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MOD: Long Winded Changes Mod: Improvements increasing Balance, Accuracy, and Fun

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  • V0.8 crashes

    im having probs with V0.8 crashing too
    not the entire system only civ3

    win98SE error message

    CIVILIZATION3 caused an invalid page fault in
    module CIVILIZATION3.EXE at 017f:0054f0af.
    Registers:
    EAX=00000000 CS=017f EIP=0054f0af EFLGS=00010246
    EBX=00873938 SS=0187 ESP=00aaf9c8 EBP=00000000
    ECX=ffffffff DS=0187 ESI=00df0e18 FS=40cf
    EDX=00000140 ES=0187 EDI=5f485341 GS=0000
    Bytes at CS:EIP:
    f2 ae f7 d1 2b f9 8d 54 24 2c 8b f7 8b fa 8b d1
    Stack dump:
    005ea2c4 00df0e18 00000420 005ea2c4 00000000 005aa3d8 00000000 ffffffff 00000000 00000000 bff7455d 00aafa3a 8a38223f 00000187 820e2e54 00aafa1c

    Comment


    • I had 1 crash with it, but after adding all the skeleton civilopedia and pediaicon entrys I didn't have another problem.

      I'll check it out more thorougly when I get home to see if something didn't manage to slip by me.



      Don't you just love the error checking Civ3 has?
      Better to be wise for a second than stupid for an entire lifetime.

      Creator of the LWC Mod for Civ3.

      Comment


      • .8 Version Crashes

        I have not had any problems with this mod crashing until now. Now at 1175BC I have crashes 2x in 10 minutes, and I cannot get past this date. Don't know what the bug is..but for me the mod is currently unplayable

        Comment


        • does this mod encompass any of the other mods into it? Basically I am looking for a mod that has the best combination of fixing the bugs, and play balancing. And after it becomes available I want a mod that wll add new units, and govs and things like that as it sees fit. Is that going to have this? Thanks a lot!!
          DO, OR DO NOT, THERE IS NO TRY - Yoda
          EAGLES MAY SOAR, BUT... WEASLES DON'T GET SUCKED INTO JET ENGINES - Unknown
          AMBITION IS A POOR EXSCUSE FOR PEOPLE WHO ARE TOO STUPID TO BE LAZY - Unknown

          Comment


          • Re: .8 Version Crashes

            Originally posted by Claymore
            I have not had any problems with this mod crashing until now. Now at 1175BC I have crashes 2x in 10 minutes, and I cannot get past this date. Don't know what the bug is..but for me the mod is currently unplayable
            Same goes for me. Can't get past certain points though it's always a different date/event/maptile/civlopedia entry that seems to cause the game to crash in different savegames. Nice novelty: The last crash also crashed windows forcing me to reboot cause every application I would start was stopped by one of those page errors.

            Pleeeeeeeeeeeeease I want to play your mod and pleeaaaaase make an update patch that fixes the crashes so I won't have to download another 25megs with a 64k connection. I'd be so grateful I'd wash your car for the next two months (that is if you get that car to Cologne)

            Greetinngs

            skar

            Comment


            • While I'm mostly better with sickness, unfortunately I'm half-asleep as I right this.

              But the only thing I've managed to think is the problem is with the Civilopedia, so I'm uploading a fixed version.

              There "shouldn't" have been a problem with it, but the problem seems to be that Civ3 deals with wonders in a non-uniform way as compared to other types of entrys.


              I didn't do as much testing as I should have, clearly, but I made the crazy assumption that just adding buildings wouldn't cause any trouble. After all, I've done it all before in the same way...LOL

              Though it was also because I had just gotten board with the game/mod as a whole that day and wanted to spur on some more advancement.


              This will probably be the last update before the patch, as I may end up having to "remake" the mod entirely.

              No use spending too much time and effort on it as that is the case, anyway, and everyone will be busy messing around with the patch for the first few days anyhow


              But this should hopefully fix many of the problems. Just put it in your Civilization III/Text directory and overwrite what's there.


              Will deal with other posts whenever I actually wake up.

              [EDIT] Patch now available from website. Just use that instead.[/EDIT]
              Last edited by Plutarck; December 5, 2001, 23:58.
              Better to be wise for a second than stupid for an entire lifetime.

              Creator of the LWC Mod for Civ3.

              Comment


              • BoredGamer your message is great



                The reason why a nuclear reactor should be near water is that water is the most commonly used coolant in reactors. Although there are alternatives, some Soviet submarines use a liquid metal coolant (lead bismuth).As a side note, nuclear power really should NOT require computers, the computer use in most power plants was very minimal for a very long time, and mostly solid state. The plant does not require a computer to operate, they are mostly used for saftey equipment, monitoring, and automation. These things were just done manually in the period of time before computers were readily available. Consider the fact that we basicly had the ability to build a power plant in 1945, the first operational plant (to the best of my knowledge) was built in 1953. The first nuclear powered sub (USS Nautilus) Was built in 1955. This was BEFORE computers small enough to be placed on a sub were widely available. On yet another side note (yes, I'm long winded too). Nuclear Battleships? To the best of my knowledge they have not only never existed, but probably never will. The closest to this would be a couple of Battle Cruisers built by the Russians in the cold war era, (The Kirov Class). But the truth is that the Aircraft Carrier has replaced the primary role that battleships used to have as centerpiece of an attack group. Battleships are still usefull for shore bombardments, but not so much for ship to ship fighting (except using thier retro-fitted missles). When was the last battleship built by any country? World War II. The vast majority of nuclear powered naval vessels are submarines, there are also several aircraft carriers, and the US navy has quite a few nuclear "cruisers" (they are more realisticly destroyers, except that they are primarily anti-aircraft platforms, with the exception of the USS Longbeach).
                Actually Nuclear Submarine is more of a fashion in the states and ussr.

                Plutarck,can you create another patch???

                with my advise below please!!

                Resources

                Use Original Civ3 resources but
                Add Copper in hills
                Corn in flood plains/grassland
                Steel created by combining iron and coal
                Flint in hills

                Units

                Use Original Civ3 units but

                Add partisan (U know??)
                arquebusier (Earlier form for Musket man)
                hassar (Fast Cavalry in 18th century)
                Grenadiers (Another 18th Century Unit)
                F-18 (Replaces F-15)
                Gunboat (Cheap ModernWarship)
                Nuclear Missile (Replace Nuke)
                Spitfire (WWII Aircraft)
                Armoured Horsemen (Middle Age Cheap Cavalry)
                Men-at-arms (Middle Ages Infantry)
                Field Artillery (Late 17th-19th Century)
                Dragoon (Counter-Cavalry)
                Miltia (Acts as an Early Partisan)
                War Elephant (Carthaginian)
                Civilizations

                Use Civ3 original but

                add Spanish
                Portugese
                Turkish
                Swedish
                Austria
                Byzantine
                Carthaginian

                Leaders

                add Napoleon
                Osman I
                Maunel I
                Constantine I
                Frederick
                Hannibal

                I hope u could make one thanks anyway
                KAGE

                Comment


                • Once again I'll have to respond to other posts later...but I think I've finally fixed all the stuff that needs fixing.


                  A patch is now available from the website, so just follow the directions there (just unzipping) and the only bugs remaining _should_ be in the game itself, not the mod.

                  *wipes brow*

                  Shwew!

                  An odd crash still exists where if you start a new game within a game the game will crash and crash until you reboot, but that seems to be a problem with the game itself.
                  Better to be wise for a second than stupid for an entire lifetime.

                  Creator of the LWC Mod for Civ3.

                  Comment


                  • I know this won't be modified until after the patch, but I'll *bump* it anyway.

                    Comment


                    • Installer used for mods

                      I think you should NOT use an installer to put mods in Civ3. Mods are not supposed to be installed, they are not programs. Whenever you use an installer program it writes the information to the registry. What this is installer is doing is treating thew mods as programs. It is placing the mods in wrong location in registry as an actual program. Thus the registry will get messed up. Better to make an autorun program that places the files in the correct folders rather than using an installer intended for runable programs. I am sure the update fixed some problems, but it still is a good idea to NOT use them for this application.
                      I know my registry was corrupted and a friend as well. Just my opinion but with Windows 95, 98, ME it may cause some serious problems causing you to reformat your drive and reinstall your OS. Later!

                      Desert Dog
                      Thanks ~ Desert Fox (Real Nickname)
                      Fleet Admiral - NeoTech Games Network - Game News & Game Modding Community

                      Comment


                      • I agree, I would love to see a non installer version with just a zipfile.

                        Greets

                        Gwayne

                        Comment


                        • Why does it crash so much now?

                          Well, just dl'd the new version, and am having very very very serious troubles with it. I cannot get far into the game at all, before I crash to the desktop. I put the patch in(in the text folder, correct?) yet still I am crashing. I did change 2 things(I made it so that pioneers cost 1 pop as opposed to 2, gave the scout an extra move point, made them treat all land as though it were roads. I uninstalled and reinstalled the game, and installed the new version fresh. I saw about the warning about starting a game from within the game, and so, I only choose new game from the main menu. Still I am crashing. Any ideas what I am doing wrong? I had the thing install directly into the Civ3 folder, so I do not think that is the problem.

                          Thing is, version .07 worked lke a beeyute for me. So I am not sure why the new version doesn't want to work now.

                          Also, the stone resource, it is the most abundant? As the last game I tried to play had me start near a major mountain range, and no stone. Just an oddity.

                          Actually, one thing I just thought of. I was choosing to do the continents, but with the most land. Could that have caused any trouble? As I always played the 70% land in every other game I played(with version .07)
                          Also, I always play as the Americans, and choose every other nation save the expansionist ones(they would take me land, they would). I really do not know what I cna provide. I will try and play a game, make a save. Maybe that will help.

                          Otherwise, I have to say that you have done an incredible job with this mod. I have to admit, since I installed version .05 not so long ago, I have been playing Civ3 alot more than before. Thank you.


                          EDIT: I get the error that there was a problem in the CIV EXE, right as I start a new game. I click on the icon on the desktop, could this be the problem? Tried it from the start butoon(go to programs, infrogames, CIV3, then start new game. Same message. problem in the Civ3 EXE causes the program to close. Help me, Please!
                          Last edited by Honour_Shogun; December 7, 2001, 20:36.
                          Hey, whas tha pointy thing, and why is it sticking in the ground? And why is there a human head on it... Oh damn.

                          Comment


                          • Originally posted by Plutarck
                            Once again I'll have to respond to other posts later...but I think I've finally fixed all the stuff that needs fixing.


                            A patch is now available from the website, so just follow the directions there (just unzipping) and the only bugs remaining _should_ be in the game itself, not the mod.

                            *wipes brow*

                            Shwew!

                            An odd crash still exists where if you start a new game within a game the game will crash and crash until you reboot, but that seems to be a problem with the game itself.
                            yes, but what about the crashes that happen right as you start the game? I saw that you had made a new version, and was eagerly anticpating trying it out. That is not gonna happen. At least not now. I tried updating from version.07, and that did not work. Then I did I uninstal and a fresh install. Still nothing. Tried it changing the root directory(so that it doesn't end up in C, but in C:\Program Files\Infogames Interactive\Civilization III , but that does not work. Nothing does. Now I know, what with the new patch out this post will most likely go unnoticed for a bit. A pity, because version .07 was great. I loved it. Oh well, little I can do is hope and pray.
                            Hey, whas tha pointy thing, and why is it sticking in the ground? And why is there a human head on it... Oh damn.

                            Comment


                            • Check the website, and as you can see I'm working on the next version.

                              I basically have to redo it to be 100% sure that all the changes get integrated, but I'm taking the opportunity to re-examine the majority of the units in the game.

                              The problem with the old version, for some weird reason, is with School of Stone Cutting, and I haven't a clue what's causing it, but suddenly with the new patch and choosing Load Scenario the problem just goes away.

                              If you really want to play version 0.8 (or 0.7 if you have it) then rename the LWC BIC file to something other than civ3mod.bic, use the editor to do something to get rid of School of Stone Cutting, then choose Load Scenario and it will probably work just fine.

                              But all the changes made to units, corruption, and technologys won't be present, which is one of the main reasons I'm remaking the mod.

                              Crazy, ain't it?


                              Anyhow, I think the next version will be a major, major improvement on the game. It may have less "new" things, but there will be lots of changes.

                              And every change made will be posted in a changes.txt file in a nice easy to read format, so you can know exactly what's different

                              I'll also be sure to test it more so it shouldn't crash at all...hehehe
                              Better to be wise for a second than stupid for an entire lifetime.

                              Creator of the LWC Mod for Civ3.

                              Comment


                              • quick suggestion

                                Heyyas, glad to see the mod still moving along, I just wanted to suggest a quick feature that I have been toying around with. Back to the ole' Aegis Cruisers, When I was in the navy, (which is when they were designed), the main feature I remeber people talking about on this ship is it's radar. The Aegis cruiser has a very advanced radar system called a "phased array" radar, which rumor at the time said could detect a basketball at 200 miles. So what I have done is to give the Aegis Cruiser an operational range of 6 and the "recon" ability. Real nice for inspecting interior land areas in an opponent's borders.

                                Also in consideration of the fact that the cruiser's main mission is anti-air. I plan to give it the "intercept" ability as well... but I have not tested this yet.

                                Other units may also be considered for the recon ability based on the primary roles they were used. For example, cavalry, which was used for recon and intelligence in the post napoleonics era. And possibly the creation of new "scouting" units. Modern eras could be jeeps/halftracks. Medieval/Ancient could use mounted units.

                                But like I said, I have not tested any of this EXCEPT the recon ability for Aegis, which seems to work fine. Only unusual thing I noticed is that using recon ends your movement, but you can move BEFORE you recon, as long as you have 1 movement point left.
                                It's not what you know, it's not who you know, it's what you know about who you know.

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