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  • Rules.txt help needed!

    I am done with another edition of my Turtledovian Great War scenario and I am suffering these problems:

    * When I load up the scenario choosing the protagonist civ (Central Powers) there is not a single problem.

    * Each time I load the game & chose another civ (doesn't matter which one) Civ2 exits.

    I have rewritten the rules twice by now and I am still having this problem. Could someone please assist?
    Attached Files

  • #2
    Most likely a tech loop or missing letter...
    Something we all miss during those 3am CIV-creation sessions!

    I will take a peek and see!

    http://sleague.apolyton.net/index.php?title=Home
    http://totalfear.blogspot.com/

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    • #3
      Looking at the rules, I would recommend using the Blackclove method shown here:



      It would mean being able make certain techs available to exclusive civs...

      I am still looking for any anomalies in the structure, but I am sure it is a loop somewhere...

      http://sleague.apolyton.net/index.php?title=Home
      http://totalfear.blogspot.com/

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      • #4
        Mmmm, if there would be such a loop I would not have been able to edit all the time I think.

        Anyway, let me thank you for your assistance, Master Curt

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        • #5
          Er, if I had to guess I'd say the problem arises because the AI has to control the protagonist, that when guided by the computer the Central Powers perform some illegal action. Even more illegal than the AI's usual cheating, I mean. I'm not too good at bug-searching but I'd look at the CP, they seem to be more the root of the problem than the others. And if you've fixed rules a bunch of times and they're still spazzing, look at something other than rules. Maybe it's the scenario data.
          1011 1100
          Pyrebound--a free online serial fantasy novel

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          • #6
            And how would I possibly debug that?

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            • #7
              With what techs does each civ start?

              [Edit]What are their research goals?[/Edit]
              El Aurens v2 Beta!

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              • #8
                I think I have located your loop!

                Trench Warfare II, 8,-2, Eco, Uni, 2, 3 ; E1
                Military Academics, 6, 1, E1, Lit, 2, 4 ; Uni


                I would give Trench Warfare II some other 2nd preq, instead of Uni...

                It might not be the only loop!
                I will keep looking!

                http://sleague.apolyton.net/index.php?title=Home
                http://totalfear.blogspot.com/

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                • #9
                  Here is my way of avoiding this kind of thing, by making a tech tree plan!
                  This way, I can classify all needed techs, and when I am sure everything works,
                  I can copy it line by line into the rules.txt....

                  Laborious work, but worth it for a reliable and reusable tech tree!



                  Here is my plan for the Dictator III tree
                  -------------------------------------------------
                  ALL TECHS
                  -------------------------------------------------
                  World War Two, 0, 0, Plu, nil, 0, 0 ; PT
                  Twice Removed, 0, 0, no, no, 0, 0 ; Plu

                  Industrial Investment, 0, 2, Eco, nil, 0, 1 ; ...
                  Democratic Government, 0, 0, PT, nil, 1, 0 ; Cmn 15

                  Forced Labour, 0, 0, PT, nil, 3, 0 ; Gen
                  POW Labour Camps, 8,-2, Gen, Cor, 3, 0 ; Env
                  -------------------------------------------------

                  Partisans, 0, 0, PT, nil, 0, 0 ; Dem

                  -------------------------------------------------
                  British Techs
                  -------------------------------------------------
                  British Monarchy, 0, 0, PT, nil, 3, 3 ; Mon
                  Commando Raids, 7,-2, CA, Mon, 3, 3 ; Tac

                  -------------------------------------------------

                  -------------------------------------------------
                  American Techs
                  -------------------------------------------------
                  American Patriotism, 0, 0, PT, nil, 3, 4 ; E2
                  American Industry, 0, 0, PT, nil, 3, 4 ; Aut 5
                  US Marine Corps, 0, 0, PT, nil, 3, 4 ; Amp

                  Wartime America, 9,-2, PT, nil, 3, 4 ; CoL

                  US Food Production, 6,-2, CoL, nil, 3, 4 ; Rfg 70
                  Hollywood War Movies, 8,-2, CoL, nil, 3, 4 ; The
                  Long Range Escorts, 8,-2, Met, CoL, 3, 4 ; Exp

                  Lend-Lease Programme, 8,-2, Aut, Cor, 3, 4 ; X4
                  Operation Torch, 9,-2, CoL, Bro, 3, 4 ; X5
                  Operation Avalanche, 9,-2, X5, AFl, 3, 4 ; X6
                  Operation Overlord, 9,-2, X6, Met, 3, 4 ; X7 99

                  -------------------------------------------------

                  -------------------------------------------------
                  Russian Techs
                  -------------------------------------------------
                  Soviet Government, 0, 0, PT, nil, 1, 4 ; Rep

                  Stalinist Policies, 0, 0, PT, nil, 1, 4 ; Feu
                  Scorched Earth Policy, 6,-2, Feu, nil, 1, 4 ; Mob

                  Siberian Conscription, 8,-2, Rep, Cmp, 1, 4 ; Gue
                  Rocket Artillery, 8,-2, Rep, Cmp, 1, 4 ; Mat
                  -------------------------------------------------

                  -------------------------------------------------
                  Japanese Techs
                  -------------------------------------------------
                  Asian Empire, 0, 0, PT, nil, 1, 0 ; Ind

                  Looting of China, 0, 0, PT, nil, 2, 4 ; Gun 35
                  Pacific Attack, 9,-2, Gun, Ind, 2, 4 ; Pla

                  -------------------------------------------------

                  -------------------------------------------------
                  German Techs
                  -------------------------------------------------
                  Nazism, 0, 0, PT, nil, 0, 4 ; Fun
                  Lebensraumpolitik, 0, 0, Fun, nil, 0, 4 ; Phi 60
                  Blitzkrieg Doctrine, 0, 0, Fun, nil, 0, 4 ; Inv

                  General Plan East, 0, 0, PT, nil, 0, 4 ; Mas
                  Operation Barbarossa, 9,-2, Mas, Inv, 0, 4 ; War

                  Waffen SS Divisions, 9,-2, Fun, Cmp, 0, 4 ; Pot 65

                  V-Weapons, 8,-2, Inv, Roc, 0, 4 ; Sup 80

                  Jet Bomber, 8,-2, Inv, Roc, 0, 4 ; U1 90

                  Jet Fighter, 8,-2, Inv, Roc, 0, 4 ; Sth

                  ------------------------------------------------

                  -------------------------------------------------
                  Science Techs
                  -------------------------------------------------
                  Scientific Method, 4, 1, Chi, nil, 1, 3 ; Alp

                  Science Industry I, 4, 2, Alp, nil, 1, 3 ; Wri
                  Science Industry II, 5, 2, Wri, nil, 1, 3 ; Lit
                  Science Industry III, 6, 2, Lit, nil, 1, 3 ; Uni 85

                  Engineering Research, 5,-1, Wri, nil, 0, 3 ; Eng 25
                  Combustion Research, 5,-1, Eng, nil, 0, 3 ; Cmb
                  Propellant Research, 5,-1, Cmb, nil, 0, 3 ; Che 10
                  Rocketry, 6,-2, Che, nil, 3, 2 ; Roc

                  Electronics, 4, 2, Uni, Eng, 0, 3 ; E1
                  Atomic Research, 6,-1, E1, nil, 3, 1 ; Med 50
                  Atomic Elements, 6,-1, Med, Ref, 3, 1 ; Ato
                  Nuclear Fission, 6,-1, Ato, ToG, 3, 1 ; NF
                  Manhattan Project, 6,-1, NF, Aut, 3, 1 ; FP
                  -------------------------------------------------

                  -------------------------------------------------
                  Industry Techs
                  -------------------------------------------------

                  Capitalism, 0, 0, Cmn, nil, 0, 1 ; Tra


                  National Currency, 4, 1, nil, nil, 0, 1 ; Cur 20
                  National Railroad, 3, 1, Cur, nil, 1, 1 ; Bri
                  Industrialisation, 4, 1, Bri, nil, 0, 1 ; Eco

                  Refining, 4, 1, Eco, nil, 0, 3 ; Ref
                  Synthetic Fuel, 4, 1, Ref, Eng, 0, 3 ; Rec

                  Wartime Banking, 0, 0, Eco, nil, 0, 1 ; Ban
                  Wartime Production, 6,-1, Ban, Chi, 2, 1 ; Cor
                  Mass Production, 6,-1, Cor, nil, 2, 1 ; MP
                  Total War Production, 6,-1, MP, nil, 2, 1 ; Too

                  Improved Railroad, 4, 1, Cor, Bri, 0, 3 ; RR
                  Industrial Relocation, 4, 1, Cor, Cst, 1, 1 ; San

                  -------------------------------------------------

                  -------------------------------------------------
                  Army Techs
                  -------------------------------------------------

                  Military Leadership, 4,-2, PT, nil, 0, 0 ; Chi
                  Nationalism, 4,-2, Chi, nil, 0, 0 ; Mys
                  War Propaganda, 4,-2, Chi, nil, 0, 0 ; MT 55
                  Conscription, 4,-2, Chi, MT, 0, 0 ; Csc

                  Civil Defence, 4,-2, Csc, nil, 0, 0 ; Cst
                  Home Guard Regiments, 4,-2, Csc, nil, 0, 0 ; Cer

                  Armament Design I, 5,-2, Chi, nil, 0, 0 ; X1
                  Armament Design II, 6,-2, X1, nil, 0, 0 ; X2
                  Armament Design III, 7,-2, X2, Eng, 0, 0 ; X3 95

                  Improved Training, 7,-2, Csc, nil, 1, 0 ; Ldr
                  Modernised Army, 9,-2, Ldr, X3, 1, 0 ; Cmp
                  Airborne Assault, 8,-2, Cmp, nil, 1, 0 ; CA

                  -------------------------------------------------
                  Tank Techs
                  -------------------------------------------------

                  Armoured Vehicles, 7,-2, X1, nil, 2, 0 ; Lab 40 (Half-Track, Armoured Car)

                  Mobile Warfare I, 8,-2, X1, nil, 2, 0 ; Whe (M3 Stuart, T-26, A.13 Cruiser II, A.12 Matilda, PzKpfw III)
                  Mobile Warfare II, 8,-2, Whe, nil, 2, 0 ; Hor (T-34-41, PzKpfw IV)
                  Mobile Warfare III, 8,-2, Hor, Cmp, 2, 0 ; Bro (M4 Sherman, KV-1, Type 97 Chi-Ha)
                  Mobile Warfare IV, 8,-2, Bro, nil, 2, 0 ; Iro (T-34-85, PzKpfw VI Tiger)
                  Mobile Warfare V, 8,-2, Iro, nil, 2, 0 ; Stl (M4A3 Sherman, PzKpfw V Panther, A.34 Comet)
                  Mobile Warfare VI, 8,-2, Stl, X3, 2, 0 ; Min (M10 Wolverine, JS-2)
                  Mobile Warfare VII, 8,-2, Min, nil, 2, 0 ; Rob (M26 Pershing, Churchill VII, PzKpfw VI Tiger II)

                  -------------------------------------------------

                  -------------------------------------------------
                  Airforce Techs
                  -------------------------------------------------
                  Air Force, 5,-1, Chi, nil, 0, 2 ; Rad

                  Aerial Warfare I, 6,-1, Rad, nil, 0, 2 ; Fli 30
                  Aerial Warfare II, 8,-2, Fli, Cmp, 0, 2 ; AFl 0
                  Aerial Warfare III, 8,-2, AFl, MP, 0, 2 ; SFl

                  Tankbuster Aircraft, 9,-2, SFl, nil, 2, 2 ; Las
                  Strategic Bombing, 9,-2, SFl, nil, 1, 2 ; Met

                  Radar, 4,-2, Rad, nil, 0, 2 ; Phy
                  AA Defences, 5,-2, Phy, nil, 0, 2 ; U2
                  Massed Flak Defences, 5,-2, Cmp, U2, 0, 2 ; U3
                  Rocket AA Defences, 5,-2, U3, Roc, 3, 2 ; ToG
                  -------------------------------------------------

                  -------------------------------------------------
                  Navy Techs
                  -------------------------------------------------

                  Merchant Navy, 0, 0, Eco, nil, 2, 3 ; Map

                  Naval Warfare I, 6,-2, Chi, nil, 2, 3 ; Sea 75
                  Naval Warfare II, 6,-2, Sea, nil, 2, 3 ; Ast
                  Naval Warfare III, 6,-2, Ast, nil, 2, 3 ; Nav

                  Submarine Wafare, 6,-2, Sea, nil, 2, 3 ; Mag 45

                  Closed Cycle Engine, 4,-2, Mag, Che, 2, 3 ; NP

                  Aircraft Carriers, 4,-2, Nav, Fli, 2, 3 ; Esp

                  Super Battleships, 4,-2, Nav, MP, 2, 3 ; SE

                  -------------------------------------------------
                  http://sleague.apolyton.net/index.php?title=Home
                  http://totalfear.blogspot.com/

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                  • #10
                    I'm not suggesting there would be any way to debug it, just that it sounded like your problem was like that. I can be obnoxious that way. Maybe it was just a tech loop though.

                    Curt's tech plan is good-I do something like that myself, only my planning list is usually less technical. I just write something like:

                    NAME OF TECH (things it enables, special slot occupied if applicable): prereq, prereq

                    in plain English. Writing in rules.txt abbreviations all the time makes my brain go fuzzy, and it's easier to spot loops if you think of and type prereqs as meaningful names rather than the civ2 abbreviations for the slot they occupy. I like to be more flexible about slot placement myself. But it's a matter of preference.

                    And one other thing: after I've altered a technology in rules.txt, I always put an asterisk after the abbreviation to mark it. That way I can just scroll down the right side of the text to get a feel for how much I've changed and in what parts.

                    Incidentally, it should be fairly simple to develop a tech-tree program, shouldn't it? I took a course on various annoying MS programs once, and even an Access database could have been very useful. Mind you, I don't have Access on my computer so it would be useless to me, but it would be a step up from .txt plans. With the two/three letter abbreviation as the keyfield to prevent dual assignments, and the ability to list all entries that, say, have "Nav" in either prerequisite field. Stuff like that.
                    1011 1100
                    Pyrebound--a free online serial fantasy novel

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                    • #11
                      A tech-tree program has been my dream for many years!

                      One that allows us to create standard trees, or advanced versions like Blackcloves...!

                      What a boon to CIV designers it would be!

                      http://sleague.apolyton.net/index.php?title=Home
                      http://totalfear.blogspot.com/

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                      • #12
                        It's easy to set up a spreadsheet that reads/writes the @CIVILIZE/@CIVILIZE2/@LEADERS2 sections and validates entries for preqs (i.e. spelling and punctuation). What requires more thinking than I've given it is to identify loops and blocked paths to FT.
                        El Aurens v2 Beta!

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                        • #13
                          Loops I imagine would be a biznatch, yes, especially if it had to search for variable sizes of loop. As for FT, I usually do that last, and specify its prereqs as double-nil in the meantime. Getting a program to do it would be more hassle than it would be worth in the long run, especially in scenarios with multiple tech trees. The computer has no way of knowing which tree is supposed to lead to FT, after all.
                          1011 1100
                          Pyrebound--a free online serial fantasy novel

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                          • #14
                            Originally posted by curtsibling
                            A tech-tree program has been my dream for many years!

                            One that allows us to create standard trees, or advanced versions like Blackcloves...!

                            What a boon to CIV designers it would be!

                            I have a pretty neat template I have used in my last scenarios which could be of help to newcomers, asuming I'm the only one to use a ready made tech tree template. If not, then we could compare our work and make an official SL template. Mine isn't a complete template though, but a nice starting point. Tell me if there's any interest in it and I'll post it.
                            Find my civ2 scenarios here

                            Ave Europa, nostra vera Patria!

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                            • #15
                              my contribution to future generations

                              .
                              This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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