirs and so on.
    The Sabyn share theirs with the Carthies who resemble them mostly in general culture. The Celtic factions of Gaul and Briton do the same. That's why they can recruit from eachothers MIC's.
    It also presents a problem when your neighbor comes to call. If his culture is similar he can churn out good troops from a settlement he conquered from you, where you spent valuable mnai to upgrade your MIC.

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    EBII Mod Leader Member Foot's Avatar
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    Default Re: structures NOT getting repaired

    Quote Originally Posted by The Errant
    I think the closer an enemy culture is to your own the greater the chance their MIC will work for you. Romans share their MIC with the Epirotes, Eastern Greeks like Baktria, AS and Ptolies have one. The neighboring states of Hayasdan and Pontos share theirs and so on.
    The Sabyn share theirs with the Carthies who resemble them mostly in general culture. The Celtic factions of Gaul and Briton do the same. That's why they can recruit from eachothers MIC's.
    It also presents a problem when your neighbor comes to call. If his culture is similar he can churn out good troops from a settlement he conquered from you, where you spent valuable mnai to upgrade your MIC.
    Romans don't share their MIC with anyone. Regional MICs are done by culture. Everyone in the barbarian culture group use the same regional MIC. Everyone in the eastern culture group use the same regional MIC, etc.

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    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: structures NOT getting repaired

    First off, all Governments are to be destroyed when you take a settlement. Don't repair any government (unless you built it, then lost the town, then retook it).

    The AI cannot destroy buildings or disband units. They just cannot. There is also no script command to remove a building. So, when a settlement is taken, the script damages (most of the time) the government building 100% so it won't get bonuses and as a signal to tear it down. If the AI takes a settlement, they will get a new government automatically placed (but all previous governments will remain in the settlement, just damaged).

    Not being able to repair governments is somewhat of a bug. When more than one of the same building type exsist in one town, the game gets confused. In these cases you can only repair the newest building of that type. Works excellently with the EB government system. To repair a government building that is causing problems, destroy all other governments in that town then add the one (the last one) to the repair queue.

    If there are multiple governments in a town and then you either tear down all but one, and add it to the repair queue; or tear them all down and add a subjugation to the build queue... Then you use the "process_cq" cheat, the game will be confused buy the recently destroyed governments and CTD. Another reason not to cheat...


  14. #14

    Default Re: structures NOT getting repaired

    Always always always destroy the enemy government buildings when you take a province. Don't repair them. Build your own government, don't repair a Baktrian satrapy or a Carthaginian colony or a Greek tyrant government when that's not how your faction operates.

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    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: structures NOT getting repaired

    Is it legit to repair your own faction's gov type if one happens to be present for whatever reason, though ?
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

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    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: structures NOT getting repaired

    Quote Originally Posted by Watchman
    Is it legit to repair your own faction's gov type if one happens to be present for whatever reason, though ?
    Only if you built it. If it was there already, that was the government put in place by the rebels. You need to set up your own government.


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    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: structures NOT getting repaired

    Fair enough.
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

    -Church of the Flying Spaghetti Monster

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    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: structures NOT getting repaired

    It's all house rules, though. You can choose to bend the rule if you want...


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    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: structures NOT getting repaired

    Hmmm, interesting.

    Getai bribed Naissos from me, which was a Satrapy before, and the government became 100% destroyed. Later I reconquered it, destroyed their government, but then built a military authority and afterwards a Type 4 government, because I wanted to have my Taxeis Triballoi. The Satrapy remained there, damaged, and I thought, "hey, later on I can reestablish my Satrapy in one turn only".

    Now is that wrong? Because I have a CTD occuring the last 5 or 6 turns, but I can get past it when the script is NOT turned on. Might be the reason? On the other hand, the CTD is always occuring in the AS' turn.

    A hint on that would be much appreciated.

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    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: AW: structures NOT getting repaired

    Quote Originally Posted by Centurio Nixalsverdrus
    Hmmm, interesting.

    Getai bribed Naissos from me, which was a Satrapy before, and the government became 100% destroyed. Later I reconquered it, destroyed their government, but then built a military authority and afterwards a Type 4 government, because I wanted to have my Taxeis Triballoi. The Satrapy remained there, damaged, and I thought, "hey, later on I can reestablish my Satrapy in one turn only".

    Now is that wrong? Because I have a CTD occuring the last 5 or 6 turns, but I can get past it when the script is NOT turned on. Might be the reason? On the other hand, the CTD is always occuring in the AS' turn.

    A hint on that would be much appreciated.
    That CTD is not related to the government. You only get a crash related to multiple government buildings the exact moment when you hit enter from the "process_cq" cheat.


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    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: structures NOT getting repaired

    OK. Now doesn't it somehow negate the benefits of the EB Script if the AI constantly plays its turns with the script disabled?

    Could the permanent fixes also help with a 0.81 campaign?

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    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: AW: structures NOT getting repaired

    Quote Originally Posted by Centurio Nixalsverdrus
    OK. Now doesn't it somehow negate the benefits of the EB Script if the AI constantly plays its turns with the script disabled?

    Could the permanent fixes also help with a 0.81 campaign?
    Yes, when the script is turned off there are definately problems for the AI. Mainly no money and if they take a town they don't get a government placed. Since they don't know how to understand the government system, that particular town can be temporarily/permenently crippled and worthless (as far as recruitment goes).

    All of the fixes are made for 081a. I don't think they would work if applied to a 081 campaign. The only outstanding bug is the rebelling city CTD. Try looking for my old fix adapted by fallen for 081 in the unofficial mod section. Or upgrade to 081a...


  23. #23
    Amanuensis Member pezhetairoi's Avatar
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    Default Re: structures NOT getting repaired

    Quote Originally Posted by Foot
    Casse, Aedui and Arverni all share Factional and regional MICs.

    Hayasdan and Pontos share Factional and Regional MICs.

    Epeiros and either Makedonia or KH (I can't remember) are the same.

    Rare?

    Foot
    Okay, that explains it. I've only played as: Getai, Makedonia, Baktria and Romani. Explains a lot indeed...


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    Member Member atheotes's Avatar
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    Default Re: structures NOT getting repaired

    In one of the settlements i see 2 provisional military goverments avaialble to be uilt... if i build both i get 2 sets of goverment buildings in the list of avaialble buildings (i see 2 each of types I II III and IV governments)... i am trying to remember what happened... i did teardown a govt bldg and built hte single turn provisional govt... in the next turn i noticed another govt bldg and tore it down... it gave me the option to build a seci=ond provisional govt!!!
    Did this happen bcos there were 2 govt types in that settlement when i captured it (possible bcos it was held previouslt by 2 different factions?)

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    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: Re: AW: structures NOT getting repaired

    Quote Originally Posted by MarcusAureliusAntoninus
    Yes, when the script is turned off there are definately problems for the AI. Mainly no money and if they take a town they don't get a government placed. Since they don't know how to understand the government system, that particular town can be temporarily/permenently crippled and worthless (as far as recruitment goes).

    All of the fixes are made for 081a. I don't think they would work if applied to a 081 campaign. The only outstanding bug is the rebelling city CTD. Try looking for my old fix adapted by fallen for 081 in the unofficial mod section. Or upgrade to 081a...
    Your old fix didn't work. I don't think it has to do with a rebelling city. I've sent spies to the seleucid-occupied cities of egypt for years, with script on, and the citiey rebelled back to Ptolemaioi, but the game never crashed.

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    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: AW: Re: AW: structures NOT getting repaired

    Quote Originally Posted by Centurio Nixalsverdrus
    Your old fix didn't work. I don't think it has to do with a rebelling city. I've sent spies to the seleucid-occupied cities of egypt for years, with script on, and the citiey rebelled back to Ptolemaioi, but the game never crashed.
    Well, if it isn't rebelling city related, and I doubt it is script caused (though obviously related in some way to the script); then it is either trait caused, somehow corrupted data, or just one of those bugs that were present in vanilla and become more common due to EB complexity. Maybe try deleting the map.rwm. For the most part, the only advise I can give is to upgrade to 081a... sorry...


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    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: Re: AW: Re: AW: structures NOT getting repaired

    Quote Originally Posted by MarcusAureliusAntoninus
    Well, if it isn't rebelling city related, and I doubt it is script caused (though obviously related in some way to the script); then it is either trait caused, somehow corrupted data, or just one of those bugs that were present in vanilla and become more common due to EB complexity. Maybe try deleting the map.rwm. For the most part, the only advise I can give is to upgrade to 081a... sorry...
    Deleting map.rwm, wouldn't that kill my campaign? Hmmm, can I back up my map.rwm, and when deleting doesn't work, restore it hoping the CTD will disappear once? (And later upgrade to 0.81a, when I feel I'm through with my current campaign?)

  28. #28
    Member Member Intranetusa's Avatar
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    Default Re: structures NOT getting repaired

    Right now, I'm playing as Romans and I have a lvl 1 government building from Adeui (undamaged). Should I destroy it or should I keep it so I can get high lvl MIC regional/factional units?
    "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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  29. #29
    Megas Alexandros's heir Member Spoofa's Avatar
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    Default Re: structures NOT getting repaired

    destroy it, it will keep getting damaged everyround no matter how much you try to repair it, plus you cant get units from them anyway, in the Unit txt file (the exact name escapes me) the units are restricted to certain factions, this combined with the faction specific governments makes it impossible for you to get them without modding the files.

  30. #30
    Member Member Intranetusa's Avatar
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    Default Re: structures NOT getting repaired

    Quote Originally Posted by MastaSpoofa
    destroy it, it will keep getting damaged everyround no matter how much you try to repair it, plus you cant get units from them anyway, in the Unit txt file (the exact name escapes me) the units are restricted to certain factions, this combined with the faction specific governments makes it impossible for you to get them without modding the files.
    ACtually, it's fine every round...it doesn't get damaged at all.
    For some of my cities, I have multiple government buildings. In Cornith, I have 1 Roman lvl 3 govt building, 1 Roman lvl 2 govt building, and 1 Maecdonian lvl 3 building...all undamaged
    "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."
    -Albert Einstein




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