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#261 | |
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Chieftain
Join Date: Apr 2008
Posts: 29
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Quote:
Thanks for the quick reply, and for taking a look! Edit: I never crash while playing BTS 3.13. Last edited by marsrover21; Jun 10, 2008 at 04:16 PM. Reason: Answering the question. |
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#262 |
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Great Engineer
Join Date: Nov 2005
Location: Denmarkia
Posts: 1,142
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marsrover,
I downloaded your save, but I get a well-known (to CIV4, not my mod in particular) "failed to uncompress game data". This usually means that the version of the game that created the save is different from the one trying to load it. Just to confirm - I'm trying to load your save in BTS 3.13 with my Merged Mod version 0.6, and using Wolfshanze's 2.69 art... If anything in your setup is different, that might prevent me from loading the save... Do you by any chance have a Direct2Drive CIV4 version? I don't, and I've read that might cause issues as well with save games.
__________________
Merged Mod: A combination of Wolfshanze's 1850-1920 mod, Dales Combat mod, Influence Driven War and GIR's Partisan mod, all built on top of the Better AI! Download "The memory of spectacular failure eclipses that of enduring success."
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#263 | |
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Chieftain
Join Date: Apr 2008
Posts: 29
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Quote:
PS: look forward to the update! |
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#264 |
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Caveman2Cosmos Modder
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I was looking for a mod that has tons and tons of merged stuff, but alas!!
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Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE Last edited by strategyonly; Jun 12, 2008 at 06:28 AM. |
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#265 |
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Great Engineer
Join Date: Nov 2005
Location: Denmarkia
Posts: 1,142
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Ah, well, if only you bothered to read the first post!
__________________
Merged Mod: A combination of Wolfshanze's 1850-1920 mod, Dales Combat mod, Influence Driven War and GIR's Partisan mod, all built on top of the Better AI! Download "The memory of spectacular failure eclipses that of enduring success."
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#266 |
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CFC Historian
Join Date: Nov 2001
Location: Florida
Posts: 5,689
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Looks to me like you're missing the Wolfshanze Mod FPK.
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Wolf's Mods: Wolfshanze 1850-1920 Mod for BtS... adds "flavored Civs", coal-fired navies, WWI units, plus Poland, Austria & Vietnam to Civ4! Attitude Icon Mini-Mod for BtS... adds "smiley" faces to leader list for relations and lists era both on main-screen. Wolf's Unit Models: Modern German General, Soviet Russian General, Japanese General, Italian General, Polish Warlord, Austro-German Warlord, Celtic Warlord, American Medieval Set, German Medieval Set, Celtic Green Knight, European Musketman, LT vz 38, Stridsvagn M/41, Persian CKD TNH, Panzer-IVG tank pack 1, Korean Air Force Pack, Iraqi Gladiator, Green TBF Avenger, Spanish Me-109, Saab B17, Polish Fighter Pack. |
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#267 | |
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King
Join Date: May 2007
Location: Netherlands
Posts: 656
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Quote:
. At least I now know that changing the strength of the plane effects interception as well. I read in your first post that you might want to include attack aircraft and maybe more expansive aircraft tree. I'm working on making something like this for the Wolfshanze mod (still adding all diverse units for the different nations and I have to upgrade to his new version, he beat me to a new version before I was finished ). If you want I could send you the files so you don't have to make it yourself (as soon as I'm finished and upgraded to the latest version off course). Keep up the good work, I'm really looking forward to playing your mod (the best of DCM, Revolutions and Wolfshanze ).
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#268 | |
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Great Engineer
Join Date: Nov 2005
Location: Denmarkia
Posts: 1,142
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Quote:
![]() It's a nice offer you make, Berenthor, but I have to say no thanks at this point. I'm not interested in having to add a zillion art files to keep track of as well. But if you can convince Wolfshanze to add units to his pack, then I'll be able to add it in a more orderly fashion. Besides, I'm still not entirely convinced that I want to add ground attack planes. I was thinking of the A-10, but on the other hand that plane is so unique, that it's basically an American UU, and so perhaps it's a poor model to build a new unitclass around. And thanks for the kind words!
__________________
Merged Mod: A combination of Wolfshanze's 1850-1920 mod, Dales Combat mod, Influence Driven War and GIR's Partisan mod, all built on top of the Better AI! Download "The memory of spectacular failure eclipses that of enduring success."
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#270 |
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Great Engineer
Join Date: Nov 2005
Location: Denmarkia
Posts: 1,142
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Oh, the winking smilie really ticked you off, I guess...
__________________
Merged Mod: A combination of Wolfshanze's 1850-1920 mod, Dales Combat mod, Influence Driven War and GIR's Partisan mod, all built on top of the Better AI! Download "The memory of spectacular failure eclipses that of enduring success."
Last edited by Ninja2; Jun 12, 2008 at 12:22 PM. |
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#271 |
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Chieftain
Join Date: Dec 2001
Posts: 44
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CtD
Hi all,
I'm getting a CTD on a game I was playing. It was a custom game with fewer civs using the "tectonics" map script, started in the renaissance period. Here's the savegame: http://dogshu.netlsd.com/AutoSave_AD...eyondSwordSave Just wait 2 or 3 turns and it will CTD. |
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#272 |
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Great Engineer
Join Date: Nov 2005
Location: Denmarkia
Posts: 1,142
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Hey dogshu,
The game crashes for me after I first hit 'Next turn', after the game tells me that Attila the Hun has appeared. But even just opening the save and going into Worldbuilder causes a crash. I don't know how stable Tectonics is, I've just included it in the pack.
__________________
Merged Mod: A combination of Wolfshanze's 1850-1920 mod, Dales Combat mod, Influence Driven War and GIR's Partisan mod, all built on top of the Better AI! Download "The memory of spectacular failure eclipses that of enduring success."
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#273 |
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Chieftain
Join Date: Dec 2001
Posts: 44
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another CTD
I'm experiencing a CTD in another game, here's the save:
http://dogshu.netlsd.com/Jim_AD-1848.CivBeyondSwordSave The setup was very similar to the last game I played, custom game with the merged mod and the tectonics map. The only difference is I started in the ancient era, and got much further into the game before the CTD. ![]() I've noticed that if I reload my most recent autosave, and *not* switch to universal suffrage and emancipation when I get democracy, the CTD doesn't happen, at least not immediately. Here's the autosave: http://dogshu.netlsd.com/AutoSave_AD...eyondSwordSave So are these crashes related to tectonics or merged mod, or maybe a combination of the two? I'd like to finish up a game sometime, but these crashes are making me wary of starting a new game at all.
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#274 |
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Great Engineer
Join Date: Nov 2005
Location: Denmarkia
Posts: 1,142
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Dogshu, I would suggest that you try a different mapscript. Your two saves again crash my machine, when I try and open them in Worldbuilder.
I'm quite sure that there's nothing in Merged Mod which tinkers with suffrage, emancipatoin or democracy, so I don't think that's what really causing it.
__________________
Merged Mod: A combination of Wolfshanze's 1850-1920 mod, Dales Combat mod, Influence Driven War and GIR's Partisan mod, all built on top of the Better AI! Download "The memory of spectacular failure eclipses that of enduring success."
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#275 |
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Scourge of St. Lawrence
Join Date: Jun 2003
Location: Kingston, Ontario
Posts: 3,151
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I got a CTD with this mod, and I figured out what caused it and fixed it.
The crash occurred because the "barbarian invaders who hate civilization" event happened, and they were given ... horse archers. In python. It was the CvRandomEventInterface (from the base BTS game) that generated the error. The xml name "UNIT_HORSE_ARCHER" had been changed to "UNIT_HORSEMAN". So a python exception occurred and there was a CTD, because CvRandomEventInterface couldn't find any horse archers anymore. If you look in CvRandomEventInterface, you will see that the Hun event (and some others like the Horse Whispering event, whatever that is) does indeed specify "UNIT_HORSE_ARCHER". Quick look through the logs showed the problem, and I just went through the xml files and changed all references to "UNIT_HORSEMAN" back to "UNIT_HORSE_ARCHER", and haven't had a problem since. Since other people are reporting crashes related to Attila, I suspect this is the cause (and the fix), probably for other mystery CTDs too since there seem to be other events depending on that unit name. Why the name was changed in the first place doesn't make any sense to me ... not like it's going to show up in the game or anything. Dogshu, you have a different problem ... my fix doesn't work for it. Logs showed this python error about 20 times in just the one turn before it crashed: Traceback (most recent call last): File "CvGameInterface", line 180, in AI_chooseProduction File "CvGameUtils", line 234, in AI_chooseProduction NameError: global name 'pPlayer' is not defined ERR: Python function AI_chooseProduction failed, module CvGameInterface I have no idea. PythonErr.log on my games with this mod has been empty since the horse archer fix. Last edited by frekk; Jun 17, 2008 at 05:07 AM. |
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#276 |
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Great Engineer
Join Date: Nov 2005
Location: Denmarkia
Posts: 1,142
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Thank you very, very much for that find, frekk!!
I would have never found this out myself! So a basic find and replace in the xml is in order to fix this...EDIT: CVGameInterface.py is not edited in my mod. I guess I'm in the clear for that bug, then...
__________________
Merged Mod: A combination of Wolfshanze's 1850-1920 mod, Dales Combat mod, Influence Driven War and GIR's Partisan mod, all built on top of the Better AI! Download "The memory of spectacular failure eclipses that of enduring success."
Last edited by Ninja2; Jun 17, 2008 at 05:17 AM. |
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#277 | |
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Scourge of St. Lawrence
Join Date: Jun 2003
Location: Kingston, Ontario
Posts: 3,151
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Quote:
It apparently depends on some of the standard xml unit names. So if you change that name, it'll crash on certain events. Other names I found in there include UNIT_SWORDSMAN, UNIT_SPEARMAN, UNIT_DESTROYER, UNIT_BATTLESHIP, UNIT_CARRIER, UNIT_FIGHTER, UNIT_ARCHER, and UNIT_AXEMAN ... so if you remove or change the "xml name" of any of these units, it will cause a crash unless you mod CvRandomEventInterface to reflect the changes. Find and replace all occurences worked for me ... including references in the civilizationinfos and style units. Not necessary to change the names of the UUs or style units, I just did find and replace like this: >UNIT_HORSEMAN< for >UNIT_HORSE_ARCHER< (>ART_DEF_xxx< for artdefines). By the way, GREAT mod!!! I love this one. Last edited by frekk; Jun 17, 2008 at 05:47 AM. |
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#278 |
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Great Engineer
Join Date: Nov 2005
Location: Denmarkia
Posts: 1,142
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I was refering to the other bug that dogshu had. But I guess I'd better take a look the random events in general, to see if any of them should be edited to take account of the extra units in my mod. But thanks for the help, I really appreciate it!
__________________
Merged Mod: A combination of Wolfshanze's 1850-1920 mod, Dales Combat mod, Influence Driven War and GIR's Partisan mod, all built on top of the Better AI! Download "The memory of spectacular failure eclipses that of enduring success."
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#279 | |
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CFC Historian
Join Date: Nov 2001
Location: Florida
Posts: 5,689
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Quote:
You're actually looking to cause more trouble by trying to roll-back the changes, instead of just fixing the last two vestiges of the Horse-Archer reference.
__________________
Wolf's Mods: Wolfshanze 1850-1920 Mod for BtS... adds "flavored Civs", coal-fired navies, WWI units, plus Poland, Austria & Vietnam to Civ4! Attitude Icon Mini-Mod for BtS... adds "smiley" faces to leader list for relations and lists era both on main-screen. Wolf's Unit Models: Modern German General, Soviet Russian General, Japanese General, Italian General, Polish Warlord, Austro-German Warlord, Celtic Warlord, American Medieval Set, German Medieval Set, Celtic Green Knight, European Musketman, LT vz 38, Stridsvagn M/41, Persian CKD TNH, Panzer-IVG tank pack 1, Korean Air Force Pack, Iraqi Gladiator, Green TBF Avenger, Spanish Me-109, Saab B17, Polish Fighter Pack. |
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#280 | ||
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Scourge of St. Lawrence
Join Date: Jun 2003
Location: Kingston, Ontario
Posts: 3,151
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Quote:
Quote:
Last edited by frekk; Jun 17, 2008 at 10:32 AM. |
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