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Thread: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

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  1. #1

    Default EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    You know, having a barracks recruit a unit like this:

    recruit "roman infantry evocatae" 0 requires factions { romans, } and building_present_min_level government_type1 level1

    ----------------------------------
    In the change from 1.2 to 1.5, there seems to have been an added feature in the barracks that allows you to click on your units and see them, but it sometimes (for some factions, but not for others, it seems) crashes to desktop when you click on a barracks (in 1.5) that has units inside which have building requirements (though that was fine in 1.2).

    Just wondering if any other mods were having trouble with this.

    (note: I'm just posing the question here. Folks like blacksnail and nikolai and kull first realized what the problem was.)

  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    Did you see my post (#113) in the EDB discussion thread on this of some weeks ago?

    It's a problem in BI too. I never used the right-click feature so was pretty unaware of it until one of the Team who does use the feature pointed it out.

    I think it's a feature for all buildings. I've not noticed a factional difference. The problem seems to come at the point in the displacement where a bc unit exists (even though it may not appear that way as the feature seems to ignore them)..see my post #113.
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  3. #3

    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    Quote Originally Posted by Teleklos Archelaou
    You know, having a barracks recruit a unit like this:

    recruit "roman infantry evocatae" 0 requires factions { romans, } and building_present_min_level government_type1 level1

    ----------------------------------
    In the change from 1.2 to 1.5, there seems to have been an added feature in the barracks that allows you to click on your units and see them, but it sometimes (for some factions, but not for others, it seems) crashes to desktop when you click on a barracks (in 1.5) that has units inside which have building requirements (though that was fine in 1.2).

    Just wondering if any other mods were having trouble with this.

    (note: I'm just posing the question here. Folks like blacksnail and nikolai and kull first realized what the problem was.)
    There's a discussion in our conversion project regarding this bug. My finding is that when you click on a unit which certain condition hasn't been met yet it will caused CTD. Especially in missile or stables building where certain condition have to be met for the unit is avialable.
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  4. #4
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    My case was even worse.

    The game CTD in the first turn during the movements of the faction allowed to recruit that unit. Even when that unit was not accessible due to the lack of a hidden resource.

    I had also CTD when I tried to see the info about the recruitment building. Everything works now perfectly when the building requirement is eliminated (only the hidden resource is needed now).

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    Yes, the BCs cause two other bugs - one connected in some way with the unit info and (believe it or not) cas/texture files (how the 2 are related I do not know), and the 2nd with the *number* of BC units in a building - this latter CTDs long before you get to the chance of right-clicking units (usually on trying to open or build the building, sometime at campaign start when you just click on the settlement). Tests show that more than 4 BC units in the same building cause this ctd to activate.

    Anyway, no BC units anymore - they are too buggy.

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    If anyone is still using them one thing we were doing was to change all building names from vanilla "word1 word2" to "[space]-[space]word1 word2[space]-" which makes it look reasonable in all places it occurs inc. the unit list requirement in the building scroll.
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  6. #6

    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    This is now a tremendous problem for EB. We don't seem to have a good answer in how to deal with it. I'm really personally ticked off at CA for introducing all these problems (no problems for them - but things that work in 1.2 suddenly don't work in 1.5, and that's just dumb), but the issue for us is how to deal with it. We have an incredibly complex system, and we didn't know this problem existed before porting - it seems as though it has now become problematic for FATW, until you've dumped the whole system of having BC units, and ITW, by dumping the whole system of having BC units. In other mods too potentially that haven't completed porting or haven't figured out what hte problem is yet. This is really disappointing.

  7. #7

    Default Re: EDB: Does any 1.5 mod have buildings as unit recruitment requirements?

    The right click on the unit listed in a building description CTD - I can't help with. But then I never knew the feature existed until now so

    In my game though I had a CTD on launch with any building that existed on the map at the start that recruited units with a bc - this I got around by removing that building from descr_strat and putting it in the campaign_script instead.
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