Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Realistic City Defense
Prime  [developer] 8 May, 2016 @ 8:45pm
★ Modded walls - Ladders issues solved ★
While testing walled minor settlements, it emerged that the old CA issue still exists.

Walled minor settlements receive a "pseudo" random battle map for the assault to be played. This map is chosen from the game existing map database and can be safe or incompatible in case of unlucky selection. For example I got Rome's map at Ariminum and Chartage's map at Lillybaeum. In some other cases I got maps with clear incompatibilities, like very high walls making my ladders too short (15m vs. 8m) or missing ports etc..

Potentially, significant issues might arise during the assault of a "walled" minor city if the CA map "selection" is unlucky.

There are safe settlements where assaults can be played without risks but I'm trying to limiti the abuse of modded walls for both players and AI anyway.

  • Players can build walls in minor cities but they now need Lv4 Siege Workshops.
  • AI has been set to a lower "desire" for military buildings like workshops. This won't prevent AI from building modded walls (with the issues explained above) but will keep this problem (hopefully) under control.

Should this issue become frequent, according to your feedbacks, I will prevent AI from placing modded walls. Unfortunately, as for now, no mods can radically address this issue cause of the "random map" behaviour by CA.
Last edited by Prime; 7 Jul, 2016 @ 1:25am
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Showing 1-4 of 4 comments
Prime  [developer] 12 May, 2016 @ 6:37pm 
May, 13th - Version 4.1

With the today's update, the AI interest towards siege workshops for building modded walls in minor settlements has been furtherly decreased.

In order for AI to be still able to build siege artillery weapons that come from siege workshops, when playing non barbarian factions, Balistas, Onagers and Scorpios are now unlocked by normal Lv2 barracks. Siege workshops still retain the ability to build more sophisticated weapons (giant, heavy and behive variants + Polybolos), for AI and for players who love the art of sieging hard province capital cities.

Please, go on reporting siege issues due to minor settlements' walls so that I can eventually elaborate another type of workaround.

Thanks for the time taken for reporting until now, this will make this mod better and better.
Last edited by Prime; 12 May, 2016 @ 6:45pm
Prime  [developer] 25 May, 2016 @ 7:36am 
@aCidVicious (asking in chat about issue frequencies) This is a challenging question since I can't have any different answer than empiric or statistical ones. Case 1 : AI builds walls in minors. I'm still expecting more precise feedback but AI interest for walls in minors should have been strongly discouraged now so Case 1 is safe for you, let's say at 90%. Case 2 : You build walls in a minor city and then you lose that settlement via autoresolve. If that settlement is in this ABH's list[www.twcenter.net], you will have a PORT issue if you attack by sea (in 41 affected settlements over 116 total ones) or a possible LADDER issue if you attack by land that is highly frequent if the attacked faction is Cathage, Rome or Egypt because in these cases the Faction Capital City can be triggered for replacing the missing map and those cities have higher walls for sure. If the attacked faction is different, chances strictly depend on the specific minor but the issue chance is indeed lower since i've had 1 only post about this case.
Last edited by Prime; 25 May, 2016 @ 8:17pm
Prime  [developer] 8 Jun, 2016 @ 1:02am 
Hopefully, I have found a way to workaround the issue above. I really need your feedback since it takes a huge amount of time to simulate sieges in minor cities that have been walled by players, with this mod. I have tested a couple of eastern factions and it seems that now ladders are properly working.

The fix should work because now, all 8m ladders and all 12m ladders don't have specific requirements anymore thus in a map where 12m walls may spawn, even if your troops appear with 8n ladders, these ones will work anyway.
Prime  [developer] 3 Jul, 2016 @ 10:37pm 
As reported by some players, siege weapons are now working against modded walls but there's still a random chance to get some troubles. This happens in the following (not so common) situation :

- Player completes the necessary 3 siege researches to get to "Military Siege Workshop" Lv3
- Player finds Timber
- Player builds "Siege Workshop" in a minor settlement that owns a port
- Walls are built (with 3 artillery slots)
- Player is attacked at the same time from sea and land
- Player presses the "Fight on the battlefield" option

At this point, if you are unlucky, the Game Engine, which must select a map for the fight, picks up a wrong one, that is to say, the map of a settlement that is NOT adjacent to the sea

In this case, when the player starts the battle, the campaign will CTD.

I suggest to Quick Save using the button on the left, just before fighting the assault, and in case of crash to desktop, to play it in autoresolve or to disable the mod before playing it again. I would like to apologize for this inconvenient but the map selecton is not controllable by me and can't be controlled by any other modder as far as we all know.

This is the latest known issue that was in the endless list of problems that rised when we gave walls to minor settlements.I have no interest in keeping the "minor settlement" walling option active so it's up to you guys. If you feel unsafe then please tell me and I will exclude this functionality or eventually release a version of this mod which only works on garrisons.

Be aware that ALL mods about walls do have this same issue (and others like ladders for example) so at least you don't have the hastle to find a mod that makes it work xD
Cheers.
Last edited by Prime; 5 Jul, 2016 @ 4:53am
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