Baris wrote:It can be WAD but I'm not sure. Romans could use night crossing option at start. As it is mountain terrain they won't be defeated easily in Messena.
Edit: Ooops may be I understand your question wrong!
Random wrote:I completed the long First Punic War scenario a couple of weeks ago but did not notice this happening. Indeed I clearly recall instances where one or both Roman consuls were not active and this actually cost me dearly in the campaign for Sicily.
-C
Just one more question.. You were playing with it patched to 1.05, yes?
Baris wrote:I thought Roman consuls at start always acticated. As Random mentioned it can be related to their strategic rating and can not be active sometimes.
Random wrote:Just one more question.. You were playing with it patched to 1.05, yes?
Yes. Of course legions of deceased brain cells since may have effected my memory of this but I am pretty certain that on some occasions consuls failed to activate in the long 1st Punic War scenario.
-C
Canon wrote:I ran into this problem a few years back, today re-installed the game fresh, applied 1.05 patch, and loaded it up. The problem still exists.
Quirk wrote:Playing the same scenario at the moment and I think you are right. My Roman commanders are always active. Seems to be a bug.
Straight Arrow wrote:Yep, I just finished a game of the 1st Punic war today and noticed the same problem.
I also tried doing a clean re-install and applying the 1.05 patch; the consul activation remained 100% all the time.
Does this means ever consul is throwing his seasick, sacred chickens into the ocean?
jack54 wrote: It may also effect 3 star leaders because Bagga and Syphas (Mauretania) also seem to be active. I did notice some lower rank leaders failing activations.
jack54 wrote: It may also effect 3 star leaders because Bagga and Syphas (Mauretania) also seem to be active. I did notice some lower rank leaders failing activations.
jack54 wrote:I checked again and Bagga does deactivate.. took some turns with the 4 strategic rating.
I deleted the Naval leader line for Paulus and Salinator (HAN 3 scenario) deleted the model cash but so far no difference although it Certainly seems it could be the issue.
... bad news it looks like each game may have all the models yikes! I changed the files in HAN folder then played the game through AJE which seems to have it's own models.
Good luck on your end.
Bohémond wrote:I did run several tests, inspect the logs and investigate the wiki.
The ''always active'' issue is related to consul being Naval leader.
I do not see any easy fix for this issue but removing the Naval leader parameters for Consuls.
It should solve to some ''landing order'' issue, the consul staying with the fleet while units are landed in hostile region, if i recall correctly.
Regards
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