
Originally Posted by
Teleklos Archelaou
I can say already that if a celtic culture city is captured by the romani (any other faction really), and then they upgrade the city core building to their faction type, and then you capture the city and it tries to rebel back to the romani (or whatever the second faction is), then there will be problems. Our solutions helped the matter, but didn't solve it entirely.
Hi. I know this thread has more than a month, but I stumbled upon this same CTD in Carrodunum and I made a deep search of the problem, which I want to share with you:
First of all, this city should be connected to the Aedui. The evidence is in the name, in the celtic unit types that start the game and even the governor Cocolitanos belongs to the sub_faction gauls (descr_strat.txt).
Anyway, what happened was that somewhere along the time, the city changed to a Aedui government building (governors_palace - Amaudrahanna) and developed the "gov4" building (Tuatargo), but kept the military building "muster_field_G" (Warrior_Gathering). The Sauromatae conquered the city but it rebelled in the following turn, causing a CTD.
I started by changing the export_descr_unit.txt file by removing the "mercenary_unit" attribute from the "celtic infantry curoas". There was no CTD this time, but the Curoas missed the correct skin (it needs the mercenary_unit attribute).
So, my next move was to put a couple of non-mercenary units in the export_descr_building.txt file, in every government block:
Code:
recruit "celtic infantry aljazgae" 0 requires factions { gauls, scythia, germans, } and hidden_resource NW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
recruit "celtic infantry lugoae" 0 requires factions { gauls, scythia, britons, } and hidden_resource NW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
There was no CTD and the city made a correct transition to the Aedui faction. The Aedui even started creating Aljaz-Gae and Lugoae in this city.
However, it was not enough for me. I think this city should belong to the Aedui faction, so I made the following changes:
In the campaign_script.txt I made the following switches:
Code:
;console_command create_building Carrodunum muster_field_G
console_command create_building Carrodunum muster_field_D
And in the Gaul
Code:
if I_LocalFaction gauls
(...)
;console_command create_building Carrodunum outlying
console_command create_building Carrodunum expansion
I also add the line:
Code:
console_command create_building Carrodunum celt1
for the celtic reforms.
Then, in the descr_strat.txt file I made the following switch in the Lugouw region settlement:
Code:
;faction_creator germans
faction_creator gauls
Then, in the descr_regions.txt file I changed the code in the Lugouw region to:
Code:
Lugouw
Carrodunum
;germans
gauls
Lugii
177 78 58
iron, wild_animals, river, NW, C, n1, n2, n4, y8
5
1
So, now I have the complete transition to a celtic region, instead of a german one. And no CTD.
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