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Thread: Failure to Launch

  1. #1
    Member Member Kamakazi's Avatar
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    Default Failure to Launch

    I wonder if anyone else is having this problem. Every time I try to launch R2 now it wont launch. It goes to the sega/ca/rome 2 screen and then stops working....

    any helpful ideas?
    If living is nothing dieing is nothing then nothing is everything and everything is nothing


  2. #2
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Failure to Launch

    Im not having this problem but I read that others are. Try deleting the Rome 2 folder in your roaming folder (its where your saves are held), but make sure you make a backup of your saves as doing so deletes them.

    This worked for some. Also, verify game cache and make sure that no mods are enabled.
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  3. #3

    Default Re: Failure to Launch

    This happens to me once in a while. Sometimes exiting Steam entirely and then logging back in will correct it, sometimes it won't. If not, then I reboot the computer; that has always worked for me.

    I suspect it has something to do with DirectX.

  4. #4
    Member Member Kamakazi's Avatar
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    Default Re: Failure to Launch

    Deleteing the saves did noting but it started when I dumped the mods.... Now how will I play my campaigns that were modded? Should I try to re introduce the mods?
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  5. #5
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Failure to Launch

    Your mods probably have not updated yet for the new beta patch. I would wait a bit so the authors can update.
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  6. #6
    Member Member Kamakazi's Avatar
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    Default Re: Failure to Launch

    So back to vanilla I guess? Well after a bit of tinkering I narrowed it down to the radious mod..... I cant play that campaign (my macedon campaign) so I guess its a break time for me
    Last edited by Kamakazi; 11-16-2013 at 18:27.
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  7. #7
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Failure to Launch

    Yeah, Im pretty sure that the radious mods are having issues.
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  8. #8
    Member Member Kamakazi's Avatar
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    Default Re: Failure to Launch

    Well I did a bit of digging (I swear it wasn't far) but from what im gathering the Modders in charge of radious just went ahead and updated it into beta patch 7. And I didn't opt into that beta. So im trying to opt in now and see if it works
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  9. #9
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Failure to Launch

    Yeah, that would be the problem then. Radious has always quickly jumped onto the latest patches, beta or not.
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  10. #10
    Member Member Kamakazi's Avatar
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    Default Re: Failure to Launch

    Yea well I got it figured out with some tinkering. Thanks for the help.... Idk if its just me or if this patch destroyed pikes.... mine seem to be getting ripped to shreds....
    If living is nothing dieing is nothing then nothing is everything and everything is nothing


  11. #11

    Default Re: Failure to Launch

    It's some stuff CA tweaked around. Now chariots can go straight through braced infantry head on and kill them all. Same as elephants. If used with some care you can easily rack up several hundred kills per each unit against elite infantry.

    These shock units can go straight through phalanxes head on too, especially since they're in a looser formation now.

    One thing CA did get right was making missile units more viable.
    Last edited by BroskiDerpman; 11-26-2013 at 22:20. Reason: Autocorrect
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  12. #12
    Strategist and Storyteller Member Myth's Avatar
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    Default Re: Failure to Launch

    I started a Massagetae campaign last night precisely because of the nerfs to infantry and because I can't be bothered to finish my Sparta campaign with the unit limitations in place. I spend 70 turns building up to my epic Heroes & Nobles of Sparta only to be able to recruit a grand total of 4 of them.
    The art of war, then, is governed by five constant
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    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
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  13. #13
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Failure to Launch

    There are mods out there that removes the unit limits.
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  14. #14
    Strategist and Storyteller Member Myth's Avatar
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    Default Re: Failure to Launch

    I love mods for Medieval 2 which are comprehensive and substantially improve the game (Stainless Steel, Third Age Total War) but which can be launched separately from the vanilla game.

    I don't like minor tweaks (visual or stat wise) and arbitrary changes to unit stats which have no backing or testing justification, and I don't like it messing with my vanilla game and not having a separate way to launch it.

    I'd much rather have CA get a wakeup call and fix the Spartan roster and unit limiations. It doesn't help that they lack sword infantry and that the "heroes" of Sparta are weaker than most high tier infantry (Oathsworn, Praetorian Guard, Shield Bearers etc.)
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  15. #15
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Failure to Launch

    That's wishful thinking at best. I high doubt that CA will change that now. And considering how easy and seamless it is to add mods with the workshop, your reasoning sounds kinda silly, no offense.
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  16. #16
    Infinite Jest Member easytarget's Avatar
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    Default Re: Failure to Launch

    Not a fan of mods myself. I have a hard time not considering them just random buffs some random individual came up with that simply replaces what sometimes appears to be the at least not well thought out and tested settings done by CA. Which is in fact entirely under their control to do something about.

    M2 did see some mods I considered worth using.

    I never saw anything for Shogun 2 I even considered and so far I can say the same for Rome 2.

  17. #17
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Failure to Launch

    I understand where you are coming from, as mods are little more than changes that the creator(s) desire, but I personally feel that if there is a mod that tickles your fancy you should go for it.
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  18. #18
    Member Member Sp4's Avatar
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    Default Re: Failure to Launch

    I can't launch the game anymore. It just tell me it stopped working even after reinstalling the whole thing and deleting everything relevant to it =X

  19. #19
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Failure to Launch

    Did you go here? "C:\Users[Your User Name]\AppData\Roaming\The Creative Assembly\Rome2\scripts" and delete user.script.txt and preferences.script.txt. If you don't have user.script.txt, you're okay; that's a file some mods need, and others do not. Also delete the savegame folder within the rome 2 folder in that same area. Also make sure you delete all mods, not just untick them.
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  20. #20
    Member Member Sp4's Avatar
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    Default Re: Failure to Launch

    I've deleted everything relevant to the game and reinstalled it and tried running it without any mods or anything and it does the same.

  21. #21
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Failure to Launch

    That is really strange. I have no clue what is going wrong, its working fine for me. Did you post on the official tech forums about this? They only check the official bug forum for tech problems so try there.
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  22. #22

    Default Re: Failure to Launch

    .net install maybe helpful

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