View Full Version : WoC v1.00 Bug Thread - NOT Specific Modules


TAfirehawk
Jul 28, 2008, 09:31 PM
Please report any and all issues for the CORE V1.00 release.

Any issues for a specific Module, please report that in the appropriate Module thread, thank you.

The Doodler
Aug 05, 2008, 07:04 PM
I've noticed a couple of issues so far.

Firstly the F9 Info Screen doesn't seem to work properly. Opening the screen just reveals nothing but the standard background and the exit button - no graphs or other buttons - nothing.

Also, I have noticed a health sign with a '1' next to it when the pointer hovers overs a city. This sign also appears in the any main city screen next to the commerce sign in trade routes. Maybe I'm missing something here and it is a legitimate addition, but the health sign doesn't seem to serve any purpose, so I'm wondering what it means?

rockinroger
Aug 05, 2008, 11:20 PM
Hum got a screen shot of this and what modules do you have in?

V. Soma
Aug 06, 2008, 01:49 AM
I have no time to test... :(

But my friend Söör says he got crash with 1.00 after many turns because of
"calling wrong memory address" or what...

The Doodler
Aug 06, 2008, 04:59 AM
Hum got a screen shot of this and what modules do you have in?

Sure. The first is the info screen and the following two are the weird health button thingy. I don't have any modules at the moment so it's definitely a core thing.

Fierabras
Aug 07, 2008, 06:20 AM
I have found the source of the F9-screen problem. The WoC-team introduced a fix for an omission by Firaxis regarding the new game option NO_ESPIONAGE. Unfortunately, somehow this option is not recognized as being a game option.

In WoC/Python/Screen/CvInfoScreen.py it reads (WoC addition in bold):


# See if Espionage allows graph to be shown for each player
if not (gc.getGame().isOption(GameOptionTypes.GAMEOPTION_ NO_ESPIONAGE)):
for iMissionLoop in range(gc.getNumEspionageMissionInfos()):
if (gc.getEspionageMissionInfo(iMissionLoop).isSeeDem ographics()):
iDemographicsMission = iMissionLoop


The easiest way to fix the F9-screen problem is to remove this file for now (or back it up outside the WoC folder), while we look for a proper solution.

rockinroger
Aug 07, 2008, 06:22 AM
Just talked with Faichele and thats a new trade route that contributes to a cities health, but the F9 is definitely not right. Thanks for the info.

Fierabras
Aug 07, 2008, 06:44 AM
Ok, looks like we forgot to add the new 3.17 game option to the SDK in CyEnumsInterface.cpp :crazyeye: :


.value("GAMEOPTION_NO_ESPIONAGE", GAMEOPTION_NO_ESPIONAGE)


When we have recompiled and republished the core, the F9-screen will work properly with our Python change

promomansr
Aug 07, 2008, 07:29 AM
I get an error when I start. Using Core 1.00 Build 1860. The Game still starts and is playable. I have attached screen shots.

Fierabras
Aug 07, 2008, 08:21 AM
I get an error when I start. Using Core 1.00 Build 1860. The Game still starts and is playable. I have attached screen shots.

I know this error, but I'm not sure why you get it. Could you give some information on what modules you have installed?

promomansr
Aug 07, 2008, 08:24 AM
The problem is in the CIV4GameInfoSchema.xml file was missing. I added one from Canada but I don't know what effect that will have. It has fixed the error on startup.http://forums.civfanatics.com/images/smilies/smile.gif

promomansr
Aug 07, 2008, 08:33 AM
Well I was able to fix the startup error and was hoping that was causing the problem with the game hanging at the " Waiting for other Civ " message, but no such luck.

Is there anywhere that I can turn on logging so I can see what the game is waiting for or a console view to watch the game flow? or a tool that I can use to watch the game flow.

Thanks

rockinroger
Aug 07, 2008, 10:31 PM
@ promomansr; Yes you can enable logging go to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword. In there openup _Civ4Config, hit CtrlF and type in Log in the Find what part. You should then look for "; Enable the logging system". on the next line, "LoggingEnabled = 0", change it to "LoggingEnabled = 1". Then run your game. It generates the logs in C:\Users\Your name\Documents\My Games\Beyond the Sword\Logs in Vista or C:\Documents and Settings\Your Name\My Documents\My Games\Beyond the Sword\Logs for xp. Then one that helps us the most are the MLF and XmDependency Types Logs. Thanks again for your help

rockinroger
Aug 07, 2008, 10:35 PM
Also the MLf will tell us what modules are loaded, the XMlDependency will usually tell us what loaded or did not load because of a error.

tucoow
Aug 08, 2008, 11:03 AM
I've just tried copy the "Extended City Radius" module from v0.92, but it seems to be not working.

promomansr
Aug 08, 2008, 07:45 PM
@ rockinroger. Thanks for the info on the log files. Have turned on the logs and reviewed them. I don't see anything that would cause a loop like the one that I'm getting.

Is there any tools in VC studio or something else that can do a realtime run of the game so I can see where it is stuck.

Thanks

PromomanSr

mamba
Aug 09, 2008, 01:23 AM
Yes, you can attach the debugger to CIV and then step through what the dll does.

To do so, compile the debug dll (named CvGameCoreDLL.dll, i.e. no _debug in the filename) with the output directory being the location of the current dll (i.e.BtS/Mods/WoC/Assets).

Then start Civ, load WoC and after doing so, attach the VC debugger to the Civ4BtS process. Now you can step through the dll.

tucoow
Aug 09, 2008, 10:00 AM
hi hi WoC team~~~
I just confirm this happens with WoC 1.0 -- with pure core install and no other modules. Attach a sample save game, 1 turn to CTD.
EDIT: just check div_woc, also CTD at founding a religion...
EDIT AGAIN: just check pure BTS, good -- no this problem. Seems that no one play WoC & div_woc long enough till founding a religion? :lol::lol::lol:

Brave Sir Robin
Aug 09, 2008, 11:53 AM
hi hi WoC team~~~
I just confirm this happens with WoC 1.0 -- with pure core install and no other modules. Attach a sample save game, 1 turn to CTD.
EDIT: just check div_woc, also CTD at founding a religion...
EDIT AGAIN: just check pure BTS, good -- no this problem. Seems that no one play WoC & div_woc long enough till founding a religion? :lol::lol::lol:

are you playing with choose religions on ?
if so i am have thing same ctd ,been Pming back & forth with Rockingroger about it
try playing with out choose religion checked and see if it works

rockinroger
Aug 09, 2008, 01:04 PM
Choose religion option, ill have to test that and see if that is the bug, again thanks for the reports guys, its almost impossible to catch all bugs. So this is appreciated.

rockinroger
Aug 10, 2008, 07:12 PM
Update to choose religion option, it doesn't matter if zoro is in or not, nor if you build Code of laws, its just that option that causes it, right now. Please post bugs here, http://woc.dreamhosters.com/bugtracker/mantis_110a3/my_view_page.php, along with a save game and modules list.

rockinroger
Aug 11, 2008, 04:43 PM
@ rockinroger. Thanks for the info on the log files. Have turned on the logs and reviewed them. I don't see anything that would cause a loop like the one that I'm getting.

Is there any tools in VC studio or something else that can do a realtime run of the game so I can see where it is stuck.

Thanks

PromomanSr

Hows this going for you? Ill have to update that Civ pack with Hiawatha, b4 i release it.

promomansr
Aug 13, 2008, 06:08 AM
@ rockingroger - The game is still going into an endless loop of waiting for other civs. I'm working on tracing where the problem is with VC debug tool but have not found anything that accounts for it.

I will send logs and open a bug report as soon as I sure it is the game and not something else with Vista or my setup that is causing it.

essormo
Aug 18, 2008, 11:13 AM
I've just tried copy the "Extended City Radius" module from v0.92, but it seems to be not working.

I manage to change the city radius by changing CITY_PLOTS_RADIUS_EXTENDED and BASE_CITIZEN_RADIUS in the DCR_GlobalDefines file. But the corresponding file DCR_GlobalDefines which lets buildings influence the city radius does not seem to work (the iCitizenRadiusModifier). I tried different combinations of changes, but the buildings (granery and hospital) won't seem to affect the city radius.

Please only reply if you have testet this out and found a way for it to work.

rockinroger
Aug 18, 2008, 03:53 PM
How about i just get that game concept out tonite.

buck beach
Aug 20, 2008, 07:27 AM
Hi, I have no idea what I am doing yet but I have 1.0 installed along with both official and unofficial 3.17 updates along with Bug. When I open the mod I get:

Assert Failed

File: .\CvXMLLoadUtilitySet.cpp
Line: 1545
Expression: bSuccess
Message:

I am able to ignore and get into a game start, but am lost from there (I see no difference between the mod and the BTS standard.

Can some one point me toward an "instructions for dummies location". I hope it is very basic I am not that savee (sic) but I was able to work in and around the VISA ini changes in Warlords.

rockinroger
Aug 20, 2008, 03:50 PM
Ru running BTS 3.17?

ahartnett
Aug 20, 2008, 05:32 PM
I get the same error as buck beach and also have bug installed. Am running 3.17. If you click ignore, the rest loads fine. The opening screen looks like a normal BTS screen but other screens have woc in the corner so i know it's loaded. I've tried it with and without the modules loaded and have the same issue.

This may sound stupid, but I have no idea how to get another module to load, such as diversica. Is the front end loader what we're not seeing? Thanks for any help.

buck beach
Aug 21, 2008, 09:09 AM
Ru running BTS 3.17?

Yes, I have the Standard BTS upgraded to 3.17. I went through a reinstall of everything (and I mean everything back to original Civ IV standard) and now purposely left out the unofficial 3.17 and BUG (except for standard BTS game). I still get the same error.

Edit: I forgot to include my system is Windows XP

I just started it up again and unlike AHARTNETT, I see nothing in the game that indicates it is running (except the openning screen).

NikNaks
Aug 21, 2008, 10:54 AM
I get the same error, both with and without BUG. Haven't tested any modules yet, but I'll be making some myself in the coming months.

mamba
Aug 21, 2008, 12:03 PM
I get the same error as buck beach and also have bug installed. Am running 3.17. If you click ignore, the rest loads fine. The opening screen looks like a normal BTS screen but other screens have woc in the corner so i know it's loaded. I've tried it with and without the modules loaded and have the same issue.

BUG might be the issue here as it and WoC change some Python files, so maybe the two are not compatible (not sure, I do not use BUG).

Have you tried loading without BUG (i.e. deleting/renaming CustomAssets) ?

This may sound stupid, but I have no idea how to get another module to load, such as diversica. Is the front end loader what we're not seeing? Thanks for any help.

You don't, at least not Diversica. While you could use it, it would require some manual work. If you install Diversica for WoC, it will install in its own directory and you can load that just like any other mod.

Merging Diversica with WoC or WoC modules with Diversica (both should work in theory) will require some manual editing however (with merging modules into Diversica being the easier approach as all you need to worry about is modules, not Assets/XML).

rockinroger
Aug 21, 2008, 04:02 PM
Yes, I have the Standard BTS upgraded to 3.17. I went through a reinstall of everything (and I mean everything back to original Civ IV standard) and now purposely left out the unofficial 3.17 and BUG (except for standard BTS game). I still get the same error.

Edit: I forgot to include my system is Windows XP

I just started it up again and unlike AHARTNETT, I see nothing in the game that indicates it is running (except the openning screen).

AH the WoC core does not include any modules you can find modules here, http://forums.civfanatics.com/showthread.php?t=285008, post 3, look in the spoilers. Basically we released the core, which you could consider the framework of a house, the modules that you choose to add would be the furnishings. Sorry for bad carpentry metaphor, buts thats what i do. So yes main WoC will not aqppear too much different from BTS, as far as Units, Buildings, Resources, etc. It does however set everything up for the modules, that you the player can choose to add or not add.

ahartnett
Aug 21, 2008, 06:21 PM
BUG might be the issue here as it and WoC change some Python files, so maybe the two are not compatible (not sure, I do not use BUG).

Have you tried loading without BUG (i.e. deleting/renaming CustomAssets) ?



You don't, at least not Diversica. While you could use it, it would require some manual work. If you install Diversica for WoC, it will install in its own directory and you can load that just like any other mod.

Merging Diversica with WoC or WoC modules with Diversica (both should work in theory) will require some manual editing however (with merging modules into Diversica being the easier approach as all you need to worry about is modules, not Assets/XML).
Thanks, Mamba. It all makes sense now. It didn't occur to me that Diversica would load WOC with it. Interestingly, I don't get the Assert Failed Error when WoC loads through Diversica but it didn't load the dark blue interface or the buttons on the left. Maybe the error has something to do with the interface. I am getting the opening WoC screen now whether loading WoC core or through Diversica. Don't know why I wasn't getting it before.

buck beach
Aug 21, 2008, 07:26 PM
AH the WoC core does not include any modules you can find modules here, http://forums.civfanatics.com/showthread.php?t=285008, post 3, look in the spoilers. Basically we released the core, which you could consider the framework of a house, the modules that you choose to add would be the furnishings. Sorry for bad carpentry metaphor, buts thats what i do. So yes main WoC will not aqppear too much different from BTS, as far as Units, Buildings, Resources, etc. It does however set everything up for the modules, that you the player can choose to add or not add.


So is there a check (special building, unit, civilopelia (sic) entry, etc) or something that indicates that when I ignore the startup error regarding the utility dll does not otherwise effect the mod :confused:.

Fierabras
Aug 21, 2008, 07:39 PM
Chances are likely that it's just a minor error. Ignoring this assert would probably not effect anything.

rockinroger
Aug 21, 2008, 09:44 PM
What is your start up error?

buck beach
Aug 21, 2008, 10:54 PM
What is your start up error?

If that was for me here it is:

Assert Failed

File: .\CvXMLLoadUtilitySet.cpp
Line: 1545
Expression: bSuccess
Message:

This was indicated above along with other items possibly relevant.

rockinroger
Aug 21, 2008, 11:25 PM
Ah yes you should just be able to ignore that one and continue. Do you have your logs on?

mamba
Aug 22, 2008, 03:51 AM
Thanks, Mamba. It all makes sense now. It didn't occur to me that Diversica would load WOC with it. Interestingly, I don't get the Assert Failed Error when WoC loads through Diversica but it didn't load the dark blue interface or the buttons on the left. Maybe the error has something to do with the interface. I am getting the opening WoC screen now whether loading WoC core or through Diversica. Don't know why I wasn't getting it before.

You are welcome, if you need help merging something with Diversica, let me know in the Diversica thread (http://forums.civfanatics.com/showthread.php?t=282425). Usually it should just be a matter of adjusting the MLF files.

Brave Sir Robin
Aug 23, 2008, 11:56 PM
hey guys
found a bug
see the first line on screen shot
city of maypan is in revolt ,this has appeared for at least the last 50 turns, does not seem to affect anything else ,but clearly is stuck in some kind of loop
can attach a save if you need it

buck beach
Aug 24, 2008, 08:52 AM
hey guys
found a bug
see the first line on screen shot
city of maypan is in revolt ,this has appeared for at least the last 50 turns, does not seem to affect anything else ,but clearly is stuck in some kind of loop
can attach a save if you need it

I experienced this too but right now I don't remember it being exclusive to WoC because I haven't got that far into a WoC game. It got so bad I turned off the events as well as the spies in my latest game (vanilla official and unofficial 3.17 and BUG).

buck beach
Aug 24, 2008, 09:08 AM
Ah yes you should just be able to ignore that one and continue. Do you have your logs on?

I guess I had better go back and try reading the threads again. I have no ideas what logs you are talking about. However, I want to clarify the issue of what I should or should not be seeing when I am in WoC. I do note when I set up a custom game there is a gigantic map available with some 30 civs. Other than this when I get into the game there is NOTHING that indicates ANYTHING different. I can find no "logs" or the WoC identifier AH mentioned. Is there anything I should look for that will show me it is operating properly.

I have not moved this to another thread because I am still not certain the opening aforementioned error message is not mucking up the works.:confused:

rockinroger
Aug 24, 2008, 01:03 PM
What modules do you have in buck, if you have some of the technologies or buildings, before you start a game you can go into the pedia to confirm them. for example if you have boating you should see it in the pedia. load WoC, then go to Civilpedia. Before loading a game.

buck beach
Aug 24, 2008, 01:43 PM
What modules do you have in buck, if you have some of the technologies or buildings, before you start a game you can go into the pedia to confirm them. for example if you have boating you should see it in the pedia. load WoC, then go to Civilpedia. Before loading a game.

I started reading and feel like a fool :crazyeye:. I have no modules loaded! When I posted this morning I was on my wife's computer (I lost my Internet connection). I now see where the various downloads for the modules are located. I'm now back on line on my computer and will try to get some of them loaded. I hope they are not to complicated to apply.

Sorry I will wait next time.

rockinroger
Aug 24, 2008, 04:57 PM
Nope they have a automatic installer just click and point,lol. If have a problem though we are here.

buck beach
Aug 25, 2008, 06:36 PM
Nope they have a automatic installer just click and point,lol. If have a problem though we are here.


OK I'm back. Loaded the mods (all) automatically into to the Mods/WoC file and fired WoC up. Same error message as I reported above, which I ignored. Into the custom WoC game selection I choose Giagantic World, etc but I notice there are no other game options other than the standard BTS (eg ranged fire, extended city, etc). I start the game and check the Civilopedia for various WoC: units, religions, techs, wonders, etc, etc and there are none.

Any ideas?

rockinroger
Aug 25, 2008, 08:57 PM
Just out of curiosity have you made any changes? Would help me narrow things down.

ahartnett
Aug 26, 2008, 08:51 AM
I also get the same initial error message as buck beach and just checked the civilopedia and none of the modules are listed either. I haven't changed anything in WOC. I was using the SVN prior to the public release and remember there was a world wonder in there then (I didn't play with it that much). I deleted that and started new when the public came out. I also can't get modules made by other people (such as diversica) to use WOC colors or fonts - it does do the button changes. I'm going to delete the whole thing and start over again and let you know how it goes.

ahartnett
Aug 26, 2008, 10:02 AM
I reinstalled WoC and all the modules work now. I remember I was having a problem with firefox bombing out with each download that day and started using explorer towards the end so I did see the new resources when I was playing (and didn't notice I was missing a lot of other stuff!). I am getting a new error message though. Now I get a Failed loading XML file modules/buildings/unique/3rd/MLF_Civ4modularloadingcontrols.xml. I am still getting the old assert failed error that doesn't seem to matter. I noticed in the pedia there is an entry that needs to be corrected - TXTKEY_Building_KUVEND for the Albanian empire.
Thanks for any help with the xml error.

buck beach
Aug 26, 2008, 01:21 PM
Just out of curiosity have you made any changes? Would help me narrow things down.

OK, like AH I reinstalled and now WoC is working. There are some tweeky things happening at start-up (like not recognizing that a CD is in the drive) and a periodic darkened screen (but still viewable). There also seems to be a couple of others but not sure. I will report if they reoccur.

Note I still get the original error as I previously reported above.

ahartnett
Aug 26, 2008, 03:20 PM
Yikes! I reinstalled WoC and all the modules twice and I'm not getting any happy/unhappy or healthy/unhealthy icons on the city screen - reason for reinstallation was that the modules weren't working at all before. I get the 3rd building xml error I mentioned above also in both reinstallations. Are you seeing those icons, buck beach (they're the ones on the top when you open the city screen)?

rockinroger
Aug 26, 2008, 06:37 PM
hey guys
found a bug
see the first line on screen shot
city of maypan is in revolt ,this has appeared for at least the last 50 turns, does not seem to affect anything else ,but clearly is stuck in some kind of loop
can attach a save if you need it

This is general bts bug, Ive ran across this also.

rockinroger
Aug 26, 2008, 06:51 PM
@ ahartnett, and buck beach, ok i get that error now, ill see what is going on now in the logs.

rockinroger
Aug 26, 2008, 07:07 PM
aha found the problem, ill fix the installer, to make it work you need to copy the CIV4ModularLoadingControlsSchema into Mods\WoC\Assets\Modules\Buildings\Unique\3rd. You can get it here Mods\WoC\Assets\Modules\Buildings\Unique\2nd. When the original installer for the core was made we had no 3rd buildings. So I missed the schema but added the MLF sorry guys. Great catch. I'm hoping to get core 1.1 out this weekend with all the fixes in. Only one left is the fix for having choose religion option on. I think!

ahartnett
Aug 27, 2008, 08:17 AM
Another thing I noticed is the Info Screen is blank in my installation. This is the screen that is supposed to show the graphs (power, etc), then have buttons to click on to get to another screen to see demographics, etc. There are no buttons either. Great job on this project, rockinroger!

Fierabras
Aug 27, 2008, 10:35 AM
Another thing I noticed is the Info Screen is blank in my installation. This is the screen that is supposed to show the graphs (power, etc), then have buttons to click on to get to another screen to see demographics, etc. There are no buttons either. Great job on this project, rockinroger!

See post #6 and #8 by me in this thread (Info Screen = F9-screen)

rockinroger
Aug 27, 2008, 04:24 PM
WE are close to getting a WoC core 1.1 with 4 main fixes out. One of which Fierabras has fixed. As far as the project goes, we have a very good team. Im just a small cog in the machine, lol. We do need Beta testers though. We have quit a few new modules that need testing. Super Spies, Sea Cities, Slavery mod, Extended Event Engine to name a few. Also Terrafoming module in the future. We just lack private beta testers, so most of the testing is done by our team, which slows development.

chumpy56
Aug 27, 2008, 08:44 PM
whats involved in beta testing? I wouldn't mind helping out as I love this project, but I have no knowledge of modding and dont get to play CIV as much as some.... but if I can be of some help I am willing.

ahartnett
Aug 27, 2008, 10:44 PM
I would be happy to beta test. I have a lot of free time but am not the best civ player (I just started playing again recently). I probably won't be very good at testing Super Spies, for example.

saith_of_aura
Aug 30, 2008, 11:58 PM
If that was for me here it is:

Assert Failed

File: .\CvXMLLoadUtilitySet.cpp
Line: 1545
Expression: bSuccess
Message:

This was indicated above along with other items possibly relevant.

I have the same error. In my case i was merging the civ++ mod into WOC i have the error during the building load process.

This is the cpp coade that seems to have the error

bLoaded = LoadCivXml(m_pFXml, "GameInfo/CIV4Hints.xml");
if (!bLoaded)
{
char szMessage[1024];
sprintf( szMessage, "LoadXML call failed for GameInfo/CIV4Hints.xml. \n Current XML file is: %s", GC.getCurrentXMLFile().GetCString());
gDLL->MessageBox(szMessage, "XML Load Error");
}

beyond that though I've got nothing. I've tried to see if i can identify what part of the building file is causing the error and I can't but i do know you guys are right its minor everything seems to work just fun if you ignore it

mamba
Aug 31, 2008, 01:29 AM
Check the xml for comments, esp. at the end of the file (i.e. after the last definition). For some reason those sometimes cause assertion failures.

Not sure it was specifically this error though.

Sgt.Keel
Sep 01, 2008, 06:40 AM
Hi,

cudos, awesome project! However, I'll start right away with a little bug report.

Error Message (during map generating): "python findStartingPlot() returned an invalid plot index!" in CvPlayer.cpp, line 1962.

This happens whenever I start a game during the second half of the map generating process, no matter if modules are installed into WoC or not. If I ignore it, I can continue and start playing.

Btw, Terrain looks "blue-marbly" and I get civ4lerts notifications, so the WoC modules seem to load and work fine so far.

Ramesses
Sep 01, 2008, 01:17 PM
Espionage cannot be disabled when WoC is running. Play a custom game, and select "No Espionage." Espionage will be implemented anyway. The only modules I'm running are the three resource packs, and I doubt that those would affect espionage in any way.

I have an extreme dislike for Espionage. :wallbash:

Fierabras
Sep 01, 2008, 01:50 PM
Somehow we forgot to include the No Espionage game option while merging/changing the SDK, which led to several problems, like the missing Info Screen. It will be fixed in the upcoming core version.

Fierabras
Sep 01, 2008, 01:53 PM
Error Message (during map generating): "python findStartingPlot() returned an invalid plot index!" in CvPlayer.cpp, line 1962.

This happens whenever I start a game during the second half of the map generating process, no matter if modules are installed into WoC or not. If I ignore it, I can continue and start playing.

Could you give some information on what map (Fractal, Hemispheres, etc.) you are generating? And if it's a cylindrical map or any other?

Sgt.Keel
Sep 01, 2008, 03:21 PM
Could you give some information on what map (Fractal, Hemispheres, etc.) you are generating? And if it's a cylindrical map or any other?
Huge, 70% sea, normal humidity Tectonics map (cylindrical).

It's reproducably the same error every time, as long as I choose "always ignore" I seem to be getting no further errors after that one, at least during the first couple of hundred turns so far.


Further info (possibly unrelated):
Standard number of civs, difficulty on noble, Marathon game, if that's of any interest.
On a side note, I had a CTD once so far when using the "5 new civics" modpack.
Blue Marble, ranged combat, diversity, civ4lerts, and so on seem to work flawless.

Brave Sir Robin
Sep 01, 2008, 03:32 PM
I have also had trouble with "custom" map scripts .tectonics was added with 3.17 (i think).So maybe the same problem as the no espionage not being reworked properly.
the custom map script i have problems with is called planet generator .68
http://forums.civfanatics.com/showthread.php?t=180995

Fierabras
Sep 01, 2008, 04:36 PM
We have tested some different configurations and our conclusion is that there is a minor bug in tectonics.py which triggers the failed assert reported by Sgt.Keel

It has something to do with the findStartingPlot() Python function, but I don't see it yet...

Sgt.Keel
Sep 02, 2008, 04:59 AM
We have tested some different configurations and our conclusion is that there is a minor bug in tectonics.py which triggers the failed assert reported by Sgt.Keel

It has something to do with the findStartingPlot() Python function, but I don't see it yet...
Quick update: The error does *not* occur when I choose the largest map (Gigantic). It does occur on (all?) smaller map sizes. Possibly something like the map origin not being set correctly on smaller maps?

French guy
Sep 03, 2008, 03:48 PM
Hello,

I've loaded the mod without putting English in the game option.. and, i was surprised to see it was working!!

I looked a bit, and the text for some units have been traduced...
well...
it's nice yet, but, it's not fine French at all!! :D

dunno who did it, who make the packs for the team..
but, if i'm getting mailed the units/buildings description..
I guess i can have a look from my work, and get it traduced in a real French...
i would be proud to bring a little contribution then! :p

(it's more usefull than if i just correct it in my home installed files... and loose thoses changes if the packs are updates and file replaced then later!!! no??)
:D

(by the way, a real bug i though i've read about and can't find again here... i have no health icons or happiness icons in cities... no religion icons in civic screens... someone saw where it was discussed about?? )
thanx

rockinroger
Sep 03, 2008, 03:56 PM
Antarious and myself do most of the translations, we use the civ4translator, which is close but not always accurate as you are finding out. Were glad it works in French, i just spent the better part of 2 evenings doing another translation, so that makes me happy it is appreciated. That said if you have better corrected translation Id be happy to include them.

French guy
Sep 03, 2008, 04:29 PM
hmmm

sure i'd like, maybe i could do spanish translations by the way too... (if no real spanish is under our hands...)

if i take the different XML of the different pacs, and correct it for thoses 2 languages... i can send it back to you, and u update the packs???
(pack after pack would be nice way....

could be done in such a way then???
:p

rockinroger
Sep 03, 2008, 04:39 PM
Yes sounds good. we can do that.

black_imperator
Sep 04, 2008, 12:27 PM
I can help to for the french translation ( I did most of the FFH one),
I can also convert some mods into WoC format ^^

French guy
Sep 05, 2008, 08:22 AM
i'm yet working on the traduction for French/Spanish

i'm doing pack after pack... (i'm currently on the "Unit statistics", and it' a loooong one!!:D)

for unit statistics, i found on the original forum of it, that there's a new version with Italian & German
so i'm importing thoses changes too.


i fixed some "bugs" i found too, in the WoC Version of It... (misplacement of some lines and things untraduced...)


I realized by the way, that Unit statistic in WoC wasn't the last version avaible...
will that be fixed??
i would do this myself, but, no idea of WoC specific adaptations...
(just replace the old *.py y new ones, if no new files and same names?? and the same for XML??)


and what about the upcoming WoC Packs??
would be wiser to fix languages before releasing them??
no?

rockinroger
Sep 10, 2008, 06:24 PM
Yes it would be

Herandar IV
Sep 14, 2008, 07:41 AM
First off, I just want to say that I love the concept of this project, and that I cannot wait until you get to 2.00... Anyway, I have a couple of errors to note, and I'm not sure where they came from, as I'm not too adept with the coding and such.

The major error (in that it crashed my game) is related to, I believe, Zoroastrianism. Let me recap in detail...

I downloaded the core and all of the modules except the graphic ones (Blue Marble, etc.) yesterday. I should note now that my PC is old and barely seemed to run vanilla Civ IV. I had an issue in that when I first installed vanilla a couple of years ago, I did not do it in the default folder. THe WOC shortcut did not find the BTS.exe, and when I changed the path, it did not find the mod. I fixed this by moving the entire mod folder. Of course, this issue is entirely my fault.

The first thing I noticed about the mod is that it takes significantly longer for the program to get going. When I click on the BTS shortcut, the loading screen appears about ten seconds later on my screen. When I clicked on the WOC shortcut, it was about five minutes before the loading screen was onscreen. There are no other changes to my game. I have no other mods or non-standard content anywhere in my install. I have no idea why it takes so much longer to start the mod, and I will need to start a different mod to see if it takes a similar amount of time.

Once the game was finally up and running, I decided to play a quick test game, to see how the changes work. I selected Nazi Germany, warlord difficulty and seven random opponents, and started it up. And then I thought it was on it's way to it's first crash... The start-up screen stating the basic Civ information never showed, and I thought that game was not going to play. Next thing I know, I'm looking at a hunter and a settler.

The first thing I noted that I thought was odd was the Nazi flag. I expected a swastika, and was looking at a gray flag, which might've had a different shade of gray drawn on it, but I couldn't tell. Nothing that truly affects the gameplay, but I thought that if the swastika wasn't displayed, then at least the Imperial Tri-color would be shown. A variant of the original Reichskreigsflagge would be appropriate. Is this an error, or has the flag not been included with the mod?

I never actually saved the game manually. I was planning on turning the game off a few minutes after it crashed on me. Anyway, I'm playing through the game, meeting six of my seven rivals, and only one is from a mod, Queen Teuta of the Albanians. I noticed that the picture of her on the diplomacy screens (and Adolf Hitler on another screen) is only about half the size of the standard leaders. Is this intentional?

I thought it was a little imbalanced that I started with a fairly powerful hunter, who could easily take out Asoka's warrior, but it was odd that the
hunter couldn't pillage Asoka's improvements. Also, I couldn't build another hunter until I built a Lodge, which I have still put off. None of this is an error though, I don't think.

The only other issues I noted was the Unit Statistics screen. It seems that the only screen that shows is the player statistics. When I clicked on the unit statistics text, it showed the same screen. I played several Warlords games in ViSa, and I remember it having more information, so I guess this is an error.

All of the early religions got snapped up by the AI, but I saw an opportunity to get my own with my slight tech lead by the time I picked Theology. The game autosaved the turn that I gained the technology, and I'm attaching that autosave. I get the technology, and the game lets me pick my religion. The options left to me are Judaism, Taoism (I think) and Zoroastrianism. Since I'm trying out the changes, I selected the new religion, which crashed my game. I reloaded the autosave, and selected the same religion with the same result.

Overall, I love and am slightly overwhelmed by the changes. I truly appreciate all of the hard work you guys have put into this. And I look forward to future releases.

I'm going to post small blurbs in what I think are the appropriate threads, and reference this long thread, instead of writing it all out again. To recap, the errors that I noted are:

*Nazi flag (3rd Civs module)
*Unit Statistics (3rd Game Concept module)
*Zoroastrianism (1st Religions module)

Attached: Autosave.

rockinroger
Sep 14, 2008, 11:27 AM
@Herandar IV first of all welcome. yes the woc does take longer to load, should be fine speed wise after that. the reason for this it that we havent fpk the art files. So loading will be slower.

1. Nazi flag, ill have to check on that one.
2. Hunter it is more powerful strength wise "3" so to balance that you cant pillage. Plus it carries the Hawk for recon. Took me awhile to get the hawk sounds added.
3. Leaderhead size, ive never noticed that, I will check that thanks.
4. Unit stats, we left the extra info out on purpose for now. It is a memory hug. If you want the other info i can give you instructions.
5. The choose relgion option will crash every time. We have a fix for it for 1.1, but for now do not choose that option.

Keep reporting we cant catch all bugs and we appreciate it. And welcome to WoC.

Herandar IV
Sep 14, 2008, 11:57 AM
2. Hunter it is more powerful strength wise "3" so to balance that you cant pillage. Plus it carries the Hawk for recon. Took me awhile to get the hawk sounds added.

That makes sense. Of course, I haven't been able to create a hawk yet, since I haven't built the lodge. I'm going to keep playing, and look for more bugs. Thanks.

Herandar IV
Sep 14, 2008, 01:01 PM
3. Leaderhead size, ive never noticed that, I will check that thanks.

This seems to be the issue for any image for modified units... I am just looking through the Civilopedia right now, and have a perfect example:

The Cherokee Civilization is from the mod, and the Chinese is unaltered from the published game. THe Cherokee leader, UU and UB are all modified, and the images for all are about half the size of the Chinese. As the Cherokee starting techs are standard and unmodified, they are full size. I've attached both the Cherokee and Chinese Pedia entries, though I think the difference is obvious, and the Chinese image is unnecessary.

Hope this helps.

rockinroger
Sep 14, 2008, 01:13 PM
thanks i see what your talking about now. ill look into it.

ravenone
Sep 15, 2008, 06:57 PM
Found a bug. I had a flame throwing paratrooper fortified in a city and when the computer attacked my city, this error popped up:


Assert Failed

File: .\CvGlobals.cpp
Line: 4861
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type EFFECT_RIFLEBLAST_FLAMES not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

----------------------------------------------------------

Shigga
Sep 16, 2008, 07:08 AM
I have the same error. In my case i was merging the civ++ mod into WOC i have the error during the building load process.

This is the cpp coade that seems to have the error

bLoaded = LoadCivXml(m_pFXml, "GameInfo/CIV4Hints.xml");
if (!bLoaded)
{
char szMessage[1024];
sprintf( szMessage, "LoadXML call failed for GameInfo/CIV4Hints.xml. \n Current XML file is: %s", GC.getCurrentXMLFile().GetCString());
gDLL->MessageBox(szMessage, "XML Load Error");
}

beyond that though I've got nothing. I've tried to see if i can identify what part of the building file is causing the error and I can't but i do know you guys are right its minor everything seems to work just fun if you ignore it

I get the same error, and it still works if I choose the "Ignore Always"-Option. Still I wonder if it does anything bad?

P.S. Congratulations on the mod. This mod is more advanced than like 90% of the games today (regarding the concept of giving players total freedom of choice). LOVE IT! :)

mamba
Sep 16, 2008, 06:27 PM
Found a bug. I had a flame throwing paratrooper fortified in a city and when the computer attacked my city, this error popped up:


Assert Failed

File: .\CvGlobals.cpp
Line: 4861
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type EFFECT_RIFLEBLAST_FLAMES not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

----------------------------------------------------------

This is not a bug in WoC, it is one in the flamethrower. If it is in a modpack, that modpack needs fixing. If you added it, you did not integrate all of it correctly.

rockinroger
Sep 16, 2008, 07:29 PM
Its a unit in woc from garrett,sdzicka, we also get the effects issue with the ironclad. have to find out why though. ignore it and it should continue.

ravenone
Sep 16, 2008, 08:22 PM
yes, its a unit from WoC. I do ignore it and it continues.

rockinroger
Sep 16, 2008, 11:02 PM
great, question for you seems to me the flamethrower comes to early tech wise, any suggestions to move it back, also the next update for it will make it a paradrop unit also

ravenone
Sep 17, 2008, 03:18 PM
Yes, I agree it shows up far to early given its strength. I think the best balance and logical place is to leave it with assembly line, but make it dependent on Combustion also. As it is now, I can just beeline for assembly line, and get a 28 strength flamethrower before I even know chemsitry.

rockinroger
Sep 17, 2008, 04:09 PM
Sweet, dang good idea, thanks.

Lerinor
Sep 18, 2008, 01:19 AM
and make it "oil dependant".

Other balance issues, in my opinion:

The brewery is completely umbalanced! 25% + food just for having barley??? What about alll the other food resources?? I guess 5% would be better, just like the ranch for "animal" foods.

Corporations should include the new resources (shrimp for sid's sushi, and so on...)

The research progression should be balanced, especially in slower games. At the modern and future era, in marathon speed, I manage to get technologies in 4 - 5 turns, which is too fast!

The C130 bomber should cost +2 or +3 gold each. It's really something to have 10 modern paratroopers ready to defend any of your cities in 1 turn.

The improved destroyer (I don't remember the name, I think "missile destroyer") should see submarines too

Submarines should have a % bonus against battleships (afterall, they are more succetible to torpedo attacks, due to lack of maneuverability). The non-nuclear missile should also have a slightly increased range, to make it more useful.

Also, anti-air units should have increased interception values, to make the "avoid interception" promotions more useful.

Oh, and the flaming pigs should be weaker... It's just not right having a pig with the same strength as a catapult! Maybe they should NOT be able to bombard, just causing collateral damage when they attack, thus dying. More like a "Kamikaze" attack. Afterall, they are flaming, not explosive pigs!

Now on bugs...

2 small ones I can remember of. Fashion house executive's limit is set to 3, and it should be 5. And it's impossible to range-bombard enemies inside your allies' territory. The bombarding icon just remains gray.

I guess that's all for now. Sorry for the big list... I really like WoC! thanks guys!

Oh, and Rock, you asked for beta testers. I could be one... just tell me what to do.

ravenone
Sep 21, 2008, 06:19 PM
Rockinroger,

I just installed all the updated files from today and when I start civ4 during the "load (WOC) xml unchached" part, with the WoC mod, I get the following error:

Assert Failed

File: .\CvInfos.cpp
Line: 5551
Expression: i < getGroupDefinitions()
Message: Index out of bounds

----------------------------------------------------------

and then when I select the "ignore once" i get this error:

Assert Failed

File: .\CvArtFileMgr.cpp
Line: 174
Expression: false
Message: get##name##ArtInfo: was not found

----------------------------------------------------------

then this one:
Assert Failed

File: .\CvArtFileMgr.cpp
Line: 174
Expression: false
Message: get##name##ArtInfo: ERROR was not found

----------------------------------------------------------



all I did was download the new 1.1 core and ran it to install it over the old core. then I d/l'ed all the updated modules and installed them (over the old files). These errors happen while the game is trying to launch (I'm not even loading a save game yet). Not sure what changed in the core, but I never had load problems before. The game crashes with this mod during the xml load phase and wont load now (unless I load the non-mod Civ4).

ravenone
Sep 21, 2008, 06:41 PM
okay I think I figured out what is happening.

You need to tell people to do a full uninstall(using the uninstall program in the mod directory). It appears that the installs (I've noticed this with the add-on WoC sets also) that they do not overwrite files if that name already exists. You might want to set the installs to always overwrite files so if someone needs to reinstall or like with the updates, they can be assured to get the current files.

I did a full uninstall of WoC and then reinstalled the new core and all the modules, and it loaded without the errors.

rockinroger
Sep 21, 2008, 06:54 PM
Hum let me test that, that sucks having to do it that way, maybe i need to do something different with the installer, like you said.

rockinroger
Sep 21, 2008, 07:06 PM
Just confirmed it doesnt overwrite. Good catch Ravenone.

ravenone
Sep 21, 2008, 07:22 PM
Glad I could help! (and that I'm not crazy! :crazyeye: )

rockinroger
Sep 21, 2008, 07:39 PM
Nope its me, lol, I dont see a option to overwrite yet, so i guess keep the uninstall in a separate location. To be used when things get updated.

azmorty
Sep 25, 2008, 08:45 PM
Great mod and overall feel to the game but now I am having similar problem to ravenone with 1.1 . The error happens while the mod is trying to launch. The game crashes with this mod during the xml load phase and wont load now . I uninstalled 1.0 core using uninstall app in Mods folder before installing 1.1. I haven't even installed any of the modules yet. Has anyone experienced the same thing even after the uninstall 1.0 followed by install 1.1?

Lerinor
Sep 26, 2008, 08:18 AM
I came to this sollution:
After each instalation, I rename the uninstall.exe at the ...\Mods folder to keep track of it - like uninstall(wonders1).exe
This way you can uninstall if any bug start to occur... It takes some time to do this, but you save a lot more, by avoiding a complete uninstall/reinstall everytime something is updated. Even if you uninstall the whole WoC folder, the uninstallers are still there, so you can reinstall the modules again, keeping the old uninstall(xxxx).exe

The only case you should update them is when a module update is released, then you update the uninstall.exe again.

I hope this isn't too confusing (it sounded a little bit when re-reading):)

ravenone
Sep 26, 2008, 12:56 PM
Great mod and overall feel to the game but now I am having similar problem to ravenone with 1.1 . The error happens while the mod is trying to launch. The game crashes with this mod during the xml load phase and wont load now . I uninstalled 1.0 core using uninstall app in Mods folder before installing 1.1. I haven't even installed any of the modules yet. Has anyone experienced the same thing even after the uninstall 1.0 followed by install 1.1?

One of the things I did after using the uninstall.exe was to delete the WoC folder once it was done uninstalling. This way I knew nothing was left behind and the 1.1 would install all files.

Hope that helps.

azmorty
Sep 28, 2008, 10:14 AM
Thanks for the suggestion ravenone but I tried that too.

rockinroger
Sep 28, 2008, 11:42 AM
Try removing you woc folder out of bts, install 1.1 and then bring the modules over from woc 1.0. that should fix you up.

ravenone
Oct 16, 2008, 10:07 AM
FYI, I had a bug happen last night with the Ironclad effects. I think you know about it already. I forgot to capture the Error popup. When it happens again I'll grab the window.

rockinroger
Oct 16, 2008, 06:12 PM
FYI, I had a bug happen last night with the Ironclad effects. I think you know about it already. I forgot to capture the Error popup. When it happens again I'll grab the window.

Yeah i think wolfshanze has updated those units, i got his download but havent had time to look at it yet.

agoodfella
Oct 17, 2008, 10:20 AM
my game keeps crashing at the same moment:

when I found my first religion (I have selected the option to choose which one I found) and once I select it :: WHAM :: Crash...

any help / thoughts / suggestions?

Thanks!

(p.s. have the latest FULLMOD + all of the latest mods)

rockinroger
Oct 17, 2008, 03:55 PM
Choose religion is a bug in WoC we are working on a fix for it.

agoodfella
Oct 18, 2008, 07:15 PM
Choose religion is a bug in WoC we are working on a fix for it.

I see, I de-selected this option and seems good so far... thanks!

purplexus
Oct 25, 2008, 02:44 AM
1500 BC i get an essertion error that I can't get past :(

something about GETLANDSCORE

i am assuming it is one worlds wealthiest civilizations pop ups during the game.???

***FIX IT! DAMN IT!***
i got a world to conquer.
and you computer programming guys are foiling my plans.!!!

Opera
Oct 27, 2008, 08:17 PM
Hi, not sure if I'm posting in the good thread... but I have a graphical issue with WoC and its leaderheads. They seem to keep the appearance of the original one on which they are base (ie Basil is Huayna Capac). Here's a short a list of the evil ones : Basil, all canadians but Trudeau, Dido, Tomislav, Wilhelmina, Charles V, Matyas, Szentistvan, Hirohito. CTD when I click on "Nazi Germany".

I tried to clear the cache but no effect. I installed the core and then the modules I wanted. I run BTS (Complete) 3.17... but on Ubuntu thanks to WINE. I didn't have any issue so far though.

Elucidus
Dec 04, 2008, 09:05 AM
When I first loaded WOC I had no problem, but I think I messed something up so I removed it, then I uninstalled it realizing I had to uninstallk each module and the core, tried reinstalling and uninstalling three times, The game crashes everytime witht his error: Files that help describe the problem:
C:\Users\<user>\AppData\Local\Temp\WER8F95.tmp.version.txt
C:\Users\<user>\AppData\Local\Temp\WER9BDB.tmp.appcompat.txt
C:\Users\<user>\AppData\Local\Temp\WER9CC6.tmp.mdmp

Any help would be appreciated.

rockinroger
Dec 04, 2008, 09:56 PM
Try running a couple of turns of bts to clear the cache then load again.

Elucidus
Dec 05, 2008, 03:38 AM
Thanks fo the tip, but I just played for a few hours and still the same thing. Short of reinstalling all of CIv I don't know what else to try.

Elucidus
Dec 05, 2008, 10:08 PM
Still Problems, I loaded 1.2 and this does the same thing. It does it on load up during the Init XML I believe. Is there a way to get an error log? Sorry I am on meds and forget most things I used to know. THis is on bth Vista machne, Iwill try it on my XP and hope for better results.

Elucidus
Dec 05, 2008, 10:09 PM
I really want to try this, in fact start my mod with this.

Elucidus
Dec 06, 2008, 12:08 AM
It works on my laptop, it takes like 7-10 minuts to load though. Its a 2 Ghz 2 GB ram machine, so Idont' know why it takes so long. Anyway I am going to try running as admin, maybe that is what I was supposed ot be doing

Elucidus
Dec 06, 2008, 12:49 AM
Okay, in Vista it has to be run in admin mode.

rockinroger
Dec 06, 2008, 07:41 AM
Great glad you got it working, load is long as we didnt pack the art, but after loading it should run fairly quick.

Elucidus
Dec 07, 2008, 06:50 AM
Yep, thanks. So tell me. Did yo find a way around the Certical_Symbols problems? Because the one in the game is blank, but I see stuff in the game where the images should be. I mean that would be awesome if we could finally deisgn our own FPG system. Sorry I get excited easily.

coalman
Dec 07, 2008, 01:40 PM
I have vista and I have tried running it as administrator and it still stops the game before it loads up.

FirstDownMage
Dec 07, 2008, 07:20 PM
Let me start by saying that I love, absoultely love the additions and changes that have been made. The additional units, resources, and civilizations are just fantastic. Unfortunately, before and after installing 1.0, the odds of finishing a game, seem to be extremely low. Most games that I have played, usually end with some kind of error that cannot be ignored, or the game just hangs, and the little world just keeps spinning (mouse turns into the world when you hit end turn)

I'm nearing the end of a game that I was really loving. I had set it up to I think the second hardest settings, playing at Epic speed. Custom game, no space race, no time victory, and a few civilizations removed, so as not to have 36 players on the big planet we are on.

1800s come along, I click end turn, the computer begins working on the computer players moves, the mouse turns into the little earth, starts spinning, and never stops. I left it for as long as 15 minutes once, no error message when I jump back to windows, its just frozen. Since I'm used to it crashing, I had been saving every few turns. I went back, re-loaded, and encountered the same error. I dont know what causes it.

Is Epic Speed or No Space Race a bug ? Its all I can think of. Any ideas ?

rockinroger
Dec 07, 2008, 08:20 PM
I play with no space race also. Is this woc 1.10 or 1.20? Epic unfortunately, I never get a chance to play all the way thru do you have a saved game?

rockinroger
Dec 07, 2008, 08:21 PM
I have vista and I have tried running it as administrator and it still stops the game before it loads up.

Do you by chance have any of the Bug mod installed in your custom assets?

FirstDownMage
Dec 07, 2008, 09:00 PM
Its 1.10. I didn't know there was a 1.20. Yes, I do have saved games, I've put them in a zip since they exceed the 2.00 file limit for saved games. I've put AD-1798, 1800, and 1800b. 1800b was when I tried re-starting from like 1794 and doing things differently, even put every city on all research for a few turns, made no difference.

Guess I should go look for 1.20 release.
thanks.

rockinroger
Dec 08, 2008, 05:30 AM
Ok great heres the link for 1.20. http://forums.civfanatics.com/downloads.php?do=file&id=11374.

coreybowman
Dec 08, 2008, 12:25 PM
i have downloaded the new version 1.2 and it is getting stuck in the init xml. i know it takes awhile 5+min. the longest ive waited is 15min. i had version 1.1 with now problems and an under 5 min load time with all modules. i downloaded a few times but im running into the same problems.

coreybowman
Dec 08, 2008, 12:49 PM
no bug mod in custom assets. run os vista 32bit. i do have inproved graphics for civ 2.0 in my custom assets. i dont think that would be the problem though. looks like some other people are getting a freeze at the same place.

coreybowman
Dec 08, 2008, 12:55 PM
sorry. i just let it run for 18 min then it loaded. no bug after all. thanks for the great mod WoC team

coreybowman
Dec 08, 2008, 01:30 PM
now when i do play now then ramdomize everything(i.e. map, civ) it freezes right after i pick difficulty. that screen goes away but the loading screen never appears and the program stops running. i have tried it choosing different civ and same thing each time.

rockinroger
Dec 08, 2008, 04:13 PM
now when i do play now then ramdomize everything(i.e. map, civ) it freezes right after i pick difficulty. that screen goes away but the loading screen never appears and the program stops running. i have tried it choosing different civ and same thing each time.

aurgh this is frustrating and why we need more beta testers, with different computers and settings. I will get the core out tonite. Its seems some older graphics cards do not play well.

Elucidus
Dec 08, 2008, 05:14 PM
Tried to be a tester.

rockinroger
Dec 08, 2008, 05:17 PM
Tried to be a tester.

sorry i was out of town for the weekend, for family xmas, with my 6 brothers and sisters and the 25 grandchildren. I will get you instructions out tonite.

coalman
Dec 08, 2008, 05:42 PM
I never downloaded the BUG mod. Should I? Will that solve the issue?

rockinroger
Dec 08, 2008, 06:10 PM
I never downloaded the BUG mod. Should I? Will that solve the issue?

See the pm i sent you about a patch a i'd like you to try.

rockinroger
Dec 08, 2008, 06:17 PM
now when i do play now then ramdomize everything(i.e. map, civ) it freezes right after i pick difficulty. that screen goes away but the loading screen never appears and the program stops running. i have tried it choosing different civ and same thing each time.

See if this Patch A fixes it, or contact me on yahoo, rogercorey@yahoo.com. http://worldofciv.svn.sourceforge.net/svnroot/worldofciv/Installer/WoC%201.2patchA.exe.

bostonredsox34
Dec 08, 2008, 06:43 PM
Help I have version 1.2, but every time I try to load the mod, It never comes up. I have waited 30+ minutes ( Yes I know I have a lot of free time) but it never loaded. Can you help me?

rockinroger
Dec 08, 2008, 06:48 PM
Where did you install it? C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\WoC 1.2 here? What are your computer specs? Processor Ram memory hard drive etc.

bostonredsox34
Dec 08, 2008, 06:53 PM
I installed the mod to that exact file
I'm not sure on my computer specs

rockinroger
Dec 08, 2008, 07:26 PM
Do you have a ATI video card or Nvidia?

rockinroger
Dec 08, 2008, 07:28 PM
For those having graphics issue, how many of you have a ATI card instead of a Nvdia card?

Soduka
Dec 08, 2008, 08:00 PM
Assert Failed

File: .\CvInfos.cpp
Line: 14707
Expression: (0 < GC.getNumTradeGoodInfos())
Message: Allocating zero or less memory in CvBuildingInfo::readPass3, ProducedTradeGoods

I get that every time I start up the mod now. I only ever started it up successfully once and now it does that. Tried the patch but it doesn't help.

rockinroger
Dec 08, 2008, 08:16 PM
Do you have a ATI Video Card or Nvdia?

rockinroger
Dec 08, 2008, 08:34 PM
Fix for City Screen Hud showing up in game is located here. http://forums.civfanatics.com/downloads.php?do=file&id=11386. Install to WoC 1.20 and overwrite any existing files.

Soduka
Dec 08, 2008, 10:05 PM
ATI 4850.


/charlimit

buck beach
Dec 08, 2008, 10:10 PM
1 After numerous turns (Custom game. marathon, hugh world, numerous AI players) I get a stick at "Waiting for Other Civilizations". I minimize the game and I get following error message:

Assert Failed
File\CVPlayer.cpp
Line 15162
Expression isHumen() |||; is Barbarian() ||| ((getgold+ Gold change| >0||| is Anarchy ()

The () may be 0 but I can't tell.

I can ignore once and it happens again the next turn, but, if I always ignore I am not bothered again

2) The game is in a continuous loop with another Civ capital city always in a Slave revolt.

3) The Custom game selection for "No Espionige" is not working

4) I couldn't find any WOC specific selections in the Custom game menu.

Buck

P.S. Extremely sorry for my ignorant spelling. I can't get my spell check to work right here.

rockinroger
Dec 08, 2008, 10:43 PM
only woc specific selections is for revolutions mod

bostonredsox34
Dec 09, 2008, 04:14 PM
How can I find out what graphics card I have?

rockinroger
Dec 09, 2008, 05:03 PM
For Microsoft Vista go to search and type in dxdiag, it wil give you info on your computer like processor, memory cpu etc. go to the Display tab and it will tell you what card you have.

Soduka
Dec 09, 2008, 05:57 PM
How can I find out what graphics card I have?

If you don't know, then you don't have one. You have onboard graphics from a motherboard. You would have to know if you had a separate card because you would have had to put it in there.

Elucidus
Dec 10, 2008, 01:17 AM
Wow! Aren't you the know-it-all. Except not every prefab uses on-board video.

Soduka
Dec 10, 2008, 02:37 PM
Why yes, I am.

FlashAron
Dec 11, 2008, 03:02 PM
BUG ...

Marathon Game, Ver. 1.2 + Patch A, WOC World Map
Turn around 400/1500

Assert Failed

File: c:\users\rogers vista\desktop\woc\workshop\revised_sdk\sdk\woc.166 9\CvPlayerAI.h
Line: 25
Expression: ePlayer != NO_PLAYER
Message: Player is not assigned a valid value

----------------------------------------------------------

Possible to ignore, after that a message shows up (pop up) about a spy , who has been captured ... after you press OK same BUG and now game crashes ...

STRANGE : The path of the file is terrible wrong, I don't have such directories ...

Also have to say, that I always get messages about capturing spys from other countries, even I never had any spy produced ... it is annoying to get every turn all that messages !

Anyway thanks for the try !

rockinroger
Dec 11, 2008, 04:31 PM
Huh now how did you get that path, totally bizarre.

jwired21
Dec 11, 2008, 07:53 PM
Assert Failed

File: c:\users\rogers vista\desktop\woc\workshop\revised_sdk\sdk\woc.166 9\CvPlayerAI.h
Line: 25
Expression: ePlayer != NO_PLAYER
Message: Player is not assigned a valid value

I just got the exact same message as FlashAron. Really stinks too because I have a great game going on but it keeps crashing because of it.

Here is another error I have been receiving:

Assert Failed

File: .\CvPlayerAI.cpp
Line: 11034
Expression: AI_getNumTrainAIUnits(eIndex) >= 0
Message:

----------------------------------------------------------

FlashAron
Dec 12, 2008, 01:42 AM
Hi ... seems someone has "hardcoded" the path into that scripts and not the variable ... someone should look into that scripts for that file pathes.

had around 4-5 bugs in my game, which could be skipped, but this one couldn't be skipped.

Thank you for your effort.

... hhhmmm maybe if I build that directories and put that file there, it will work :-)
.... of course didn't work ...

loaded a game one turn before, as I autosave every turn ...
next bug now: (that seems, when something is attacked which couldn't defend itself ???)


Next one ... seems that all of them are connected to spy actions ... got that when I wanted to assasinate a leader in a town

Assert Failed

File: .\CvTeamAI.cpp
Line: 842
Expression: eTeam != getID()
Message: shouldn't call this function on ourselves

----------------------------------------------------------

Assert Failed

File: .\cvunitai.cpp
Line: 24341
Expression: pDefender->canDefend()
Message:

----------------------------------------------------------

buck beach
Dec 13, 2008, 06:30 AM
After posting this here:

1 After numerous turns (Custom game. marathon, hugh world, numerous AI players) I get a stick at "Waiting for Other Civilizations". I minimize the game and I get following error message:

Assert Failed
File\CVPlayer.cpp
Line 15162
Expression isHumen() |||; is Barbarian() ||| ((getgold+ Gold change| >0||| is Anarchy ()

The () may be 0 but I can't tell.

I can ignore once and it happens again the next turn, but, if I always ignore I am not bothered again

I was able to run game for thousand plus years (?), but, I am now at a point it will not recover year 1755. I have no idea if it is related to the previous problem but the symptons of freezing while "Waiting for other Civilizations" is similiar.

coalman
Dec 16, 2008, 05:54 PM
I was wondering if anyone has come up with a fix for the game stopping when the xml files are loading. I have downloaded the game 3 times and it still stops at that point.

rockinroger
Dec 16, 2008, 08:27 PM
Is it stopping or is it working behind the scene?

ie if you open task manager is civ4 bts still working.

buck beach
Dec 17, 2008, 07:57 PM
Is it stopping or is it working behind the scene?

ie if you open task manager is civ4 bts still working.

While I think you are probably replying to Coalman, with my problem the game is running in the background.

coalman
Dec 17, 2008, 08:14 PM
It stops loading at the xml files and then it says "civilzation IV BTS has stopped working".

Swoop99
Dec 18, 2008, 05:56 AM
getting a recreatable crash to desktop now under 1.20. Save game available, I can't host it though, need to email it to someone.....

rockinroger
Dec 20, 2008, 06:36 AM
getting a recreatable crash to desktop now under 1.20. Save game available, I can't host it though, need to email it to someone.....

Hi you can email it to me at rogercorey@yahoo.com. I found and fixed a problem with the EDU mod with Asian Axeman and Asian war elephant i want to see if thats it.

Swoop99
Dec 20, 2008, 07:37 AM
Sent. ta v much.

buck beach
Dec 22, 2008, 04:34 PM
Well I found out that the game I reported the error about was not version 1.20. I did not know that it has a separate selection button on the Mod menu.

Having a couple of problems now under the (right) 1.20.

1. Graphics of tile yields shows white boxes both outside and inside the city. Which I toggle to hide the yields the boxes disappear outside the city but still only shows the white boxes on the city screen.

2. Periodically, I am not able to use the mouse to go to a tile and have to use the keyboard numbers.

I have not completely checked these errors out but thought I should mention them in case someone else is experiencing the same issues.

rockinroger
Dec 23, 2008, 06:26 AM
Well I found out that the game I reported the error about was not version 1.20. I did not know that it has a separate selection button on the Mod menu.

Having a couple of problems now under the (right) 1.20.

1. Graphics of tile yields shows white boxes both outside and inside the city. Which I toggle to hide the yields the boxes disappear outside the city but still only shows the white boxes on the city screen.

2. Periodically, I am not able to use the mouse to go to a tile and have to use the keyboard numbers.

I have not completely checked these errors out but thought I should mention them in case someone else is experiencing the same issues.

Hi Buck do you have a ATI video cad by chance? if so you need to install this patch http://forums.civfanatics.com/downloads.php?do=file&id=11386, if you cannot move to the right then turn off the scrolling civs with the toggle above the mini map. Basically its too large.

buck beach
Dec 23, 2008, 02:57 PM
I do have an ATI but the patch didn't correct the problem, however, your suggestion to delete the symbols folder did correct the white box no yield issue. I still have the problem of not being able to Go to mode with the mouse but I can move one square at a time with the keyboard. I couldn't figure out which toggle was the scrolling civs buttion you mentioned above.

Brave Sir Robin
Dec 23, 2008, 04:16 PM
WOC team
congrats on getting out v1.2 :goodjob:
some observations
I would to add to the number on people commenting on the immigration mod. Maybe I dont understand how it is supposed to work , but the way it currently works makes the game borderline unplayable, but the good news is that i can go to the master MLF
file and turn it off ,and have .Gee just like the concept is supposed to work :D.
I also turned off the restricted resorce mod which you(Rog) had said did not work yet ,but it gave me several XML errors so i had to turn it back on .
several people have said it takes a long time to load they are correct
I estimate it takes about 10 MIN to load :mad:,there must be a way to speed this up
several ?
choose religion bug fixed ?
whose the classical music fan ?
now for the strangest oddity i have seen in a mod :eek:
in the screen shot on the left ,it is the beggining of a "regular" game
you will see I am about to found my first city turn 0 4000BC
the screenee on the right the beggining of a WOC game
about to found my first city turn 1 4000 BC
where did the missing turn go :confused:
yes i have adj epic speed some but as near as I can tell the game speed XML is not custom and is being read from the orginal bts files
could some of your mystery crashes be coming from this discrepency ????

rockinroger
Dec 24, 2008, 06:33 AM
Morning Brave Sir Robin, on the Immigrants we have found a way to adjust how many will pop out per this post. http://forums.civfanatics.com/showpost.php?p=7573256&postcount=22. Loading times is a factor of not being able to fpk the art. The start turn is a new one on me, Ill have to research that one. Have fun.

FirstDownMage
Dec 24, 2008, 10:39 AM
So... for the good of the community, :) I was testing out this game for hours and hours, stopping only when my eyes were burning and my right arm causing severe pain.. I came upon this error:

Screenshot below I hope.

Assert Failed

File: c:\users\rogers vista\desktop\woc\workshop\revised_sdk\sdk\woc.166 9\CvPlayerAI.h
Line: 25
Expression: ePlayer != NO_PLAYER
Message: Player is not assigned a valid value


So what does it mean.... I dont know. After taking the picture, I clicked on ignore once, and it went back to the game. I got a first time message (first time for me ) that the dutch wanted to negotiate for the release of their spy. I said sure, and the error appeared again.

5 turns later, the error has not re-appeared.

-- Other things I have noticed, dont know if any of this will help you out or not, but here they are.

--Constantly get a message at the top of the screen that reads:
Spy captured event received by EventManager: onSpyUnitCaptured

--Also
A dutch spy was uncovered by the Dutch Kingdom. Both sides have not provided further details.

--Has the Golden Age length changed ? The game I am playing on right now is Epic Speed. I built the mausolem, which in epic puts you up to 24 turns golden age. Normal speed, puts you up to 15. I'm in epic, and it came up as 15 turns. I was surprised.

--Strangest error of all. Took me a little while to deduce why it was taking so many clicks to get people to move. When I first started playing the current game I'm in, yesterday, I was having difficulty right clicking to an area to get units to move. The circled number, 1, or 2, or whatever telling how many turns to get there, just wouldn't appear. After a while I figured out what it was. There is an area of the screen, that you can click in. Its almost as if there is an invisible square drawn around the center of the screen. Clicking outside of this box, doesnt work. I would estimate the box to be 60-70% of the screen size. Whats this mean? Make sure things are centered when you click on them.

--Also: The espionage points. I see some great spy ability additions, but on the espionage screen, I have enough points on several players in order to see what they are researching, but it doesn't appear for any of them. Cant wait to steal an engineer from them :)

Great stuff so far. Still working on my first game of 1.2.
Oh... one more thing. What are these new symbols on the land plots? Hammers, Bread, Coins.... and now? There's this little blue ball... I dont know what it is. Looks like a magic 8 ball, only the wrong color. Or the matrix to defeat unicron.


Merry Christmas.

FirstDownMage
Dec 26, 2008, 01:05 PM
I figured out what the very strange error was about clicking to move units. Its not that there is a small box within the middle of the screen. I was beginning to wonder if it had something to do with the widescreen monitor I have. What the actual deal with this is... the scroll bar for the civilizations that you've met (which is a decent feature, especially when you have contact with 25 civs), you cannot click above or behind it. Where the civ names start, going on over to the scroll bar, you cannot click to move units. It was a very strange and puzzeling mystery for me.


On one of the other things I posted that I noticed:

The spy event thing, here is a screenshot.
Its just giving everything away. Haven't even met these 3 civs yet.

Hope everyone is having a nice holiday. Me, I got what I had really wanted yesterday. Time to play this game. Peace.

rockinroger
Dec 27, 2008, 07:17 AM
You can toggle off the scrolling screenboard to move units to the right. Yhe spy event has been haunting us for a while, its been tough to find. Enjoy and have a good holiday.

buck beach
Dec 28, 2008, 11:49 AM
You can toggle off the scrolling screenboard to move units to the right. Yhe spy event has been haunting us for a while, its been tough to find. Enjoy and have a good holiday.


Could not find a toggle for the scrolling but I corrected the problem with the "Toggle Scores"

buck beach
Dec 28, 2008, 12:02 PM
As I reported before the deletion of subject folder did correct the issue of the tile yields (in and out of the city screens). What does this folder control in the game? Does the entire folder need to be deleted or is the problem isolated to just one or two files?

buck beach
Dec 28, 2008, 12:08 PM
You can toggle off the scrolling screenboard to move units to the right. Yhe spy event has been haunting us for a while, its been tough to find. Enjoy and have a good holiday.

I play without the "Espionage" active in the game and I still get peppered every turn with several spy reports and activity.

buck beach
Dec 28, 2008, 12:15 PM
These are the "Assert Fails" that I have experience and have ignored.


CvPlayersAI.cpp Expression AIgetNumAI Units (eIndex) >0
AI_getNumTrain AI Units (eIndex) >0
CV dll Buitton Popup. ccp


In addition I had one appear that I didn't write down having to do with Nazi Player unable to find a home. I should have written it down.

buck beach
Dec 29, 2008, 02:41 PM
You folks are probably tire of me posting these things and excuse me iif they have been raised before.

When I offer some resource for resource trades I will be refused. Also, if I asked some leaders what they will trade for a resource of mine (and they have a resource) I get a response that it is impossible. If I then asked what they want for the resource they have I get a trade offer of the resource but they ask for nothing and ask if I will accept the trade and when I do, they will then give it to me for nothing.:confused:

Benonni Soulbur
Dec 29, 2008, 09:41 PM
I have the same issue as coalman. I have installed WOC 1.20 on my new computer and it crashes while loading the xml files with an error message that "Sid Meier's Civilzation 4: Beyond the Sword has stopped working. A problem caused the program to stop working correctly. Windows will clise the program and notify you if a solution is available." My game is patched and running on Vista with a Nvidia 9800M GTS video card. I have tried uninstalling and reinstalling. The game is not running in the background.

Any help would be appreciated.

buck beach
Dec 30, 2008, 09:29 AM
New one:

CVunitai cpp
Expression: pDefender-> CanDefend()

agoodfella
Jan 02, 2009, 11:23 PM
I'm not sure if this has been mentioned before, but:

1) Please see attachment for the "floating coin" screen shot
2) In the cities overview menu, when I selected "military overview" from the drop down menu, I got a "debug" screen error and subsequent crash

Thanks

buck beach
Jan 03, 2009, 08:15 PM
Ok It's been fun but I am a a impass with my adventure with 1.20, at game turn 685. But no matter what I try I can no longer go further with pressing the "ignore always" for an Asset Failer message.

Love the Mod and I hope it continues with the work out the bugs.

Buck

moyaboy
Jan 04, 2009, 02:04 PM
I have the same issue as coalman. I have installed WOC 1.20 on my new computer and it crashes while loading the xml files with an error message that "Sid Meier's Civilzation 4: Beyond the Sword has stopped working. A problem caused the program to stop working correctly. Windows will clise the program and notify you if a solution is available." My game is patched and running on Vista with a Nvidia 9800M GTS video card. I have tried uninstalling and reinstalling. The game is not running in the background.

Any help would be appreciated.

I'm having the same issue. Anyone have anyway to fix this?

Thaumaturgus
Jan 10, 2009, 04:26 PM
I'm having the same issue. Anyone have anyway to fix this?

And I'm having the same crashes :( I have the same system specs as above.

ravenone
Jan 11, 2009, 04:05 PM
I think all of us are having these crash problems. We will probably have to wait until the next version to fix this.

moyaboy
Jan 11, 2009, 04:14 PM
is there an eta on the next release?

Thaumaturgus
Jan 16, 2009, 10:20 PM
The point in the load where it crashes for me, by the way, is when the bar is about half or two-thirds full and the text says it is loading XML (uncached). That's when it closes and Vista reports something caused Windows to stop working properly. I don't have this crash when loading just the core (1.0).

EDIT:
Out of curiosity I decided to try an experiment, and copied all of the files/directories from WoC 1.2 directory to WoC (which the core installed to). Same crash at same point after the files are replaced, so it's something in them that Windows doesn't like. I tried switching all of the modules off in the MLF file as another experiment, but same crash when loading XML.

coalman
Jan 17, 2009, 04:54 PM
That is the same thing that happens to me. It must be a problem with vista compatability.

phrawzty
Jan 19, 2009, 05:38 AM
Hello all - long time lurker, first time poster. :)

I installed WoC 1.2 + the patch on a clean installation of Civ 4 BtS (Steam), and unfortunately my experience has been less than positive. :(

After double-clicking on the desktop link (which launches WoC directly), it takes about 7 to 8 minutes for the init screen to appear (!), during which time the process manager shows that the Civ4 executable is conusming about 50% of the processor.

Once the init screen appears, it takes about 3 minutes to get to the main menu, where i can interact with the game as normal without any slowness or visible buggy activity.

Unfortunately, once i've selected the options for my game, and i reach the second (in-game) init screen, it freezes with the following error in a debug window :

----------------------------------------------------------
Assert Failed

File: .\CvPlayer.cpp
Line: 2054
Expression: false
Message: python findStartingPlot() returned an invalid plot index!
----------------------------------------------------------

I've tried both leaving the game alone, as well as ignoring the error, for up to 30 minutes - in each case, the progress bar does not move, and nothing happens. I'm forced to terminate the process from the task manager.

I have included my dxdiag output for reference. I hope that the solution is an easy one. :) Thank you, all.

Thaumaturgus
Jan 20, 2009, 06:03 PM
I find that I don't get these crashes and assert fails if I install the core 1.0 and then download the modules that I want individually

rockinroger
Jan 20, 2009, 07:07 PM
Sorry guys not trying to blow off your posts or anything, we have been doing 5 10's and 8 on saturday at work, so its been crazy. Trying to work through a art define causing a crash for 1.30, but its hiding from me right now.

Elucidus
Jan 20, 2009, 09:11 PM
In Vista have you tried running as admin?

BurningEGO
Feb 02, 2009, 04:54 PM
Hello

Been around for quite a while, but been forced to post and register in these forums only now. Mainly because i am unable to continue my game and i just love this mod (great work by the way!).

I havent gotten a single error yet, but whenever i reach turn 211 in my current game, the game keeps saying "Waiting for other Civilizations..." and never stops after i end the turn.. I have tried reloading previous autosaves, but all of them stop working after turn 211 with exactly the same problem.

I would like to know if there is any possible fix or something i can do to resume my game.

Thanks for the attention. EGO. :)

P.S: I can email the save if that helps.

razatle
Mar 21, 2009, 08:39 AM
Firstly, fantastic work on this mod, and it's muchly appreciated by myself, although less so by my girlfriend.....

I haven't really encountered many problems with crashing during the game, although when I try to play on XXl or gigantic sometimes, the loading screen freezes in the Initilizing bit. That may just be my PC though, as sometimes it will work.

The only issue I really have that I haven't seen anywhere else is realted to charasmatic leaders, or at least Brennus and Boudicea - haven't played it with any of the other charasmatic leaders yet. The 25% less XP for promotions doesn't appear to work. The limts are 2/5/10, etc which are the same for everyone else.

Hope this was the right place to post this.

Joecoolyo
May 04, 2009, 05:58 PM
So... no news on the Vista crashing problem? I just downloaded this mod for the first time... and I really want to try it out.

rockinroger
May 05, 2009, 05:18 AM
What video card are you using?

Joecoolyo
May 05, 2009, 06:33 AM
I'm using an "NVIDIA GeForce 7300 LE"

rockinroger
May 05, 2009, 08:05 PM
That shouldnt be a problem, what is the path to the mod? It should be something similar to this, C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\WoC. This is on a Vista machine.

Joecoolyo
May 05, 2009, 10:18 PM
Oh, that's probably the problem. Mine's located in my C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Gold\Beyond the Sword\Mods folder.

I'll try and re-install in the folder you mentioned.


edit: Installed it in the folder, but now I can't load it. There is no shortcut in the WoC folder and when I try to Advance/Load a Mod, it isn't listed there...

Hyena Dandy
Feb 02, 2010, 03:36 PM
I made a thread, but I realize it was in the wrong location. I have BTS off Steam...

I open the game, go into BTS, select load a mod, load this particular mod, and it quits out to load, and then never comes back. What am I doing wrong/What should I do?

Dancing Hoskuld
Feb 09, 2010, 04:11 PM
I have noticed in a few places that binary values are not necessarily updated by WoC. A zero can become a one but a one can't become a zero.

For example: In the game options xml file the default in the mod I play (RoM) for inquasitions is on and the barbarian civs is off. So I made a file in my mods which turns inquasitions off and barbarian civs on. Only the latter works ie both end up on. I have seen this with the unit infos file also where I wanted a couple of the animal units to not be animal units.

Is this a feature or bug?

mamba
Feb 14, 2010, 12:28 PM
I have noticed in a few places that binary values are not necessarily updated by WoC. A zero can become a one but a one can't become a zero.

For example: In the game options xml file the default in the mod I play (RoM) for inquasitions is on and the barbarian civs is off. So I made a file in my mods which turns inquasitions off and barbarian civs on. Only the latter works ie both end up on. I have seen this with the unit infos file also where I wanted a couple of the animal units to not be animal units.

Is this a feature or bug?

It is considered a feature :)

You cannot set a value to its initial value in a modular way in WoC, so it at least is intentional (personally I still would prefer this not to be the case however).

Dancing Hoskuld
Feb 14, 2010, 06:26 PM
Thanks. I'll just have to live with it then :(.

Dancing Hoskuld
May 06, 2010, 01:04 AM
I am getting a strange problem - where I define a mod in the MLF file determines whether or not I get the game text in game. The same goes for the unit class which is more of a worry. Neither the unit class nor the game text keys are in any other place in the modules folder nor the main mod folder.