I've been having a weird crash that is quite serious. If I build a temple before anything else the game crashes. Has anyone heard of this before?
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We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
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Compare your temple settings; that is in the editor, and text files with that of the generic mod. Also, whatever else is, that is tech or improvement that now relate to building an Temple.
My point is this, not all tags in the editor are 'safe' or straight forward to use even though they are there 'looking' available. There is still much hard-coding underneath reserving various functions to certain techs and secondarily to an improvement.
Example, the Shakespeare Theatre pushes the city pop past the level 3 barrier. It will not work to do it with anything else. And only certain techs give certain advantages such as the building the 'railroad' etc. These anomolies can create unexpected problems.
First though, do the check on 'all your text entries' first.
Hope this helps!The Graveyard Keeper
Of Creation Forum
If I can't answer you don't worry
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Thanks, but I've been through all the standard text-type problems. I think this may fall into a
I had originally mod-ed warrior to require warrior code. So that meant that civs without warrior code couldnt begin the game with a warrior in their build queue. So when you built your first city there was nothing in the queue. If I built settler the game was fine. If I chose temple, the game crashed when the temple was built. Hmmm????? Since I was play testing the mod I simply avoided the problem and built settler first.
After a few more refinements I'm starting a game on emperor. Now I need to build temple because of the unhappiness (cant get past pop of 2) but cant cos the game crashes.
I thought it was a problem with the pediaicons since I've used temple icons as 'placeholders' for a couple of other buildings. I've checked and double checked for errors, but I still get the crash if I build temple first.
I thought maybe the game needed a warrior with no requirements. So I added an improved unit to come in with warrior code allowing me to re-set warrior back to default settings. Religious civs can build warrior but the build queue is empty with first city, if I choose to build temple the game still crashes but if I build a unit (as I could with settler) I can then build a temple. Civs with warrior code can build the better unit so no problems with that change.
After that experiment I thought the problem was something to do with the build queue itself. So I added build defensive and offensive units to the egyptians build preferences for the governor. When I build my first city the queue shows warrior and I can build temple first without a crash.
I'm at a loss to understand this. I dont want to change the build preferences for the non-militaristic civs. I dont see why I should need to, since I've re-established warrior back to default settings.We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
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I have never had a game start with an empty build queue, so I do not know about that but would not be surprised if that did not create some kind of problem. However, what tech gives the temple in the queue? And what of resources required, did you add something there?
As for starting AI's or humans that matter with units that can not yet be built (or ever) with the queue, that should not matter at all. I have a long laundry list of units that everyone starts with, that cannot be queue built until much later.
If something is not hanging on something else, then perhaps it is just the empty queue (empty of units) that is causing the problem?The Graveyard Keeper
Of Creation Forum
If I can't answer you don't worry
I'll send you elsewhere
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I found the answer. At the start of the game there must be a unit (other than settler and worker) present for the default build queue. You dont have to build it, you can change the queue, but it must be there for the first city screen. In addition, the unit must be marked 'offense'. I had labelled the 'default' warrior (that required no tech) that I had replaced as 'explorer'. When I changed that to offense the build queue worked perfectly.
Now I can test an emperor level game to see how the AI handles the changes. The monarch level game worked fine that way except that the AI doesnt use ship to ship naval bombardment so is at a disadvantage.We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
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How interesting! I learned by hook and crook to set units with enough tags, just to get the offense, defense option. For without those options ticked other things don't work. Such as without the offense or defense the units are not used by the AI. Also without the 'load' ticked, offense and defense are also disabled.
This problem came to fore with 'enslavement' generated units not being used until the above criteria were met. Also I had powerful units that I did not want loaded into armies. No way for this also, you just have to design the game around these and other restrictions.
Nice to have a 'list' of this crap somewhere for us all to refer to!The Graveyard Keeper
Of Creation Forum
If I can't answer you don't worry
I'll send you elsewhere
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What about diplomacy?
I know changes can be made in the editor(shuned goverments list -agressive level).Is there way to work on the game files. Seems that in this game you reach a bad boy rating to fast. Must give alot to get a little from the other AI factions, can this moded to work better what do think?
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There is definately some impact utilizing the shuned governments - aggressive levels. I notice it most I guess since implementing a wide range of 'hidden nationality' units with a long range and a healthy number given to the AI's at start-up and then in steps via the city que.
Here is what I notice, they have their favorite targets and if I even right next to them with similiar Civ settings, I am spared. In trading I am also favored, while with natural (by settings) antagonist they will not trade anything, except for rediculous terms and attack first period.
Short of using fixed alliances, a feature I like but do not much use because it is 'locked' on for the duration one must use those settings. But fixed alliances have allure and I think could enhance game-play as a goodly contrast.
Just being able to forge military alliances is so useful, that I now have it happening on three of the five tech-tree branches so it is hard to miss, but have still resisted the temptation to bring it on too early in game play. Without alliances, I believe the game cannot easily if ever be won with the way I have now modded it.
If you succomb to stealing techs too often (or even once sometimes), or start wars willy-nilly, watch out! That is, with aggression levels maxed out. I have both editor and starting game screen set to max aggression. I find it more interesting keeping AI's peaceful round about you this way and is more of a challenge.
So I guess I am saying yes and these are my 'doings' therein.The Graveyard Keeper
Of Creation Forum
If I can't answer you don't worry
I'll send you elsewhere
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Does anyone know if PtW scenarios can be imported into the C3C editor. I have an opportunity to get a used c3c for cheap and I might do so if I dont have to mod from the start again (which is what caused me to stop working on my own mods in the first place).We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
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