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  • overhauled techtree crashing FW 2.78

    i'm attempting to overhaul the FW techtree so that it incorporates some futuristic techs. the structure is similar to that of CTP2..

    but in order to do this, i've been forced to use the extra U1....X7 techs in the rules.txt.

    now whenever i try to use this rules.txt in the game, it crashes. i can load a game and view the new techs, but then it will crash when the turn ends.

    i've checked and rechecked rules.txt quite a few times and i can't pinpoint the problem. i'm sure its the techtree that is the problem.

    here is the tech portion:

    Naval Aviation, 4,-2, Rad, Nav, 2, 0 ; AFl
    Writing, 4, 2, nil, nil, 0, 3 ; Alp
    Advanced Infantry, 4,-2, AFl, CA, 2, 0 ; Amp
    Optics, 3, 1, Uni, Chi, 1, 4 ; Ast
    Age of Reason, 4, 2, Che, MT, 1, 2 ; Ato
    Urban Planning, 4, 1, Eng, Gue, 2, 4 ; Aut
    Banking, 4, 1, Uni, Tra, 1, 1 ; Ban
    Concrete, 4, 0, Mas, Tra, 0, 4 ; Bri
    Stone Working, 5, 0, nil, nil, 0, 4 ; Bro
    Religion, 5, 0, nil, nil, 0, 2 ; Cer
    Chemistry, 5,-1, Inv, Ast, 1, 3 ; Che
    Bureaucracy, 4, 0, Lit, Feu, 0, 2 ; Chi
    Criminal Code, 5, 1, Esp, The, 2, 2 ; CoL
    Vertical Flight, 5,-1, Rad, Cor, 2, 0 ; CA
    Internal Combustion,5,-1, Ref, E2, 2, 4 ; Cmb
    Communism, 5, 0, Ind, nil, 2, 2 ; Cmn
    Computer, 4, 1, E2, Dem, 2, 4 ; Cmp
    Cavalry Tactics, 7,-2, Hor, Gun, 2, 0 ; Csc
    Bronze Working, 5, 0, Hor, nil, 0, 4 ; Cst
    Corporation, 4, 0, The, MP, 2, 1 ; Cor
    Infantry Tactics, 5,-1, War, nil, 0, 0 ; Cur
    Democracy, 5, 1, CoL, Ato, 2, 2 ; Dem
    Economics, 4, 1, Dem, Ban, 2, 1 ; Eco
    Radar, 5,-1, E2, AFl, 1, 0 ; E1
    Mass Transit, 5, 1, Dem, Cmb, 2, 4 ; E2
    Modern Metallurgy, 4,-2, Ato, Iro, 2, 4 ; Eng
    Nanomachines, 6, 0, SFl, nil, 3, 4 ; Env
    Nationalism, 2,-1, Rep, Gun, 2, 2 ; Esp
    Explosives, 5, 0, Gun, Ind, 2, 4 ; Exp
    Feudalism, 4,-1, Mas, Hor, 0, 0 ; Feu
    Jet Propulsion, 6,-1, Rad, Eng, 2, 4 ; Fli
    Fundamentalism, 3,-2, U1, CoL, 2, 2 ; Fun
    Fusion, 3, 0, SFl, U3, 3, 3 ; FP
    Genetics, 3, 2, Rob, Med, 3, 3 ; Gen
    Electricity, 4, 0, Ind, nil, 2, 4 ; Gue
    Gunpowder, 8,-2, Uni, Inv, 1, 0 ; Gun
    Tool Making, 4,-1, nil, nil, 0, 0 ; Hor
    Industrial Rev., 6, 0, X7, Eng, 2, 1 ; Ind
    Alchemy, 6, 0, Eng, Lit, 1, 3 ; Inv
    Iron Working, 5,-1, Bro, Tra, 0, 4 ; Iro
    Arcologies, 4, 1, Aut, Tac, 3, 2 ; Lab
    Digital Encryption, 5, 0, PT, Lab, 3, 3 ; Las
    Plasma Weaponry, 7,-2, FP, U3, 3, 0 ; Ldr
    Paper, 5, 2, Alp, Cer, 0, 4 ; Lit
    Neural Interface, 4,-1, Sup, Gen, 3, 4 ; Too
    Adv. Naval Tactics, 5,-2, MP, Exp, 2, 0 ; Mag
    Hullmaking, 6,-1, Whe, Mat, 1, 0 ; Map
    Domestication, 4, 0, nil, nil, 0, 4 ; Mas
    Mass Production, 5, 0, Ref, Eco, 2, 4 ; MP
    Geometry, 4,-1, Wri, Phi, 0, 3 ; Mat
    Modern Medicine, 4, 0, SE, Cor, 2, 1 ; Med
    Cannon Making, 6,-2, Gun, Iro, 1, 0 ; Met
    Masonry, 4, 0, Cst, ToG, 0, 4 ; Min
    Tank Warfare, 8,-1, Cmb, Cor, 2, 0 ; Mob
    Monarchy, 5, 1, Cer, Phi, 0, 2 ; Mon
    Printing Press, 4, 1, Uni, Iro, 1, 2 ; MT
    Drama, 4, 0, Cer, nil, 0, 2 ; Mys
    Naval Tactics, 6,-1, Map, Met, 2, 0 ; Nav
    Nuclear Power, 6,-2, Stl, Roc, 3, 3 ; NF
    Fuel Cells, 3, 0, Stl, Rec, 3, 3 ; NP
    Philosophy, 6, 1, Mys, Tra, 0, 2 ; Phi
    Physics, 4,-1, Ato, Mat, 2, 3 ; Phy
    Smart Materials, 8,-2, Lab, Env, 3, 4 ; Pla
    Supersonic Flight, 6,-1, Fli, Dem, 2, 0 ; Plu
    Global Comms, 4, 0, Pot, NF, 3, 2 ; PT
    Woodcutting, 5, 0, nil, nil, 2, 1 ; Pot
    Aerodynamics, 5,-1, MP, Cmb, 2, 4 ; Rad
    Railroad, 6, 0, Eng, Ban, 2, 1 ; RR
    Conservation, 2, 1, Rfg, Gue, 2, 2 ; Rec
    Oil Refining, 4, 0, Ind, RR, 2, 3 ; Ref
    Global Economics, 3, 1, Cor, Fli, 2, 1 ; Rfg
    Republic, 5, 1, Tra, Chi, 0, 2 ; Rep
    Robotics, 5,-2, NF, Tac, 3, 4 ; Rob
    Guided Weapons, 6,-2, Cmp, E1, 3, 0 ; Roc
    Emancipation, 4, 0, MT, nil, 1, 2 ; San
    Ocean Faring, 4, 1, Map, Chi, 1, 1 ; Sea
    Nano-Assembly, 5, 1, Rob, Las, 3, 4 ; SFl
    Space Flight, 4, 0, Fli, nil, 2, 3 ; Sth
    Pharmaceuticals, 4, 2, Esp, Ind, 2, 4 ; SE
    Quantum Physics, 4,-2, Cmp, Phy, 2, 3 ; Stl
    Superconductor, 4, 1, NP, Tac, 3, 3 ; Sup
    Adv. Composites, 4,-2, Rec, Plu, 3, 4 ; Tac
    Mass Media, 5, 1, Eco, E2, 2, 2 ; The
    Horse Riding, 4,-1, Wri, Tra, 0, 0 ; Hor
    Trade, 4, 2, War, Lit, 0, 1 ; Tra
    Classical Ed., 5, 1, Chi, Mat, 1, 3 ; Uni
    Agriculture, 5, 0, nil, nil, 0, 1 ; War
    Ship Building, 4,-1, ToG, nil, 0, 4 ; Whe
    Ballistics, 5,-2, War, ToG, 0, 3 ; Wri
    Future Technology, 1, 0, Pla, X5, 3, 3 ; ...
    Theology, 3, 2, Phi, nil, 1, 2 ; U1
    Nanowarfare, 6,-2, Ldr, Env, 3, 0 ; U2
    Chaos Theory, 3,-1, Cmp, Gen, 3, 3 ; U3
    Unified Physics, 5,-2, U3, Las, 3, 3 ; X1
    Cybernetics, 6,-2, Too, X3, 3, 2 ; X2
    Gene Therapy, 4, 1, U3, Gen, 3, 4 ; X3
    Human Cloning, 3, 2, Gen, X3, 3, 4 ; X4
    Global Defense, 5, 0, Plu, E1, 2, 1 ; X5
    Cryogenics, 6, 2, X4, Min, 3, 4 ; X6
    Agricultural Rev., 3, 1, Bri, Feu, 1, 1 ; X7

    any help would be greatly appreciated

  • #2
    Did you use Notepad to alter the RULES.TXT?

    Using Word will cause Civ to crash.....found this out the hard way.

    Aside from that...."stepping" through the tree, one tech at a time, to make sure you haven't messed up a pre-req or two may find the problem.

    Good luck.
    Libraries are state sanctioned, so they're technically engaged in privateering. - Felch
    I thought we're trying to have a serious discussion? It says serious in the thread title!- Al. B. Sure

    Comment


    • #3
      Can´t say what the problem is, but, if the scn chrashes immediately after the start, I use a simple step-by step-method to find the error.

      Take the standard FW rules file, then:

      -copy the first customized techs (let´s say the first ten) over the first original techs.
      -start the scn, if it runs well, copy the next ten techs over the next original techs, start again and so on...
      -if it chrashes, you know the problem must be in the last copied ten lines...

      ------------------
      Civ2000
      Blah

      Comment


      • #4
        God help you my son. Tech Tree problems can be one of the most difficult to troubleshoot. It took me three days once to discover that SF1 was used instead of SFl. Typos, missing punctuation, the dreaded logic loop, failure to properly account for Future Tech, and others make this a devilish problem to ferret out.

        If you are certain it's not a typo or transposition, than the only solution is to map the whole tree out on paper to ensure you haven't created a logic trap (an advance from later in the tree used as a pre-req earlier in the sequence). This will also allow you to verify that Future Tech exists at the end of the tree where it belongs.

        Bebro: Your method will only work if all that's changed is the title of the advance. However, it looks like most of the pre-reqs have been swapped around too, so your method is almost guaranteed to cause a crash right from the start.
        To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

        From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

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        • #5
          Good luck. One time my game kept crashing because I had unwittingly deleted a semi-colon at the end of the tree. You will need to be very thorough in your check.
          I'm consitently stupid- Japher
          I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

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          • #6
            This may seem stupid but have you done a spell check of the entire rules.txt? If in example the abbreviation for an advance is Mys and you wrote Msy or mys that could be a problem.

            Just a thought though...

            ------------------
            Mathias' Civ II Page
            http://members.nbci.com/thalys
            The Lost Geologist Blog
            http://lostgeologist.blogspot.com

            Comment


            • #7
              quote:

              Originally posted by con dodgy on 01-30-2001 10:48 PM
              ...
              Cavalry Tactics, 7,-2, Hor, Gun, 2, 0 ; Csc
              Bronze Working, 5, 0, Hor, nil, 0, 4 ; Cst
              ...
              Feudalism, 4,-1, Mas, Hor, 0, 0 ; Feu
              ...
              Tool Making, 4,-1, nil, nil, 0, 0 ; Hor
              ...
              Masonry, 4, 0, Cst, ToG, 0, 4 ; Min
              ...
              Mass Media, 5, 1, Eco, E2, 2, 2 ; The
              Horse Riding, 4,-1, Wri, Tra, 0, 0 ; Hor
              Trade, 4, 2, War, Lit, 0, 1 ; Tra
              ...
              Ship Building, 4,-1, ToG, nil, 0, 4 ; Whe
              Ballistics, 5,-2, War, ToG, 0, 3 ; Wri
              ...


              It would appear you have made some mix ups with ToG and Hor

              If I read and understand your tech tree correctly then you need to exchange the lines for Tool Making and Horse Riding.

              It is always adviseable to make sure the tag at the end of each line corresponds with the tech location (for your own sake - the program don't care).

              Comment


              • #8
                You have a technology loop with E2 and Cmb (Internal Combustion and Mass Transit).

                Ooops - spelling
                [This message has been edited by Cam (edited February 02, 2001).]

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