when i start up my scenario, especially as the principal civ, it performs an error in civ2.exe and shuts down. some civs have no problem until the first turn, i cant figure out whats going on...
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error in Civ2.exe
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I bet there's some error in one of the text files. Most likely the rules.txt or events.txt. Add a @DEBUG line at the very start of the events.txt to trace events errors.
Do you get some standard Windows error dialog box with generic Windows babble in it? Or something that looks as if Civ2 itself is giving the info, talking about errors and modules?
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Do you have any immobile units that the AI needs to move its own units around? That can cause crashes.Blog | Civ2 Scenario League | leo.petr at gmail.com
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If there was a problem in the events.txt or rules.txt it would start as normal but without events.
Since it shuts down i bet the problem lies in the tech tree.
Check if you have a tech requiring a tech it leads to."Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII
All those who want to die, follow me!
Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.
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It's probably in the rules.txt.
You probably have a loop in the tech tree, make sure all advances lead someplace and don't loop back on themselves.
ALSO, make sure "Future technology" is researchable from the start. Sometimes if it is not, errors happen.
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Look for a missing comma someplace.
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One trick that helps to find missing commas fast is to import Rules.txt into Excel. Set it for delimited files and use commas and semicolons as delimiters. When you look at the major sections, the line with a missing comma stands out like a sore thumb.
This is all theoretical, of course, I've never made this mistake (at least for a week).
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I knew it was in the tech tree .
For unique units there are two ways: 1)Create a tech with both requirments No and make a unit available only with it. Note: You must give the tech to a civ first before you make it have No requirements.
2)Have a normally researchable tech give multiple units.
Then have multiple techs with No as requirments given at various civs. Each tech will make obsolete the particular unit you do not want the civ to have.
Example: "Conscription" tech will make available German Infantry, British infantry, and Russian infantry.
Create three techs: a "No German", a "No Russian" and a "No British" tech.
German infantry will be made obsolete by the "No German" tech the British and Russians will have, the British infantry will be made obsolete by the "No British" tech the Germans and Russians will have and finally the Russian inf. will be made obs. by the "No Russian" tech the Brits and Germans will have.
Hope i was understood.
For unique techs it depends if you want them to be researchable by the civ or already owned.
If you want them already owned by the civ then just give the tech to the civ and place No at its requirements.
If you want it to be researchable then have as one of its requirements be a unique tech using the above method."Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII
All those who want to die, follow me!
Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.
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