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Messages - CelticMarauder

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Warhammer; Total War / Re: Chaos Campaign Pre-battle Crash
« on: August 28, 2014, 03:32:15 AM »
Thanks for the reply. I checked out the descr_character.txt and descr_model_battle.txt files. While my extremely limited knowledge of modding prevented me from getting a detailed understanding of how those two files were linked, I was able to find the model causing the problem and create a workaround. In the descr_character file the named chaos generals are listed as "celt_general" while the captains are listed as "celt_lesser_general." As I had no problems starting any custom battles, which always use the captain model, I changed the named chaos general battle model to "celt_lesser_general" to see if that would work. I started up a campaign and was able to successfully start two battles with two separate named generals, so it appears that the "celt_general" model is the problem. Luckily, the lesser general model looks suitably imposing enough on the battlefield to serve as a model in place of the non-working main general model.

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Warhammer; Total War / Chaos Campaign Pre-battle Crash
« on: August 26, 2014, 06:41:38 PM »
It's been awhile since I've played this mod, but I decided last night to start a Chaos campaign, something I hadn't tried since the first time the campaign map was released. Upon my first field battle, the game crashed less than halfway through the loading screen between the map and battle, and I was given a non-specific error message stating that Rome: Total War encountered a problem and needed to close. After searching here, I discovered and fixed the texture error for the Chaos Marauder Horsemen unit. Hoping that was the solution, I attempted to load that battle again, to no avail. I checked for the problem in all my other campaigns, but all those battles worked just fine. After some trial and error, I finally discovered that the game only crashed when sending any of my Chaos generals into combat. Thinking it may have been a problem with the unit (Chaos Knights), I tried using them in a custom battle and encountered no problems. So I think it might be a problem with the named generals themselves. I'll try a few other things when I get home from work, and I'll update here if I manage to solve it. Sorry for the wall of text, but I thought it best to go into as much detail as possible.

TLDR: Attempting to launch a battle from the campaign map with a named Chaos general causes the game to crash partway through the loading screen, and I haven't yet managed to find a solution.

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Warhammer; Total War / Re: Warhammer: Total War - A Call To Arms Release!
« on: September 30, 2013, 03:46:42 AM »
I'm having a lot of fun so far. The world seems more alive than previous versions of this mod.  There are a couple of minor bugs that I've run into, though. For the Beastmen, both the general unit and regular unit of bestigors have the "general_unit" attribute, so recruiting bestigors in the campaign trains generals rather than the standard bestigor unit. For Chaos (and I'm assuming Beastmen since they both have chaos temples) the Temple of Nurgle skips the upgrade at the large town level, instead having the second and third level of the building at the city level and impossible to reach large city level. I was able to fix these things easily enough, but I just thought I'd let you know in case you were considering any sort of minor patch.

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Warhammer; Total War / Re: Faction Preview: Rebels
« on: June 15, 2013, 06:21:39 AM »
Looking good! I can hardly wait.   ;D

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Warhammer; Total War / Empire Great Cannon
« on: February 13, 2013, 01:39:29 AM »
In case you haven't noticed, or nobody's let you know, the Empire's great cannon is currently set to deal 0 damage to buildings. I eventually managed to find the file with the damage values for different projectiles and changed it, but if you do decide to release a new version of this mod, you might want to fix it. Also, keep up the good work.  8)

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