View Full Version : crash help??


strategyonly
Jul 17, 2007, 01:37 AM
Need to find out why this is crashing, it needs no spawning or python, it just crashes when at war and attacking this town? It doesnt happen in all the towns, what could be causing this, PLS need your HELP!!!:mad: :mad:

snarko
Jul 17, 2007, 05:41 AM
There could potentially be hundreds of causes. You'll have to provide more info than that - MUCH more info than that. Otherwise all we can do to help is guessing.

My guess: it's related to the pirate ship. But it's just that, a guess.

strategyonly
Jul 17, 2007, 07:03 AM
There could potentially be hundreds of causes. You'll have to provide more info than that - MUCH more info than that. Otherwise all we can do to help is guessing.

My guess: it's related to the pirate ship. But it's just that, a guess.


Dont know what else you need, and why would you guess pirate ship??:(

snarko
Jul 17, 2007, 07:07 AM
Dont know what else you need, and why would you guess pirate ship??:(

The mod, the savegame, information about what you've done to try to figure out what's wrong (you have played around in WB trying to figure out what's wrong right?) and any information you think could possibly be related to the problem. Not neccessarily all of those, but at the very minimum try to figure out what's wrong yourself first, then come here with something more specific (like "building X causes the crash" and then all information about building X).

strategyonly
Jul 17, 2007, 07:12 AM
Yeppers done most of that already, this is the only crash i get,
it only happends when ANY of the attacking force attacks this city?
The attacking force beats the pegasus then crashes??
Again why the pirate ship?

Pirate ship info:<UnitInfo>
<Class>UNITCLASS_PIRATE_SHIP</Class>
<Type>UNIT_PIRATE_SHIP</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_NAVAL</Combat>
<Domain>DOMAIN_SEA</Domain>
<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>Pirate Ship</Description>
<Civilopedia>TXT_KEY_UNIT_PIRATE_SHIP_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>1</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<bRenderBelowWater>1</bRenderBelowWater>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_TRANSPORT</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_TRADE</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>10000</iAIWeight>
<iCost>100</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>20</iMinAreaSize>
<iMoves>6</iMoves>
<iAirRange>0</iAirRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables/>
<FeatureImpassables/>
<iCombat>10</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>8</iXPValueAttack>
<iXPValueDefense>4</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>1</iCollateralDamage>
<iCollateralDamageLimit>50</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>20</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iCargo>1</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>8</iAsset>
<iPower>10</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>2.25</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_PIRATE_SHIP</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>Art/Interface/Buttons/Units/pirateship.dds</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>

Pegasus:<UnitInfo>
<Class>UNITCLASS_PEGASUS</Class>
<Type>UNIT_PEGASUS</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MOUNTED</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>Pegasus</Description>
<Civilopedia>TXT_KEY_UNIT_PEGASUS_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_PEGASUS_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>1</bCanMoveImpassable>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_COMPASS</PrereqTech>
<TechTypes/>
<BonusType>BONUS_HORSE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>70</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>3</iMoves>
<iAirRange>0</iAirRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables>
<TerrainImpassable>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainImpassable>1</bTerrainImpassable>
</TerrainImpassable>
</TerrainImpassables>
<FeatureImpassables/>
<iCombat>6</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>2</iFirstStrikes>
<iChanceFirstStrikes>1</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>25</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>-10</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>1</iConscription>
<iCultureGarrison>3</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>1</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_PEGASUS</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>Art/Interface/Buttons/Units/Pegasus.dds</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>

NikNaks
Jul 17, 2007, 07:15 AM
What's the other unit in the city?

strategyonly
Jul 17, 2007, 07:19 AM
Changed # 5 see above!!

NikNaks
Jul 17, 2007, 07:21 AM
Try looking at the pirate ship unit in the civilopedia. Can you see the unit?

strategyonly
Jul 17, 2007, 07:30 AM
Try looking at the pirate ship unit in the civilopedia. Can you see the unit?

Yeppers see attached

snarko
Jul 17, 2007, 07:50 AM
Yeppers done most of that already, this is the only crash i get,
it only happends when ANY of the attacking force attacks this city?
Have you tried to figure out why that specific city crashes? Like removing the pirateship, then attacking. If it still crashes removing both units, then attacking. And so on, until you find the cause of the crash (because as I said, there can be hundreds of reasons... and without the save+mod we can't try them, only you can).

Again why the pirate ship?
I have no way to figure out the problem because you still haven't told us exactly what causes the error or given us any ability to figure it out on our own, so I made a guess. You've problably defeated pegasus units before without the crash. You have taken cities before without the crash. When you take the city the pegasus should be dead. So I find it not too likely the pegasus causes the crash. This leaves the pirate ship or something in the city. As I have no idea what's in the city I guess the pirate ship. Could also be a combination of the pegasus and pirateship, I remember something about units loaded on ships in cities causing crashes.

strategyonly
Jul 17, 2007, 07:59 AM
Have you tried to figure out why that specific city crashes? Like removing the pirateship, then attacking. If it still crashes removing both units, then attacking. And so on, until you find the cause of the crash (because as I said, there can be hundreds of reasons... and without the save+mod we can't try them, only you can).


I have no way to figure out the problem because you still haven't told us exactly what causes the error or given us any ability to figure it out on our own, so I made a guess. You've problably defeated pegasus units before without the crash. You have taken cities before without the crash. When you take the city the pegasus should be dead. So I find it not too likely the pegasus causes the crash. This leaves the pirate ship or something in the city. As I have no idea what's in the city I guess the pirate ship. Could also be a combination of the pegasus and pirateship, I remember something about units loaded on ships in cities causing crashes.

How do you only take the Pegasus out of the city(or units for that matter, without deleting the whole building/city)?? and the Pegasus is not aboard the ship, its only guarding the city.

OK heres the saved game and its the Japanese Mythology MOD!!

snarko
Jul 17, 2007, 08:26 AM
How do you only take the Pegasus out of the city(or units for that matter, without deleting the whole building/city)?? and the Pegasus is not aboard the ship, its only guarding the city.

Go into worldbuilder. Select the unittype you want to remove, for example pegasus. Left click will place such a unit, right click will remove it. If you right click and there is no unit of that type it will remove another unit (if any).

strategyonly
Jul 17, 2007, 09:01 AM
Go into worldbuilder. Select the unittype you want to remove, for example pegasus. Left click will place such a unit, right click will remove it. If you right click and there is no unit of that type it will remove another unit (if any).

Ok didnt know that before, thx, now back to the problem, heres what i did:

I took out the pegasus(first pic) and attacked the city and it didnt crash, then i took out the pirate ship(pic two) and it didnt crash, took both out and didnt crash, but when i went into the WB it added a settler(pic three) but when i deleted the ship it was gone also and the pegasus is only there??

But then i tried normal again with BOTH there and then it CRASHED again??:mad:

Mexico
Jul 17, 2007, 09:49 AM
Ok didnt know that before, thx, now back to the problem, heres what i did:

I took out the pegasus(first pic) and attacked the city and it didnt crash, then i took out the pirate ship(pic two) and it didnt crash, took both out and didnt crash, but when i went into the WB it added a settler(pic three) but when i deleted the ship it was gone also and the pegasus is only there??

But then i tried normal again with BOTH there and then it CRASHED again??:mad:

it look like missing some part of combat animation
we have similar problem before in TR mod with old airship model - when this was last unit in city, game crashed (because of missing animation for airship)

strategyonly
Jul 17, 2007, 10:21 AM
it look like missing some part of combat animation
we have similar problem before in TR mod with old airship model - when this was last unit in city, game crashed (because of missing animation for airship)


HUH? Heres the ArtDefine:
<UnitArtInfo>
<Type>ART_DEF_UNIT_PIRATE_SHIP</Type>
<fScale>0.22</fScale>
<fInterfaceScale>0.5</fInterfaceScale>
<NIF>Art/Units/Pirate_Ship/GhostShip.nif</NIF>
<KFM>Art/Units/Galleon/Galleon.kfm</KFM>
<SHADERNIF>Art/Units/Pirate_Ship/GhostShip_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/GalleonShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/water_ship_wake.dds</Texture>
<fWidth>1</fWidth>
<fLength>180.0</fLength>
<fTaper>1</fTaper>
<fFadeStartTime>.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fExchangeAngle>25.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_OCEAN2</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_OCEAN2</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
</UnitArtInfo>

and the art itself attached!!

Mexico
Jul 17, 2007, 07:42 PM
HUH? Heres the ArtDefine:
<UnitArtInfo>
<Type>ART_DEF_UNIT_PIRATE_SHIP</Type>
<fScale>0.22</fScale>
<fInterfaceScale>0.5</fInterfaceScale>
<NIF>Art/Units/Pirate_Ship/GhostShip.nif</NIF>
<KFM>Art/Units/Galleon/Galleon.kfm</KFM>
<SHADERNIF>Art/Units/Pirate_Ship/GhostShip_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/GalleonShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/water_ship_wake.dds</Texture>
<fWidth>1</fWidth>
<fLength>180.0</fLength>
<fTaper>1</fTaper>
<fFadeStartTime>.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fExchangeAngle>25.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_OCEAN2</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_OCEAN2</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
</UnitArtInfo>

and the art itself attached!!

i don't mean missing something in XML, i mean badly created model (animation)
i will test your model, but can you also upload second one? (pegasus)

strategyonly
Jul 17, 2007, 07:51 PM
Sure you betcha:

Shiggs713
Jul 17, 2007, 09:02 PM
I'd almost guarantee its the animation. I've had a similar problem. Does the game CTD if you attack pegasus anywhere else?

strategyonly
Jul 17, 2007, 10:55 PM
I'd almost guarantee its the animation. I've had a similar problem. Does the game CTD if you attack pegasus anywhere else?

Nope tried pegasus by itself and even the pirate ship, neither crashed!!

ohcrapitsnico
Jul 17, 2007, 11:01 PM
Hmm this is an awful problem and I've had my share of these crappers. My only suggestion would be to completely remove the units from the mod and then reincorporate them.

Shiggs713
Jul 18, 2007, 12:09 AM
yea, I dont know then, like nico said maybe retry.:confused:

strategyonly
Jul 18, 2007, 10:59 PM
OK i worked around the other crash, but now a NEW one doing the same type of action:
Heres what happend?????> It was the last unit to attack the city (Artillery was last unit there) i heard the music that i took over the city then poof CRASH:mad:
the pic i took was before i attacked with regular units, but again only unit that was left when i finally got going was the artillery, and again i heard the take over before it crashed!!!

This happens in ALOT of MOD's i play, taking over a city and poof crash!!!!!any ideas here, people?????????

I need ideas to get this resolved, thx!!:(

ohcrapitsnico
Jul 19, 2007, 10:21 AM
It may not be a problem with the mod, because you say you experience this a lot on your own, because I have never had a game/mod crash at anytime past the game loading.

Something may be wrong with your game or something I'm not sure.