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  1. #1
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Research: Fixes for bugs in the unit file

    The intention of this thread is much the same as the Fixing the trait bugs. It's strictly for bugs in the unit file. Discussion of various issues (such as historical accuracy) can take place in the Colesseum - that's what it's there for.

    Also as before, the intention is to come to a consensus for solutions to the bugs, and to release a patch to implement them.

    These are the threads that have been formed from splitting posts from this thread:
    Last edited by therother; 02-27-2005 at 21:35.
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  2. #2
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Research: Fixes for bugs in the unit file

    Thracian normal and upgraded bodyguards are the same. Well they use the same stats... Maybe not a bug, but a very odd feature as all other factions gets upgraded.
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  3. #3
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Research: Fixes for bugs in the unit file

    Those &*%$ing Egyptian Desert Axemen!!!!

    Personally i have modded them to reduce their armour and change it from metal to leather. I have put them more in line with the Desert Cavalry with whom they share the same models. I do recognise that these guys are reasonable high up the tech ladder so I have boosted their Defence stat to compansate... It works well, they are still pretty hard but are no longer practically immune to missile weapons...

    type egyptian infantry
    dictionary egyptian_infantry ; Desert Axemen
    category infantry
    class heavy
    voice_type Light_1
    soldier egyptian_infantry, 40, 0, 1
    officer egyptian_standard
    attributes sea_faring, hide_forest, can_sap
    formation 1, 1, 2, 2, 4, square
    stat_health 1, 0
    stat_pri 10, 5, no, 0, 0, melee, blade, piercing, axe, 25 ,1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 3, 6, 4, leather
    stat_sec_armour 0, 0, flesh
    stat_heat -1
    stat_ground 2, 2, -2, -2
    stat_mental 8, normal, trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 0, 420, 200, 50, 70, 420
    ownership egypt

  4. #4
    Unpatched Member hrvojej's Avatar
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    Default Re: Research: Fixes for bugs in the unit file

    *Disclaimer: I am not taking the credits for finding and/or fixing all of the things listed below, I am merely compiling a list of fixes in one place. Thanks to the people who found and/or fixed these, it certainly made my game better*

    Ok, here are the fixes. Please remember to back up your files before attempting any changes. If you don’t happen to agree with some of these changes, I guess nobody is forcing you to make them. Though these are IMO things that are not working as intended, but in any case we can save the discussion for the Colosseum.

    \Data\export_descr_building.txt file

    1) Seleucids are able to recruit armoured elephants everywhere, and this fix limits them to recruiting only in provinces that have elephants as a resource present, just like any other elephant unit.

    Under the entry for circus_maximus find the following line:
    Code:
                    recruit "greek elephant cataphract"  0  requires factions { seleucid, }
    change that to
    Code:
                    recruit "greek elephant cataphract"  0  requires factions { seleucid, }  and resource elephants
    2) Praetorian cohorts are not limited to being recruited only after Marian reforms. This fix limits their recruitment to post-reform period.

    Under the entry for imperial_palace find the following line:
    Code:
                    recruit "roman praetorian cohort i"  0  requires factions { roman, }
    change that to
    Code:
                    recruit "roman praetorian cohort i"  0  requires factions { roman, }  and marian_reforms
    3) Thracian phalanx pikemen would be recruitable at the third tier barracks, but as you upgrade the barracks (or as the AI upgrades them for that matter), you are unable to recruit them any more. This fix enables the recruitment of phalanx pikemen for Thrace in all higher-level barracks.

    Under the entries for army_barracks and royal_barracks find the following line:
    Code:
                    recruit "greek pikemen"  0  requires factions { seleucid, macedon, }
    change to
    Code:
                    recruit "greek pikemen"  0  requires factions { thrace, seleucid, macedon, }
    4) Cavalry auxilia are not limited to being recruited only after Marian reforms. This fix limits their recruitment to post-reform period.

    Under the entries for cavalry_barracks, hippodrome and circus_maximus find the following line:
    Code:
                    recruit "roman cavalry auxillia"  0  requires factions { roman, }
    change to
    Code:
                    recruit "roman cavalry auxillia"  0  requires factions { roman, }  and marian_reforms
    5) Gauls are able to recruit +1 experience naked fanatics in 1st level farming shrines (not temples, just first level shrines). Gauls do not have the ability to build farming temples at all, and it's only linked to shrines (not upgraded temples), so this fix eliminates that quirk.

    Under the entry for temple_of_farming_shrine find the following line:
    Code:
                    recruit "barb naked fanatics gauls"  1  requires factions { gauls, }
    and delete it.

    6) Spain has the ability to get Longshield cavarly in custom battles. They do not, however, possess the same ability in the campaign. This fix enables them to recruit Longshield cavarly in the campaign as well.

    Under the entries for cavalry_barracks, hippodrome and circus_maximus find the following line:
    Code:
                    recruit "carthaginian medium cavalry"  0  requires factions { ct_carthage, }
    change to
    Code:
                    recruit "carthaginian medium cavalry"  0  requires factions { ct_carthage, spain, }
    7) Spain has the ability to get onagers in custom battles. They do not, however, possess the same ability in the campaign. This fix enables them to recruit onagers in the campaign as well.

    Under the entries for archery_range, catapult_range and siege_engineer after the following line:
    Code:
                    recruit "carthaginian peltast"  0  requires factions { spain, }
    add this line
    Code:
                    recruit "carthaginian onager"  0  requires factions { spain, }
    \Data\export_descr_unit.txt file

    8) Since 1.2, horse archers and related units are not able to fire on the move any more. This fix enables them to do so again, with a side-effect of changing the "ranged attack" cursor to spear-like one instead of the bow-like one. The fix for the elephant archers is still not known.

    For the following unit types:

    barb chariot light briton
    barb horse archers scythian
    barb horse archers slave
    barb noble horse archers scythian
    barb scythian noblewomen scythian
    east persian cavalry
    east cataphract archer
    east horse archer
    east chariot archer
    egyptian bedouin
    egyptian chariot archer
    egyptian general's bodyguard early
    rebel amazon chariots
    merc horse archers
    merc bedouin archers

    find the line
    Code:
    stat_pri_attr    no
    change to
    Code:
    stat_pri_attr    thrown
    9) Since 1.2, generals upgrade their bodyguards after Marian reforms. However, this ability is missing for the special upgraded generals of Scythia and Pontus. This fix corrects that.

    For the following unit types:

    barb scythian general scythian
    east pontic general

    find the line
    Code:
     
    attributes       sea_faring, general_unit, hide_forest, hardy
    change to
    Code:
    attributes       sea_faring, general_unit, hide_forest, hardy, general_unit_upgrade
    \Data\descr_model_battle.txt file

    10) Spanish family members appear on the battlefield wearing blue - a stark contrast to the brownish color of the rest of the army. This fix enables them to wear their faction's colors.

    Find the following line:
    Code:
    ;texture				spain, data/models_unit/textures/officer_celt_general_spain.tga
    change to
    Code:
    texture				spain, data/models_unit/textures/officer_barb_general_spain.tga
    \Data\world\maps\campaign\imperial_campaign\descr_mercenaries.txt file

    11) Due to the typo, one mercenary pool was missing the mercenary horse archers that were supposed to be there. The fix here corrects this by replacing the " ' " symbol with "1" in the entry where the maximum number of merc units is specified. Note: however, it could have been that the maximum umber of units was intended to be 2, we don't know.

    Under the entry for pool Armenia find the following line:
    Code:
    	unit merc horse archers,			exp 0 cost 800 replenish 0.1 - 0.18 max ' initial 0
    change to
    Code:
    	unit merc horse archers,			exp 0 cost 800 replenish 0.1 - 0.18 max 1 initial 0
    Have fun!

    edit: Added short descriptions of bugs and fixes.
    Cheers,
    Last edited by hrvojej; 02-24-2005 at 17:32.
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    Some people get by with a whole lot more - A. Eldritch

  5. #5

    Default Re: Research: Fixes for bugs in the unit file

    Good start to the thread, hrvojej, however can I suggest explaining what each of the fixes are supposed to change?
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  6. #6
    Bug Hunter Senior Member player1's Avatar
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    Default Re: Research: Fixes for bugs in the unit file

    Quote Originally Posted by hrvojej
    4) Cavalry auxilia are not limited to being recruited only after Marian reforms. This fix limits their recruitment to post-reform period.

    Under the entries for cavalry_barracks, hippodrome and circus_maximus find the following line:
    Code:
                    recruit "roman cavalry auxillia"  0  requires factions { roman, }
    change to
    Code:
                    recruit "roman cavalry auxillia"  0  requires factions { roman, }  and marian_reforms
    I don't think CA intended to have them in post-marius time only.
    Otherwise 1st stables upgrde, would give ZERO benefits (now it gives cavalry auxilla).
    Other stables upgrades at least give better experience to Equites.
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  7. #7
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Research: Fixes for bugs in the unit file

    Desert Axemen have 2 shield points, but they don't have a shield in-game. To fix this, find the following line in export_descr_unit.txt for egyptian_infantry:
    Code:
    stat_pri_armour  5, 5, 2, metal
    And change it to:
    Code:
    stat_pri_armour  5, 5, 0, metal
    Desert cavalry have a unit size of 40. All other cavalry (that I know of) have a unit size of 27. To fix this, find the following line in export_descr_unit.txt for egyptian_cavalry:
    Code:
    soldier          egyptian_cavalry, 40, 0, 1
    And change it to:
    Code:
    soldier          egyptian_cavalry, 27, 0, 1
    -Simetrical
    TWC Administrator

    MediaWiki Developer

  8. #8

    Default Re: Research: Fixes for bugs in the unit file

    I'd have sworn my desert axes had the same puny shield as the skirmshers. Mine have an armor line of

    stat_pri_armour 0, 7, 3, flesh

    They're wearing only a skirt (armor 0), are heavy infantry (defnese skill 7 similar to other non-elite but quality troops), are wearing the same small shield graphic as the skirms (shield 2), and now don't make that ridiculous plinking sound when arrows hit their invisible force fields.

    To atone for this nerfing, I made them the only one-handed axemen in the game with armor-piericng axes, so their attacks are 50% stronger vs armored troops (like Seleucid armored elephants and cataphracts, maybe?)

    stat_pri_attr ap

    Along the same lines, I removed the pharoah's guard's bonus for their invisible shield and gave 3 points to armor and 2 to def skill, but shield of 0, for no net nerf.
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