Thorgrimm
Jan 08, 2007, 03:24 AM
Report all bugs here.
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View Full Version : Bug Reporting Thorgrimm Jan 08, 2007, 03:24 AM Report all bugs here. (O)ndatra Jan 09, 2007, 04:41 AM I have some of them: 1)Third era dosen't fit to interface(it uses standart civ3 grafics). 2)Ther was report, that when scrolling construction, icon changes to standart. I have this problems with all techs that already was in game(genetics, computers etc.) when clicking on descriptions 3)Disease striking robots??? This is nonsens. 4)What doing tribalism goverment in Raiders civ. 5)When I launch scenario, and after that exit all text in menu dissapeard. 6)Playing robots I've couldn't build scurry bot, even when have iron 7)Also it strange, that when you reach next age by scientific civ you could get any of techs, even, when not researshed previous. Thorgrimm Jan 09, 2007, 05:25 AM I have some of them: 1)Third era dosen't fit to interface(it uses standart civ3 grafics). 2)Ther was report, that when scrolling construction, icon changes to standart. I have this problems with all techs that already was in game(genetics, computers etc.) when clicking on descriptions 3)Disease striking robots??? This is nonsens. 4)What doing tribalism goverment in Raiders civ. 5)When I launch scenario, and after that exit all text in menu dissapeard. 6)Playing robots I've couldn't build scurry bot, even when have iron 7)Also it strange, that when you reach next age by scientific civ you could get any of techs, even, when not researshed previous. (O)ndatra, 1. Need to patch with upgrade, fixed in patch 2. See One 3. See One 4. Tribes not in yet, neither are the raiders 5. Just hit esc, happens to me all the time in all mods and not just the Fallout mod 6. There was a problem with the Scurries in the earlier versions, See One 7. Part of the Scientific civ ability, each era you get one random free tech. Keep up the good work my friend. :) :nuke: Cheers, Thorgrimm :nuke: (O)ndatra Jan 10, 2007, 06:46 AM I'm playing patched version. Maybe I need re-download upgrade. And about tech. It just strange to me that you could get electricity without research physics (If electricity needs other tech, sorry, I'm dont remember techtree.). Thorgrimm Jan 10, 2007, 06:56 AM I'm playing patched version. Maybe I need re-download upgrade. And about tech. It just strange to me that you could get electricity without research physics (If electricity needs other tech, sorry, I'm dont remember techtree.). Actually you do need physics, in a round about way, you need steel to get electricity and steel need physics. :D :nuke: Cheers, Thorgrimm :nuke: AncientOne Jan 12, 2007, 11:32 AM although not bugs, but mere little flaws.. i post these screenies for Flamand to see what i meant earlier CROPPED GHOUL CITIES http://forums.civfanatics.com/uploads/44767/cropped_ghoul_cities.jpg HUMMER'S TOO GREAT SIZE http://forums.civfanatics.com/uploads/44767/Hummer_size_problem.jpg ..and, it's also not correctly/straight angled to it's driving direction .. i don't know, if it's so in all directions BOT INFANTRY'S POSITIONING http://forums.civfanatics.com/uploads/44767/bot_infantry_alignment.jpg ..also, i think even this bot infantry should be lilbit smaller Thorgrimm Jan 12, 2007, 12:57 PM Good screenies dude. But there is nothing we can do about the cities, the original files disappeared with their creator. :nuke: Cheers, Thorgrimm :nuke: AncientOne Jan 12, 2007, 01:40 PM there is nothing we can do about the cities, the original files disappeared with their creator. ..and why is this a problem.. for rights issue? Flamand Jan 12, 2007, 02:22 PM Just finished your list... ;) AncientOne Jan 12, 2007, 02:44 PM you mean.. alredy fixed all?! did you also had opportunity/time to make deathclaw non-civ coloured? Thorgrimm Jan 12, 2007, 04:11 PM you mean.. alredy fixed all?! did you also had opportunity/time to make deathclaw non-civ coloured? Flamand is good, and he got the stuff fixed, but I am gonna nix taking out the civ color for the claws. End of debate on that point. :) :nuke: Cheers, Thorgrimm :nuke: AncientOne Jan 12, 2007, 05:58 PM I am gonna nix taking out the civ color for the claws. End of debate on that point. :) Ok.. yeh, i should've asked you first.. and if yo wanna leave it that way, then so be it. BTW.. is there any reason for these civ colours. I understand, that Vault is blue like their suits, and NCR also feels right as green, so does BoS gray.. but why Enclave are orange, Mutants Red, Mob teal, Ghoul something similar (greyish teal) and Robots purple?.. just curious!:) For example for me black suits Enclave much more (like their advanced powerarmor).. Thorgrimm Jan 12, 2007, 09:23 PM Ok.. yeh, i should've asked you first.. and if yo wanna leave it that way, then so be it. BTW.. is there any reason for these civ colours. I understand, that Vault is blue like their suits, and NCR also feels right as green, so does BoS gray.. but why Enclave are orange, Mutants Red, Mob teal, Ghoul something similar (greyish teal) and Robots purple?.. just curious!:) For example for me black suits Enclave much more (like their advanced powerarmor).. No real reason for the colors, I just picked them. Fortunately some turned out ok, and I agree some of the colors are a bit 'off'. So I will change the Enclave and the Mobs.:) :nuke: Cheers, Thorgrimm :nuke: AncientOne Jan 14, 2007, 06:06 AM BOS Airship.INI file had two spaces between BOS and Airship ..and in pediaicons unit animations section, lower line should be BOS Airship, not B.O.S. Airship Thorgrimm Jan 14, 2007, 06:31 AM BOS Airship.INI file had two spaces between BOS and Airship ..and in pediaicons unit animations section, lower line should be BOS Airship, not B.O.S. Airship Good catch, fixed. I also chagned the Enclaves colors to Prussian Blue. No more orange colors. :goodjob: :nuke: Cheers, Thorgrimm :nuke: Slaughter Jan 19, 2007, 01:07 PM I don't know if that's a bug with me or the mod, but always when I go to the city interface and click on a building, CivIII closes. Damn, I need to sell there tanneries! There's some other way? Thorgrimm Jan 19, 2007, 03:49 PM I don't know if that's a bug with me or the mod, but always when I go to the city interface and click on a building, CivIII closes. Damn, I need to sell there tanneries! There's some other way? Slaughter, I have been trying to find that problem for two years now. I have no idea why it is occurring, and nobody here does either. :sad: And i do not know of any other way to sell buildings. :nuke: Cheers, Thorgrimm :nuke: Flamand Jan 19, 2007, 04:21 PM Perhaps illegal Pedialinks? There are quite a few of them... Thorgrimm Jan 19, 2007, 08:37 PM Perhaps illegal Pedialinks? There are quite a few of them... Do you mean civilopedia or Pediaicon? if the pediaicon, no, it would not even load with bad links there, but i have no idea about the civilopedia. :nuke: Cheers, Thorgrimm :nuke: Flamand Jan 20, 2007, 12:26 AM I mean civilopedia. There are quite a few "invalid entries". Perhaps that might be the reason. For pediaicons it will crash at startup... Thorgrimm Jan 20, 2007, 05:43 AM I mean civilopedia. There are quite a few "invalid entries". Perhaps that might be the reason. For pediaicons it will crash at startup... Yes there are, but even the ones that have everything right, such as the Scavenger's Market, will still crash to desktop.:sad: :nuke: Cheers, Thorgrimm :nuke: Slaughter Jan 22, 2007, 08:28 AM Hey Thor, I foind a strange bug. The Unity, I don't know HOW, strangely have BOS Elder on the production tab. I'll create one and then show to you in a screenshot later. Thorgrimm Jan 22, 2007, 09:13 AM Hey Thor, I foind a strange bug. The Unity, I don't know HOW, strangely have BOS Elder on the production tab. I'll create one and then show to you in a screenshot later. Yeah I forgot to remove it from the BIQ when I was testing the gfx. Just go into the editor and delete the BOS Elder unit. I will get a new BIQ and small update up later. Slaughter, post this stuff in the tester's forum. Cheers, Ken Biller Jan 23, 2007, 06:08 PM Playing as the Vault Dwellers, but can't build Vault Citizens (settlers). Got my cities up to size 7, but it's never an option to build. Not sure, but figure it's a bug? Thorgrimm Jan 23, 2007, 06:18 PM Playing as the Vault Dwellers, but can't build Vault Citizens (settlers). Got my cities up to size 7, but it's never an option to build. Not sure, but figure it's a bug? Yeah it was a bug, It has been fixed. :) For some reason when a unit is assigned a none/none tech requirement the AI can build that unit but a human player can't. And welcome to CFC.:) :nuke: Cheers, Thorgrimm AncientOne Jan 24, 2007, 12:12 PM Not bug.. but just weird is that Dog Kennels need brahmin and humans.. ok, maybe humans.. but why brahmin.. maybe change wolfs into strategic ressource and put it instead of brahmin there Although.. i didn't had to test bots, by having a major conflicts with them, it seemed to me that Bot Infantry is still not centered.. but it may have just felt so.. although, i hope somebody looks to it more closely And Mutant second age city.. aka originaly metropolis has these ugly pink borders Oh and Thor.. DC West that i suggested, yo included into the game, only by name DC East.. :P DC East is Washington DC, so lil blunder Didn't you use any other of these names i suggested? Thorgrimm Jan 24, 2007, 01:32 PM Not bug.. but just weird is that Dog Kennels need brahmin and humans.. ok, maybe humans.. but why brahmin.. maybe change wolfs into strategic ressource and put it instead of brahmin there Although.. i didn't had to test bots, by having a major conflicts with them, it seemed to me that Bot Infantry is still not centered.. but it may have just felt so.. although, i hope somebody looks to it more closely And Mutant second age city.. aka originaly metropolis has these ugly pink borders Oh and Thor.. DC West that i suggested, yo included into the game, only by name DC East.. :P DC East is Washington DC, so lil blunder Didn't you use any other of these names i suggested? The reason for the Brahmin is that it represents the food for the doggies, even the hounds gotta eat. :D Dunno about that, it seemed centered to me. But I will look into it. Ok, will check out the mutie city. DOH! :blush: You are correct. It should be west. Truth be told, I could not find the post and was hoping you would point it out. :D Can you repost the suggested names in the tester's suggestions thread? :nuke: Þórgrímr :nuke: AncientOne Jan 25, 2007, 09:32 AM Ok, will check out the mutie city. DOH! :blush: You are correct. It should be west. Truth be told, I could not find the post and was hoping you would point it out. :D Can you repost the suggested names in the tester's suggestions thread? About mutie city.. same prob with largest city seemed to be also in first age (i think).. i just didn't meet mutants in a last testgame before they had got into the second age And 'bout city names.. ok.. i post them into testers suggestions thread.. i may even have some more names now.. although many of them are just weird names that doesn't mean nothing ChubbyPitbull Mar 10, 2007, 05:55 PM I have the most recent version of the mod installed, and I ran into a weird bug. Whenever I build a building (only thing tried so far) in the second city I found after beginning the game, Civ 3 crashes. I had been playing as BOS, and the turn after I hurried up the production of Wooden Palisades, Civ 3 crashed (didn't think much of itat the time, it IS a beta). Just recently, I was playing as the Ghouls, and the game again crashed after my Wooden Palisades finished in my second city. This time, I loaded up the Auto save and toyed with it a bit. Everytime I finished a building (in this cases by hurrying) in the second city, the game crashed. In some instances, where a scout dog explored a tribal village, I got the Barter tech. The next turn, I managed to complete a Boneyard Library in my capital city, but then when it shifted to my second city where an improvement finished, the game crashed again. And it wasn't just the Wooden Palisade, the game crashed when I finished a Scavenger's Market in the city as well. Thorgrimm Mar 10, 2007, 08:37 PM I have the most recent version of the mod installed, and I ran into a weird bug. Whenever I build a building (only thing tried so far) in the second city I found after beginning the game, Civ 3 crashes. I had been playing as BOS, and the turn after I hurried up the production of Wooden Palisades, Civ 3 crashed (didn't think much of itat the time, it IS a beta). Just recently, I was playing as the Ghouls, and the game again crashed after my Wooden Palisades finished in my second city. This time, I loaded up the Auto save and toyed with it a bit. Everytime I finished a building (in this cases by hurrying) in the second city, the game crashed. In some instances, where a scout dog explored a tribal village, I got the Barter tech. The next turn, I managed to complete a Boneyard Library in my capital city, but then when it shifted to my second city where an improvement finished, the game crashed again. And it wasn't just the Wooden Palisade, the game crashed when I finished a Scavenger's Market in the city as well. If ANYBODY has an idea why these crashes are occuring PLEASE sound off! If they keep up I may have to pull the beta till we figure out the cause. :confused: :sad: :nuke: Þórgrímr :nuke: AncientOne Mar 11, 2007, 05:26 AM i can't have any ideas,.. cuz i never have had such a crashes ChubbyPitbull Mar 11, 2007, 07:49 AM While I still can't offer a reason for the crashes, I have narrowed my personal crashes to that the game crashes if I ever finish an improvement in a city with no military units in it (not sure if city size matters). I loaded my previous save, played for a bit, and wandered one of my Combat Armor Ghouls back to my new city. After that, any improvements I finished in my new city worked fine. I was able tp play no problem for awhile, until I founded a third city, and the same turn I finished an improvement in it, the game crashed. I'm going to try selling an improvement in my capital city later, then move or disband all military units there and see if finishing an improvement in my capital with no military units present crashes the game. As an interesting side issue, I can't seem to get any units other than a settler to show up in my production window as Ghouls? I have green goo and bullets as strategic resources at the moment, but in everyone of my cities, the pop-up production menu only lets me build settlers, wealth, and buildings (didn't see a scroll bar that i know of). Yet, when I do successfully complete an improvement in a city, and the "Choose New Production" menu comes up, from there I am able to start work on and eventually complete "Ghoul Melee" units. However, if I go back to the city after picking Ghoul Melees from the Choose New menu, I am still not able to build any units other than a Settler (not even a worker). I wonder if an inability to build military units might have slowed some races expansions in some games? :D Thorgrimm Mar 11, 2007, 07:52 AM i can't have any ideas,.. cuz i never have had such a crashes Ancient One, that is the problem as I have not had them either. And I have tested all of the civs. :confused: But I did have a thought, folks who are having the crashes, what civ was it with, and HOW did you rush the building? With population or money? There are only a couple of civs that are supposed to rush things with bucks. Please respond with the answer to the new question, the folks with the crashes. :nuke: Þórgrímr :nuke: Thorgrimm Mar 11, 2007, 08:12 AM ChubbyPitbull you should now be able to see the tester's forum, go in there and follow the directions for getting the updates. The Ghoul inability to build things has been resolved. I don't see why rushing things without units in a city mattering. Anybody have an idea why this would occur? :confused: But then again, I never leave a city unoccupied. I will try it to see what occurs in my game. :nuke: Þórgrímr :nuke: ChubbyPitbull Mar 11, 2007, 08:18 AM I'll next try completing an improvement normally with no military units. And as far as I can tell its definitely the fact that no military units are present thats causing the issue. I'm playing as Ghouls. I money-hurried an improvement in a city with no military units, crash. I move a military unit into the city the next turn after I reload, then money-hurry the same improvement, completes normally. After researching Construction, I disbanded my popup turret in my capital (so no military units present), and money-rushed a brickworks or some such, and then the game again crashed the next turn. And thanks for the acceptance Thor, I'll head there now. ChubbyPitbull Mar 11, 2007, 11:41 AM I just finished an improvement by building it normally (no hurrying), and I moved all units out of the city before it finished. When the building completed with the city empty, the game crashed. So it seems my bug is simply finishing an improvement in an empty city. I've only ever tried this with the Ghouls, so not sure if it affects other races as well. Flamand Mar 11, 2007, 03:24 PM Well when my second mystery occurred there was no unit free city around, at least not in my little mutie empire... ;) This whole "empty city" bug seems so weird. In ever heard of something like it. Same thing with producing wealth in all cities to avoid a bug... Ryuga Apr 05, 2007, 10:30 PM Slaughter, I have been trying to find that problem for two years now. I have no idea why it is occurring, and nobody here does either. :sad: And i do not know of any other way to sell buildings. :nuke: Cheers, Thorgrimm :nuke: First of all, I just want to say thanks for doing this mod for all Fallout fans out there. We all know we just love more fallout content, especially a good mod like this. I played through all the other mods, but nothing clicks with me like Fallout (though Warhammer comes in really close in 2nd place). I would love to see this mod to bear fruitation. 2nd, I did a little investigation on the "Clicking on a building in City screen CTF" bug. For me it is 100% repro, but I found a way around it. I don't know if it is known, and I didn't find it in forum. ============ Workaround ============ 1. Start a civ game, vanilla or mod, as long as it does have the same CTF bug. 2. Go to a city screen (build a city if there is not city). 3. Right click the building in the lower left building panel. 4. Then load or start a Fallout game, and CTF bug won't bug you. ================= Further Investigation ================= 1. Navigate to a city screen and right click a building in the lower left building panel, notice that culture, happiness, etc general game concept are all jumbo-mumbo, and click them gives a blank pedia entries. 2. Turns out that Flamand is right. There are invalid entries which are culture, happiness, etc that are in the general game concept section. 3. Navigating to Civilopedia General concept section will reveal broken entries for all concept ones. 4. Taking a look at Civilopedia.txt will reveal a bug. There is an empty line between lines "#GAME_CONCEPTS_KEYS" and "GCON_Age_of_Science". 5. Removing this empty line will resolve this bug. Ryuga Apr 05, 2007, 10:31 PM Added: Also, if I could join beta testing the latest bits, that would be great. Thanks AncientOne Apr 06, 2007, 04:08 AM You must apply to join Civ 3 scifi workshop in My Account/Group Memberships.. and then PM Flamand about it 3dpsycho Jul 15, 2007, 09:25 PM CRASH! I am running this on a Vista machine (I have also now tried it on my XP system which errors out at the same time). I'm playing the B.O.S., and whenever I meet the EOTC (Robots) at the end of the round my game crashes... which of course is very upsetting since I quite into it now... I have downloaded the one patch off of the Gunny site and have been playing using it. Gives Error signature of: AppName: cive3conquests.exe AppVer 1.32.0.0 ModName: cive3conquests.exe ModVer: 1.21.0.0 Offset: 0021ae3d accompanied with it is an Error Report that list like 66 Modules that are all .dll files Any help?! Thanks Thorgrimm Jul 16, 2007, 09:07 AM CRASH! I am running this on a Vista machine (I have also now tried it on my XP system which errors out at the same time). I'm playing the B.O.S., and whenever I meet the EOTC (Robots) at the end of the round my game crashes... which of course is very upsetting since I quite into it now... I have downloaded the one patch off of the Gunny site and have been playing using it. Gives Error signature of: AppName: cive3conquests.exe AppVer 1.32.0.0 ModName: cive3conquests.exe ModVer: 1.21.0.0 Offset: 0021ae3d accompanied with it is an Error Report that list like 66 Modules that are all .dll files Any help?! Thanks I wish I could help, but I have no idea if it is a vista compatibility issue or not. But it sure sounds like it if it is giving DLL errors. :( :nuke: Cheers, Þórgrímr :nuke: Flamand Jul 16, 2007, 10:16 AM On my new Vista machine I use the compatibility setting (right click on the C3C icon on your desktop or start menu, click properties). On the compatibility tab you should choose "Run this program in compatibility mode for Windows XP SP2". Click "apply" and it should be ok. If this doesn't work, you might want to consider reinstalling C3C. 3dpsycho Jul 16, 2007, 11:36 AM No it crashes at the same time when I play this on an XP machine with a new install of C3C... so... Just found something out when I put all my production to producing wealth in all my cities when I meet them it dose not seem to have a problem... but this kinda sucks because I loose all the built up in progress stuff. But I appreciate your input though Flamand Jul 16, 2007, 02:17 PM Ah, thát bug... I think that one was taken care of in the next version of the download. Thor will know the answer to that... ;) godrick Jul 31, 2007, 01:13 PM hey i got a problem the down load is fine yeah bet wen ever i open the file up it always says file may be lost or is corrupt so i haven't even played the game and this is really annoying cus it looks great Thorgrimm Jul 31, 2007, 01:28 PM hey i got a problem the down load is fine yeah bet wen ever i open the file up it always says file may be lost or is corrupt so i haven't even played the game and this is really annoying cus it looks great Have you tried to re-download the mod? Sometimes a file can get corrupted and then the file can't be unzipped. :nuke: Cheers, Þórgrímr :nuke: godrick Jul 31, 2007, 01:37 PM ive tried it several times now i cant work it wats the chance you can send the link here it might work Virote_Considon Aug 01, 2007, 07:48 AM Using a download manager will work! Slaughter Aug 01, 2007, 08:27 AM Strangely, I had some problems downloading the mod before. But here's how I've done it: 1º Use Go!Zilla to download!. 2º Don't download with Firefox, the server must be a microsoft one :lol: Don't know about Opera, through. Use the bad IE. I hate that old trash. 3º I don't know about the other download managers, but some tend to have corruption in downloads for no reason. Virote_Considon Aug 01, 2007, 09:36 AM GetRight works fine with Firefox. I have it set up so that I have to manually C&P the link into it, which seems to get around the problem of some sites not working with it. Slaughter Aug 02, 2007, 10:05 AM I still wonder why Thor don't want to Torrent it... Torrent is the best form of downloading since... since... well, since ever. Virote_Considon Aug 04, 2007, 08:26 AM I disagree. Torrenting seems to take forever. And that's when you've got a lot of seeds... Thorgrimm Aug 04, 2007, 09:18 AM I still wonder why Thor don't want to Torrent it... Torrent is the best form of downloading since... since... well, since ever. Because torrent is a virus highway and I will not use it. Also I now have a link to get a free copy of GetRight. And it has been tested and has no problems DLing either the Fallout, War of the Worlds or the TBX-R mods. So no need for the nasty torrent. ;) :D @godrick, I have added a link for GetRight and it has no problems DLing the mod. That should cure your ills. :D :nuke: Cheers, Þórgrímr :nuke: Slaughter Aug 04, 2007, 11:45 AM Because torrent is a virus highway and I will not use it. Also I now have a link to get a free copy of GetRight. And it has been tested and has no problems DLing either the Fallout, War of the Worlds or the TBX-R mods. So no need for the nasty torrent. ;) :D @godrick, I have added a link for GetRight and it has no problems DLing the mod. That should cure your ills. :D :nuke: Cheers, Þórgrímr :nuke: Virus highway? Not here, at least. Thorgrimm Aug 04, 2007, 06:29 PM Virus highway? Not here, at least. Not that you know of. ;) Before I lost the use of my leg my profession was an IT tech. I used to work for Big Blue and other companies and my nickname was the 'bughunter'. The reason for that is I was the best they had at tracking down Virii, malware, spyware and all the other various sundry nastiness on the net. And I hate to tell you, but too many @$$hole kiddie hackers love to insert crap like that into Torrent, Ka Zaa and other pirate supporting DL's. Besides, Torrent is the thieves way of getting something for free that they should have paid for. I will NOT support a format that opens the door for net nastiness and thieves. So now you have my reasons, and they are not negotiable. :) :nuke: Cheers, Þórgrímr :nuke: Slaughter Aug 05, 2007, 11:10 AM Not that you know of. ;) Before I lost the use of my leg my profession was an IT tech. I used to work for Big Blue and other companies and my nickname was the 'bughunter'. The reason for that is I was the best they had at tracking down Virii, malware, spyware and all the other various sundry nastiness on the net. And I hate to tell you, but too many @$$hole kiddie hackers love to insert crap like that into Torrent, Ka Zaa and other pirate supporting DL's. Besides, Torrent is the thieves way of getting something for free that they should have paid for. I will NOT support a format that opens the door for net nastiness and thieves. So now you have my reasons, and they are not negotiable. :) :nuke: Cheers, Þórgrímr :nuke: Ouch, sorry about the leg! Yeah... dang kiddie hackers. I once read a book of my brother about hackers and stuff. Wannabe hackers are the scourge of internet, indeed. "H3Y I L33T J00, L33T HAxX0Z ME HACK U FAG L00K AT ME I'M A HACKERZOR!" REAL HACKERS don't need to insert virus in P2p to prove themselves, they don't. Slaughter Jan 08, 2008, 04:33 PM Okay Thor, just found some stuff here you may want to know: Mutant Melee kill radscorpion. What came outta it? A Scout Bot. Yes, a Scout Bot. Eslave resulted in a SCOUT BOT!! Also, Mutant with firearms have't enslave enabled, but the Mutant MG can eslave, but instead of getting a Mutie slave, you get a worker. Mistakes or all intentional? Also, all workers can build railroads. I remember reading that they were not supposed to do that, right? Did you just forgot to check the railroad option out of all workers or changed your opinion? Thorgrimm Jan 08, 2008, 05:01 PM Okay Thor, just found some stuff here you may want to know: Mutant Melee kill radscorpion. What came outta it? A Scout Bot. Yes, a Scout Bot. Eslave resulted in a SCOUT BOT!! Also, Mutant with firearms have't enslave enabled, but the Mutant MG can eslave, but instead of getting a Mutie slave, you get a worker. Mistakes or all intentional? Also, all workers can build railroads. I remember reading that they were not supposed to do that, right? Did you just forgot to check the railroad option out of all workers or changed your opinion? Damn, Removing the Hummer caused more damned problems than I thought it would. Crap!!!!:mad: Ok, folks, call off the testing till I can go through the BIQ again. All of these errors were caused by removing one freaking unit from the editor! :mad: Thanks for the report dude. I will eradicate this new crop of bugs ASAP. :sad: Slaughter Jan 08, 2008, 05:03 PM Damn, Removing the Hummer caused more damned problems than I thought it would. Crap!!!!:mad: Ok, folks, call off the testing till I can go through the BIQ again. All of these errors were caused by removing one freaking unit from the editor! :mad: Thanks for the report dude. I will eradicate this new crop of bugs ASAP. :sad: Just curious: ALL mutant units should have the hability to enslave or only melee ones? And for some reason, I love hummers. In a Fallout Fanfic with the guys of VBR, I even began a adventure through the wastelands with a hummer. I'll miss the Hummer, but at least we have the Highwayman. Thorgrimm Jan 08, 2008, 05:13 PM Just curious: ALL mutant units should have the hability to enslave or only melee ones? And for some reason, I love hummers. In a Fallout Fanfic with the guys of VBR, I even began a adventure through the wastelands with a hummer. I'll miss the Hummer, but at least we have the Highwayman. No, just the melee ones should have the enslave function. Thats to represent the melee dudes are the ones going out bonking heads to capture and dip, while the others are there to kill. Thats why the Vats Wonder spits out a mutant melee every 30 turns. So you do not lose the melee units as your troops upgrade to a higher form that cannot enslave. Well I am trying to keep this as close as I can to the RPG's, so the Hummer had to go.:) Slaughter Jan 08, 2008, 05:21 PM No, just the melee ones should have the enslave function. Thats to represent the melee dudes are the ones going out bonking heads to capture and dip, while the others are there to kill. Thats why the Vats Wonder spits out a mutant melee every 30 turns. So you do not lose the melee units as your troops upgrade to a higher form that cannot enslave. Well I am trying to keep this as close as I can to the RPG's, so the Hummer had to go.:) A suggestion: What about having advanced versions of the Mutant Melee in the mid-advanced game? Like Cattle Prods Mutants? Thorgrimm Jan 08, 2008, 05:30 PM A suggestion: What about having advanced versions of the Mutant Melee in the mid-advanced game? Like Cattle Prods Mutants? Nah, I wanted to keep the melee units primitive, and force the player to choose between keeping the abilities of their primitive units or to upgrade to more powerful, yet less able units. The choice is yours. ;) Also, keep testing so I know exactly where the new bugs are. I have squished the PA tribals, Scout Bot Enslaving, Mutie Flamer enslaving and planted the 5th Triabl village. So keep da bug reports a comin. :lol: Slaughter Jan 08, 2008, 10:36 PM Aparently, while messing around in the editor, I've found that instead of Boneyard (or was it called Adytum?), what you see there instead are two sarges. What are they doing up there? Thorgrimm Jan 09, 2008, 08:41 AM Aparently, while messing around in the editor, I've found that instead of Boneyard (or was it called Adytum?), what you see there instead are two sarges. What are they doing up there? That is also due to the removal of the Hummer. Thanks for the spot. Will change ASAP. Thorgrimm Jan 09, 2008, 08:50 AM And the two Sarges for the Far-Go Traders have been turned back into their proper units, as were the barb units I had placed. :nuke: Cheers, Thorgrimm :nuke: Slaughter Jan 09, 2008, 09:00 AM Oh, and the city that was supposed to be there was NOT there. At least I din'dt see it. Thorgrimm Jan 09, 2008, 09:05 AM Oh, and the city that was supposed to be there was NOT there. At least I din'dt see it. No city is supposed to be there. That marks the frontier of the 'territory' The Far-Go Traders 'claim' as their own. Since they are a minor and cannot build settlers I made them just a bit tougher to take out. :D Slaughter Jan 10, 2008, 08:23 AM So, when the new BIQ comes around? You could send through MP to me. I hope you found all the bugs! Quite weirdly that last crop of bugs we found, you know... Thorgrimm Jan 10, 2008, 09:58 AM So, when the new BIQ comes around? You could send through MP to me. I hope you found all the bugs! Quite weirdly that last crop of bugs we found, you know... The new BIQ should be ready in a day or two. As for the bugs both sets of problems came about due to some changes I was playing with when I stopped working on the mod. The removal of the Hummer caused the Unit and enslaving problems, and the missing cities came from my toying with the idea of making hills not able to be settled. Which I then changed back to being able to be settled. And then stopped working on the mod and forgot about doing that. :lol: :nuke: Cheers, Thorgrimm :nuke: |
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