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  1. #1
    EB annoying hornet Member bovi's Avatar
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    Default Re: Rebellion CTD (how to decrease population?)

    Thanks Makanyane, that's a new perspective to the rebelling business. I didn't know that a vacant city could cause more problems than an occupied one. I'll be sure to mention it to people.

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  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Rebellion CTD (how to decrease population?)

    Quote Originally Posted by bovi
    Thanks Makanyane, that's a new perspective to the rebelling business. I didn't know that a vacant city could cause more problems than an occupied one. I'll be sure to mention it to people.
    Sorry to come back and DP but just to make sure you got the right information (as I had a couple of attempts at editing the other post to clarify), having a full garrison stay in the city doesn't help, it needs to be just one unit, which I know there isn't any logical explanation for, but it seems to work - the unit just gets ejected on revolt as it should.

    I found it by accident when playing adapted (peasants removed) vanilla. If you know city is going to revolt you tend to pull all army out and destroy buildings, that gave the conditions for CTD, so I started leaving one unit behind which fixed it. As that was the way I always played I didn't realise till Dol started investigating it that it was the one unit only garrison that fixed it whereas full garrison didn't.... (which explains the 'yes it does', 'no it doesn't' argument between us at the beginning of that thread)
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  3. #3
    EB annoying hornet Member bovi's Avatar
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    Default Re: Rebellion CTD (how to decrease population?)

    You say that this is a problem when "trying to rebel to its previous owner (eg not rebels) and the previous owner can't build troops in it, AND mercenary troops are available in the region...."

    We have added the Apeleutheroi unit for this purpose, it is available for all factions when rebelling (using a nice trick to disallow recruiting for everyone but the eleutheroi), so this problem should actually be fixed, but there persists some problem with rebellions still . During our testing, I know that I repeatedly left a city empty, that there were mercenaries available most of the time and that it rebelled to Sweboz occasionally, and never crashed. Still stumped . But it's something I'll mention to people as an extra precaution when trying to bypass the CTD.

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  4. #4
    EB Concept Artist Member fenix3279's Avatar
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    Default Re: Rebellion CTD (how to decrease population?)

    Ok, well I'll try that trick. One more question though. Let's say you just wanted to lower the population on a rebelling town. Say they only have 400 people and it won't go any lower. Then what? I'm screwed, right?
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  5. #5
    EB annoying hornet Member bovi's Avatar
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    Default Re: Rebellion CTD (how to decrease population?)

    Sort of, yes. But it shouldn't be at 0% loyalty then, so trying a couple of times should get you past it.

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  6. #6
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Rebellion CTD (how to decrease population?)

    Yes, I believe the method employed by EB to block the CTD was discussed some time ago. I am not familiar with it in practice (testing) though.

    Here's the theory -

    * freed slaves have EDU ownership of slave and slave only
    * they are attached to the core bldgs and recruitable by all factions, inc. slave
    * in dmb they are assigned textures for all factions (inc. slave)
    * they appear in the building descr. as recruitable to the player faction but are not (there is no oversize image)

    I've done a quick test in EB 1.0 pure and peasant revolt and loyalist revolt to non-player faction both work without CTD.

    Does anyone have a saved game prior to the ctd? And, if so, let me know which fixes to apply.

    Feel free to chip in, Mak ;)

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    Last edited by Dol Guldur; 01-18-2008 at 20:44.
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  7. #7
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Rebellion CTD (how to decrease population?)

    Quote Originally Posted by Dol Guldur
    Yes, I believe the method employed by EB to block the CTD was discussed some time ago. I am not familiar with it in practice (testing) though.

    Here's the theory -

    * freed slaves have EDU ownership of slave and slave only
    * they are attached to the core bldgs and recruitable by all factions, inc. slave
    * in dmb they are assigned textures for all factions (inc. slave)
    * they appear in the building descr. as recruitable to the player faction but are not (there is no oversize image)

    I've done a quick test in EB 1.0 pure and peasant revolt and loyalist revolt to non-player faction both work without CTD.

    Does anyone have a saved game prior to the ctd? And, if so, let me know which fixes to apply.

    Feel free to chip in, Mak ;)

    We can play the yes / no game again
    Chip...

    have got most recent DL, much to the disgust of my ISP who seems to think I've run out of bandwidth....

    I guess from previous comments that the 'recruitable, but not really' generic militia units solved most of problem, however often in riot situation prior to revolt the core building can be damaged to the extent that it can no longer theoretically, or really recruit units. I tested that previously on similar argument with RTR and did note that the ability to recruit diplomats from core building was often lost due to damage during pre-revolt riot, so presumably would the ability to recruit the 'almost' recruitable unit if the core building is damaged to the necessary extent to make it non-functional prior to turn start.

    The use of a hidden hinterland 'building' for recruitment of units in case of revolt was more protected - so long as you didn't add it deliberately to battle maps the only thing that could damage it to non-functioning status was the natural disasters which were somewhat rarer.
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  8. #8
    EB annoying hornet Member bovi's Avatar
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    Default Re: Rebellion CTD (how to decrease population?)

    Quote Originally Posted by bovi
    Sort of, yes. But it shouldn't be at 0% loyalty then, so trying a couple of times should get you past it.
    I forgot to say, if that's really the problem here.

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