View Full Version : Mod crashes when building an improvement/wonder


Drift
Jan 25, 2004, 07:56 AM
Before going any further in my attempts of tracking this bugger down, I would like to ask if any of my fellow modders have encountered this kind of problem and could offer some advice on where to look.

Game doesn't provide the usual error report box, just windows "Civ3 Conquests has encountered a problem and needs to close" It happens with all improvements and wonders. With improvements, it happens at the start of the turn when the improvement is finished. With wonders it happens when you close the wonder splash window. Computer crunches memory for few seconds and then provides the error report.

Any suggestions?

Edit: found the solution. Check post #6 if interested.

Supa
Jan 25, 2004, 11:56 AM
Just a few though..

- Perhaps the buildings*.pcx are corrupted, try an another version with the same amount of buildings

- Perhaps you didn't set correctly the # of some buildings in the pediaicons.

Drift
Jan 25, 2004, 12:05 PM
The buildings show up correctly in build queue so I don't think the buildings-large or buildings-small are culprits.

Also, all the pediaicons entries seem to be correct as all buildings work in the civilopedia and Civ doesn't give any error messages of its own.

This is really starting to get on me. I've been racking my brain for the last several hours with this one and don't make any progress. IMO editing the .biq is the most tedious part of making a mod and I really don't want to go through with it again.

It seems like this has something to do with the "Your highness, Babylon has finished building Barracks, what shall we do now" screen as the crash occurs right before it should show up. But I haven't modded it in any way and all other mods and Civ main game don't have this error.

Thanks for the input anyway. All help is appreciated. :)

Drift
Jan 25, 2004, 03:07 PM
I imported mod's "improvements and wonders" tab to regular conquests.biq and it worked, no crashing. However, when I imported also the "units" tab, it crashed again.

I don't see the connection. I have army, leader, princess and all used king units. The rest are just mod's own units. There aren't even that many of them, some ~70-80. Most of them are behind techs and resource prereqs, so the build queue list shouldn't overflow with too many things to build. I'm perplexed.

I did import the units into the conquests.biq where I had already imported the buildings. I'll try it by importing both at the same time, but I don't see how that makes any difference. If anyone has somekind of an idea, please share it. I'm getting desperate here. Rewriting the .biq is a last resort. I hate adding stuff with the editor and it will delay my well progressed work with the mod considerably. I've got through all the .biq editing by knowing that I need to do it only once and then I can focus on the really interesting stuff...

Supa
Jan 25, 2004, 04:51 PM
Does the problem appear in a mod with only your added units ?

Perhaps one is corrupted somehow. (When your city build list appears, it always selects a unit/building. If it doesn't crash with your additionnal buildings, it sould be something with the units)

Drift
Jan 25, 2004, 05:18 PM
Originally posted by Supa
Does the problem appear in a mod with only your added units ?

Perhaps one is corrupted somehow. (When your city build list appears, it always selects a unit/building. If it doesn't crash with your additionnal buildings, it sould be something with the units)

The mod crashes only when I build an improvement or a wonder and the "city has completed production" window should appear. Units I can build just fine. Don't know if I could if I had that "city has completed production" window activated for units too and not just for improvement/wonders. Need to test it.

AI can build improvements/wonders just fine so it would seem to be related to that production window.

Drift
Jan 25, 2004, 05:50 PM
YES!

I solved it. I did it accidentally, but I managed to track down the change that made the difference. I had all combat units behind prereqs, meaning that at the start of the game the player had no combat units (units with >0 defense) and for some reason, this caused the game to get stuck in some loop when an improvement/wonder was built.

I was changing everything that I could think of with units and noticed that I had forgotten about making the low level units require no resources or techs. Made the change without even thinking of it affecting my real problem. :) Guess sometimes you just get lucky.

I am so happy right now. :)

PS. Maybe I should post this as a bug in Conquests.

Luddi VII
Jan 27, 2004, 10:08 AM
Yes.Do it!

Gramphos
Jan 27, 2004, 10:57 AM
My guess on what loop it is caused by the game trying to find buildorders, and siince the city is undefended it wants a defensive unit. When noe is found it get's into a infinite loop (for some reason)