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  1. #1
    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?)

  2. #2
    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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  3. #3
    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.

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    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."
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  5. #5
    Megas Alexandros's heir Member Spoofa's Avatar
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    Default Re: structures NOT getting repaired

    either way, you wont be able to access the units enless your faction is allowed to in the txt file, so it is pointless to keep them when you have the ability to create romani units.

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

    Quote Originally Posted by Centurio Nixalsverdrus
    Deleting map.rwm, wouldn't that kill my campaign?
    No. That file is extremely expendable, and a new one will simply be created to fill the void once you load a campaign (be it savegame or a new one). It may take the game some extra loading time to generate it, but that's it.
    "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: AW: Re: AW: Re: AW: structures NOT getting repaired

    Quote Originally Posted by Intranetusa
    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
    The script will only damage government buildings once. It will damage Polybian MICs every turn though. And the script will not damage the government if you take the town diplomatically or wait until they give up from a seige (and don't sally forth). TEAR DOWN ALL GOVERNMENT BUILDINGS. Once you take a town tear them all down no matter what condition they are in. If you do not it is cheating.

    Having a type1 government in an area that doesn't have a homeland won't help. All it will do will allow you to build a L5 MIC. And since recruitment is based on regions, the L5 MIC in that area won't have anything for your faction. You will actually be hurting yourself by not allowing as much regional units.


    Quote Originally Posted by Watchman
    No. That file is extremely expendable, and a new one will simply be created to fill the void once you load a campaign (be it savegame or a new one). It may take the game some extra loading time to generate it, but that's it.
    Second.


  8. #8
    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: structures NOT getting repaired

    Thanks guys, but deleting map.rwm didn't work either.

  9. #9
    Βασιλευς και Αυτοκρατωρ Αρχης Member Centurio Nixalsverdrus's Avatar
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    Default AW: structures NOT getting repaired

    The "Tuat Celtiberian Alliance" fix did it!

    Btw, I spied out Tuat with toggle_fow, and there were about fourty buildings called "Victory (Western Greek). The descriptions say "Warning - this should never appear". Well, I am Makedonia and I conquered about fourty provinces so far - is that the reason? Or is it just a weird thing due to my crude v0.81 build with all the different fixes (also typo fix and Rebel City fix for 0.81) I tried out?

  10. #10
    Bibliophilic Member Atilius's Avatar
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    Default Re: AW: structures NOT getting repaired

    Quote Originally Posted by Centurio Nixalsverdrus
    Well, I am Makedonia and I conquered about fourty provinces so far - is that the reason?
    No, just a coincidence. The crash is caused by going over the per settlement building limit.
    The truth is the most valuable thing we have. Let us economize it. - Mark Twain



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