my game crasehes at a very spefic point....i have a heavily modded civ3mod.bic with added units and snoopy's greener terrain.... around 1000bc the game seems to crash around a certain point on the map....the game will crash when i use a unit to explore that part of the map....or sometimes it will crash if i just leave a unit in the region....which leads be to beleive that it might be a unit entering into the non-darkness that causes the crash......has anyone had this happen before?....what can i do besides check my unit dir for incongruities...?
thanks
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Modmakers Guide: Common Crashes, Glitches, Errors, and AI problems
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Originally posted by D0SBoots
Here's a strange bug that I get with 1.29f. I made a new unit and a new building, and everything seems to work fine, except that sometimes getting a goody hut will crash the game with a stack overflow. It's only certain goody huts, but if a hut crashes the game once, it will crash every time. I can only assume that the hut has pre-determined what it will give, and whatever it's trying to give is crashing the game. Anyone else seen this?
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=D ave
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Originally posted by gnome
I am having further problems with this same process... I have added the splash screen graphic for the small wonder Space Center to the appropriate directory, and also added it to the pediaicons.txt... I no longer get the error that it is missing the file...
BUT now when I build it, it just crashes with an illegal operation.
Any ideas?
If you have 1.29f or before, be sure that the number of the wonder exactly matches it's order in the bic list. Spaceship parts count as improvements, so your first new building will be number 74. If you're off even by one, the game will crash, or use another wonder splash graphic.
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Originally posted by MrFun
I am having a problem with a wonder that I added.
I created the Magna Charter, and copied the Sistine pediaicon for the Magna Charter, since I am not adept with graphics.
But, when it comes time to complete the construction of Magna Charter, an error message says something about not being able to read the Wonder Splash icon.
So, I went back to the appropriate text file, added a copy of the Sistine Chapel wonder splash icon for the Magna Charter.
It still contains this error message when I try to complete the construction of Magna Charter.
Please help, anyone. thanks
How you add them is different in 1.29f and before, and PTW. In PTW, you just have to add the name that appears in the Civilopedia Entry box that I've highlighted in the screen shot.
In all other versions, you have to number the new wonder exactly, according to where it appears in the list that's stored in the BIC file. Keep in mind that spaceship parts count as improvements. So if it's the first building you've added, you should number it 74.
BTW, that's Magna "Carta"
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Originally posted by smellymummy
(edit, added #3)
not 100% if these are what causes crashes, but when I finally found these things and changed them, my scenario wouldnt crash no more..
1 - dont make a settler require a tech or resource.
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Originally posted by Pythagoras
Whatsup, I tried adding a 'pioneer' unit - a modded settler using your tutorial. (uses a copy of settler graphics) However when I attempted to select the unit to build Civ3 crashed and went to the desktop.
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Originally posted by Elucidus
Anyone know how to change the base city tiles food output? That would clear a lot of things up.
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Originally posted by Elucidus
I believe that is to represent the power of the hoover dam. Those cities gain something from the Hoover Dam. The other cities gain nothing from having a harbor. They can't build ships, so they can build veterans, etc...
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Originally posted by Alcatraz
More questions:
What happens if you flag a wonder to give every city a building, but you don't yet have the tech to build the building?
What happens if you switch governments while building a gov't req'd wonder?
What happens if a wonder gives every city a gov't req'd building?
Why oh why can't I flag a unit to only operate within it's nations borders?
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Originally posted by Alcatraz
Question about terraforming and the AI:
If you check all of the terraform functions, you can then set the AI to use terraform strats. If you then uncheck one or more terraform functions, the Terraform strat box remains checked but greys out. Will the AI then use the strat because it's checked or not use it because it's greyed out?
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Originally posted by The_Aussie_Lurker
Hi Korn,
You mention that gov't specific wonders don't work as advertised, but what about government specific small wonders and improvements-do their effects disappear after you change governments?
The_Aussie_Lurker
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Originally posted by WesW
If a gov't enables a building, then the building and its effects disappear correctly when you change out of the gov't.
If a gov't enables a wonder, then the wonder's effects disappear but its culture remains when you change out of the gov't.
The problem is when a gov't-specific wonder enables a building. When you change govt's, the effects of the buildings remain?
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Originally posted by Rothy
If you add 25 or more icons in the resources.pcx file, they wont show on the map.
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Originally posted by Gramphos
Very useful thread.
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Originally posted by SpencerH
I'm not quite sure what you mean by "all available terraform commands". I've added "build road" to the Roman legions with no problems. Perhaps I had all terraform commands available?
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