Dave Lawson
Chieftain
- Joined
- Jan 6, 2008
- Messages
- 57
So, I've gone ahead and removed most of the content of the game. Lots and lots of xml data ripped outta there. A couple of different times, for different reasons, I see exceptions being generated in this file (Civ4EspionageMissionInfo.xml), for things that seemingly have nothing to do with this file.
In one case, after I had removed copper from the game (as well as all dependencies on copper in the xml) I would see this exception thrown at the end of the first turn.
So, I chose to reintroduce all of the bonus resources, and simply remove all of their dependencies on outside objects (techs, improvements, etc.), and that seemed to resolve, or more likely sweep under the carpet, the issue.
Now, I'm in the process of modifying some of the units (warriors, workers, scouts and settlers are all that remain in the game), and at the end of the first turn, an exception is being generated (again they claim it's generated in Civ4EspionageMissionInfo.xml) whereby UNIT_ARCHER can't be found. UNITCOMBAT_ARCHER doesn't exist in any of the xml files, and certainly has nothing at all to do with the indicated file.
Are there hard-coded dependencies that are completely unrepresented in the XML? Does the AI insists on building an archer at the start of the game, regardless of whether or not they exist. Or does the AI decides to go get copper immediately, even though copper doesn't exist. Or is this culprit (Civ4EspionageMissionInfo.xml) simply a scapegoat that comes up all the time when something goes funky?
So many questions, and so little experience. Throw me a bone, please!
After a bit more testing, it seems that the problem comes up only when I have a city.
So I put back all of the UNITCOMBAT_BLAH stuff, and gave it another shot. It seemed to work at first, but by about turn 75 there was another exception, claiming to originate in the same file, to the effect that UNIT_PRIVATEER could not be found. Again, there doesn't exist a reference to UNIT_PRIVATEER in the raw xml files. I'm really starting to suspect that there are hardcoded dependencies on particular units and entities.
In one case, after I had removed copper from the game (as well as all dependencies on copper in the xml) I would see this exception thrown at the end of the first turn.
So, I chose to reintroduce all of the bonus resources, and simply remove all of their dependencies on outside objects (techs, improvements, etc.), and that seemed to resolve, or more likely sweep under the carpet, the issue.
Now, I'm in the process of modifying some of the units (warriors, workers, scouts and settlers are all that remain in the game), and at the end of the first turn, an exception is being generated (again they claim it's generated in Civ4EspionageMissionInfo.xml) whereby UNIT_ARCHER can't be found. UNITCOMBAT_ARCHER doesn't exist in any of the xml files, and certainly has nothing at all to do with the indicated file.
Are there hard-coded dependencies that are completely unrepresented in the XML? Does the AI insists on building an archer at the start of the game, regardless of whether or not they exist. Or does the AI decides to go get copper immediately, even though copper doesn't exist. Or is this culprit (Civ4EspionageMissionInfo.xml) simply a scapegoat that comes up all the time when something goes funky?
So many questions, and so little experience. Throw me a bone, please!
After a bit more testing, it seems that the problem comes up only when I have a city.
So I put back all of the UNITCOMBAT_BLAH stuff, and gave it another shot. It seemed to work at first, but by about turn 75 there was another exception, claiming to originate in the same file, to the effect that UNIT_PRIVATEER could not be found. Again, there doesn't exist a reference to UNIT_PRIVATEER in the raw xml files. I'm really starting to suspect that there are hardcoded dependencies on particular units and entities.