Exilian

Game Design and Project Resources: The Workshops Quarter => Total War Mods - The Engineer's Shed => Mods, Maps & Game Add-Ons - The Bazaar => Total War - Orcs & Humans => Topic started by: comrade_general on July 30, 2011, 12:32:00 AM

Title: bug reports
Post by: comrade_general on July 30, 2011, 12:32:00 AM
Problem?

Please state the nature of the modification emergency.
Title: Re: bug reports
Post by: debux on July 30, 2011, 04:40:32 AM
Okay, it's not emergencies, but only a few things so far. I'll keep on editing this same post to not make my post number get to high :P (EDIT: Wow, it's at 1400 posts already? WOW!)

-So far great, although I kinda expected to have music other than vanilla RTW after hearing the main theme (it was AWESOME!). Nothing to do there, though, too bad.
-When you get those notifications of "Strongest faction" (for example, although this is the only example I have had so far), you get vanilla text. Not so awesome to get confused with puny Rome if you're defeating goddamn orcs! :D
-Water Elementals do this "taunting", which looks kind of awkward, considering the model/skin and their use. Good friggin job on the interface BTW! I haven't seen the orc one yet, though.
-There seems to be a problem with the assignment of Rebel generals to their bodyguards, it's the second time I get a CTD when trying to load the battle against them rebels (whcih seem to spawn at an astounding rate; after maybe 10 turns, I had 3 stacks in my territories)

I'll pour in a few suggestions here too :D maybe one could give missions to both factions, according to what they have to do in the campaign of Orc & Humans? It would be super awesome and inmersive (as well as nostalgic), but I'm afraid I can't help you much there, as well if it is possible. Another thing, the retainers and traits have to be changed. I can't think of any substitute retainers though, apart from "Turncoat Human/Orc" that gives extra command against such faction (right now I'm looking for characters in the first game, but I already thought some traits out)

To sum it up, very good impression, I feel tons of fun coming ahead, but it could be more inmersive. Right now I'm looking out for stuff that could help out.

On the side note, those Conjurers kick ass! I went like "WOOOW" after waiting with some disappointment for their attack.
Title: Re: bug reports
Post by: comrade_general on July 30, 2011, 01:01:41 PM
Now you see why this released version is 0.9 ;)
More music will probably be added, along with character portraits and the like. Maybe missions.

I'm looking into the rebel bodyguard thing. Good to hear about their spawning though, makes for a tougher game I think, and in the original game you had to contend with rebels from your own faction.

As for the notifications, traits, voices, other text, etc. it takes a friggin' lot to cover up the built-in cultural aspects of the vanilla game. I will look into converting them further, but for now perhaps you should be happy with what we've got. :P

Thanks for the comments.
Title: Re: bug reports
Post by: debux on July 30, 2011, 09:10:12 PM
Yeah, true, although I never saw the 0.9 anywhere ;D

Kind of hard to look for characters to use as retainers: I looked up the characters in the game and apparently there are only 3 or so, and quite possibly two of them are FM in the mod. I was thinking maybe the typical "Footmen/Grunt Commander" that gives extra command when commanding such units. As for traits, I thought maybe using MP tactics: "Rusher" gets extra command when attacking, "Turtler" extra command at defending and "Boomer" gets extra management.

And found the list of missions for both factions, if you're interested. I think it would make for extra guidance; I was completely lost at the beginning of the game, I had no idea there were two settlements south of the Human's territory (also, I lol'd when using toggle_fow :D nice touch)

I'll keep an extra eye open for other bugs, will post them on my first post here
Title: Re: bug reports
Post by: debux on August 01, 2011, 05:34:14 AM
Okay, so I failed to notice that you wouldn't get a notification if I just edited my post. So never mind what I said before about editing posts.

So today I think I got quite far, near completion of my first Human campaign. However:
-It's impossible (so far in my game) to recruit Knights without a FM. I realised quite late and ended up with half a stack of FM to kill off Rebels.
-Related to that, Rebels have an insane respawn rate. I've fought them a great deal more than I've fought the Orcs. I mean, once I got three stacks in my visible territory alone, which was quite annoying.
-Orcs seem to build too many Peons... there should be a way of avoiding that. I had to fight two full stacks of Peons in my first invasion, which was quite fast and laggy (huge settings= maybe 10 000 peons). I think it has to do that most towns are too underdeveloped, and the AI feels compelled to build as many units possible from all sources. Maybe peons can be build once one gets the second upgrade of farms or something.
-Got a CTD on a battle against rebels (led by a captain, not a FM) on a bridge. I tried out all the units that could have been on the battle with custom battles, and got no probs there. I was also able to fight against rebels not led by FM before on campaing (my CTD are originated it seems by the bodyguard of the rebel FM's)
-Rebel captain is vanilla rebel captain. However, I suspect this was intentional, as it's kind of hard to make a rebel half human and half orc (as rebels count as rebels for both sides, right?)
-Orc captain banner on the HUD is vanilla gaul one. With this I mean the little circle in the battle interface that usually has the protrait of the general FM of tha battle, or if there is none, it has a banner of the faction being played with. If this still doesn't help you trying to figure out what I mean (I usually get lost on my own thoughts :P ), it's the circle on the lower-right corner, right above the unit commands ("Fire at Will"/ "Skirmish", etc) and at the left side of the other commands (grouping, withdrawing, etc)

Other comments:
-My RTW freezes a lot with fireballs... does it happen to you too? So far, it has been twice in maybe... 4 hours in total of gameplay? (kind of hard to say how much time I spent on the battlemap).
-Trolls sure are weak :P They seem to be barely at the level of Footmen.
-Daemons are OP. Veeeery. I tested a sole unit against a full stack of Footmen, upgraded to the max, costing as a whole 100k currency (can't remember what currency you're using in TW:OH :P ). Besides of seeing how awesome to see so many men flying to those sweeping chops of them, I noticed that every one man that flied dies. Maybe the lethality of Daemons should be lowered.

I'm pretty sure I forgot something :hmm:
Title: Re: bug reports
Post by: comrade_general on August 01, 2011, 07:48:16 PM
Excellent info deebz! I will take this all into account, and I'd give you lots o' rep if I could.

Never had my game freeze because of the balls... :P
Title: Re: bug reports
Post by: debux on August 02, 2011, 04:35:01 AM
Never had my game freeze because of the balls... :P

The last might be of my fussy PC... it has lot's of strange little "things". For one, it seems to hate my exchange student, as the PC always freezes when he wants to use it.

But I somehow manage to live and not look mentally disturbed by this issue :D
Title: Re: bug reports
Post by: comrade_general on September 10, 2011, 03:32:45 PM
I've discovered the bug! In the terrain/climate files no less.

Updated version will come soon! I'll let you guys bug test it again once I get it to you. ;D
Title: Re: bug reports
Post by: Parori on June 01, 2013, 07:02:55 PM
I can't start the campaign or a custom battle. It gives this error message:Error in oh/data/world/maps/campaign/imperial_campaign/desc_strat.txt, at line 48, column 12       
Could not create settlement script at line 48

Fast Edit: And I do understand it can't make settlement or smth
Title: Re: bug reports
Post by: comrade_general on June 01, 2013, 08:06:12 PM
There shouldn't be anything making it do that in the released version. Did you install the patch as well? Try a fresh reinstall of the mod (delete the old mod folder) and instal the patch.
Title: Re: bug reports
Post by: Clockwork on July 01, 2013, 12:31:40 AM
Please state the nature of the modification emergency.

If that's a starcraft misquote, I love you.

I will download this when I have time, it looks awesome. And then edit this post so that I actually have a bug to post in a bug report section.
Title: Re: bug reports
Post by: comrade_general on July 01, 2013, 10:17:54 PM
Actually it's from Star Trek Voyager. :)
Title: Re: bug reports
Post by: Skull on October 01, 2013, 11:30:37 AM
For some reason,the game crashes when I try to do a custom battle.
I was just trying to see the poison cloud unit for the orcs in action...  :(
Title: Re: bug reports
Post by: comrade_general on October 01, 2013, 12:18:23 PM
Does the campaign work?
Title: Re: bug reports
Post by: Skull on October 02, 2013, 10:12:15 AM
Does the campaign work?
It does,but whenever I try to have a battle in which I play as the orcs (in custom battle),with poison clouds,warlocks and one wolf raider troop as the general,the game crashes.
It actually loads up fine,but when the camera closes up on the general,the game crashes. Also,the wolf raider models disappear before the crash,so it probably has something to do with their models?
Title: Re: bug reports
Post by: comrade_general on October 02, 2013, 01:46:34 PM
That doesn't make any sense. ???

Does it give any error messages? Does it work without the raiders?
Title: Re: bug reports
Post by: Skull on October 02, 2013, 07:03:11 PM
Just did. It works!
Maybe you forgot to give the orcish general a "mounted" skeleton?
Title: Re: bug reports
Post by: comrade_general on October 02, 2013, 09:55:12 PM
I suppose that's possible, but I'd think that I or someone else would have notice that crash before.
Title: Re: bug reports
Post by: Jubal on October 03, 2013, 12:57:59 AM
I'll download the mod and take a look (have only got it on my other computer IIRC)

EDIT: Maybe tomorrow, it IS 1AM.
Title: Re: bug reports
Post by: comrade_general on October 03, 2013, 02:44:40 AM
Just tried it, works okay for me.
Title: Re: bug reports
Post by: Defelial on August 27, 2014, 10:18:48 PM
 :gandalfgrey: :gandalfgrey: :gandalfgrey: :gandalfgrey:
Last post here was in 2012 wow, im here because for some reazon whenever i play the game it crashes, i can use the main map menus, play around with towns and such but when i go into a battle with the orcs it closes the game, if i pick orc and go to battle either way with wolf riders or the warlocks i guess it was the game closes, whenever i use humans i can go into a battle untill the orcs show up, is there a way to fix this? im a huge warcraft fan of the old series, a friendd of mine told me he remembered a mod and this was the one, it is sad i cant battle with them since this looks amazing!!! :CCC hope someone still can help me, im ina portugaling windows 8 computer but rome total war runs just fine. Any help would be so much loved, thanks and i love this mod.
Title: Re: bug reports
Post by: comrade_general on August 28, 2014, 12:13:22 AM
Do custom battles work when using the orcs?

Welcome to Exilian. :)
Title: Re: bug reports
Post by: Defelial on August 28, 2014, 09:13:04 PM
When going to custom battle. it loads, shows units, but when combat starts or the orcs get to close on wich i guess they use their units it crashes
Title: Re: bug reports
Post by: comrade_general on August 28, 2014, 11:59:57 PM
Are you using the -show_err command?
Title: Re: bug reports
Post by: Cuddly Khan on August 29, 2014, 11:30:30 AM
So many mosquitoes! :'( Please fix them.