How can I if I can't get into the World Builder?
Catch-22 Matthew!
How can I if I can't get into the World Builder?
How can I if I can't get into the World Builder?
Then the crash is probably related to the no-name civilization. If the game can't draw the civilization's artwork, it crashes.
...I'll have a word with Glider1 and Jdog5000 about Civ caps for BarbCivs...
[BarbarianCiv]
...
------------- Technical settings -------------
[B][U]
; Max civs - This component won't add new civs with this number already in game (-1 for DLL limit)
MaxCivs = -1[/U][/B]
; Change odds of barb city turning into a minor civ
FormMinorModifier = 1.00
; Minimum population needed for a barb city to settle, default 2
MinPopulation = 4
; Minimum number of contacts (with any and full civs) to settle, default 2 on both
MinContacts = 0
MinFullContacts = 0
; Base odds of Military style buildup
BaseMilitaryOdds = 0.50
; Former barbarians get all techs known by this fraction of players
BarbTechFrac = 0.65
; Reduce tech given to former barbarians alone on a continent (larger means they're more behind)
; Does not apply when NewWorldPolicy is 0
NewWorldReduction = 0.12
NewWorldErasBehind = 1
; Number of bonus techs that builder type barbs get
BuilderBonusTechs = 3
; A militaristic barb civ will declare war on the first civ it meets within this window of turns
MilitaryWindow = 35
; Max Dist between capitals for barb civ to consider immeadiate declaration of war (must also be on same continent)
WarCloseDist = 21
; Affects number of (non-defense) military units given to barbs
; RevDCM default is 1.0, RoM default 0.33
MilitaryStrength = 0.33
...
Yea, it could help for now, but it will get annoying, having to count how many civs there are in the list every time I want to start a game.... I'd rather get the makers of RevDCM to have the python/dll properly check if there are remaining civs instead of if there are remaining leaders.
Okay Civ Fuehrer, I found the cause of the 2 empty civilizations. It was generalstaff's unit's fault, he had CIVILIZATION_DUTCH, which is really the Netherlands, and ABYSSINIANS was spelled wrong. I've fixed them both for the next release.
Okay Civ Fuehrer, I found the cause of the 2 empty civilizations. It was generalstaff's unit's fault, he had CIVILIZATION_DUTCH, which is really the Netherlands, and ABYSSINIANS was spelled wrong. I've fixed them both for the next release.
I went right ahead and corrected the errors and guess what? It is savegame compatible! My savegame did not crash. So you can easily release it as a patch because you are going to do beta before a next official release right?
I don't think it is. Did you correct all 6 errors? It was those 2 errors, but they were duplicated in 3 different files. Double check.
Okay Dexy, I ran an AI autoplay, and got the save for you. I checked, it's the same crash as Os79, and some previous one's I've seen. To load the save, get RoM 2.81 full, and install AND over it. Do not change any of the checkboxes for components in AND, I left it to a completely DEFAULT install. The Save is running in AI Autoplay, so you may want to stop it right away.
You will need to use my source code and create a debug dll. I assume you understand how to do all that.![]()
In Modular Civic Units Folder...
In Guerrillas folder...
In Imperial Guard folder...
Yeah, three folders.
Not "a dumb user" as you described them in another thread :snicker:.
I get this error, dont know if anyone put this here yet or not, if so sorry.
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 17, in ?
File "<string>", line 52, in load_module
File "BugEventManager", line 96, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 3, in ?
File "<string>", line 52, in load_module
File "CvMainInterface", line 6, in ?
File "<string>", line 52, in load_module
File "CvScreenEnums", line 71, in ?
AttributeError: type object 'CvPythonExtensions.CivilopediaPageTypes' has no attribute 'CIVILOPEDIA_PAGE_CONCEPT_AND'
OK, good job. I'll get on it tonight![]()
Found a CTD.. Occurs during the AI's turn after hitting enter. Unsure what the cause is tho.. I originally thought it had something to do with other Civ's Cavalry clashing with Guerilla's I have rampaging through the countryside (as it always seemed to CTD after an AI induced battle involving the two) but after multiple loads and replays of this save (including deleting all Guerilla units at one point) I don't believe thats the source
Log: {Required Files} {Military Civics} {Castle Improvements} {Civic Flavors} {Ice Breaker} {Ideology Civics} {Mountains } {Realistic Diplomacy} {Seafaring } {Resource Refinement} {Multiple Production Mod} {War Prizes} {The World's Fair} Arctic Forestation {Sea Tunnels} Terraforming Education {Fixed Borders} NIMBY {Civic Buildings & More Wonders} {Surround and Destroy} {No Storms} {Advanced Diplomacy} {Balanced Civics} {Early Buildings} ANM Fortifications
tag:ppi[]ER_BARBARIAN in Info class was incorrect
Current XML file is: xml\GameInfo/CIV4ForceControlInfos.xml
CIV IV:Beyond the Sword:Civ4BeyondTheSword.exe - Application Error
The instruction at "0x05e895f0" referenced memory at "0x00000140". The memory could not be "read"
Click on OK to terminate the program.
That's what happens when you remove my dll, but not my python.
Full path to mod: C:\Documents and Settings\Rob\Mijn documenten\My Games\Beyond the Sword\MODS\Rise of Mankind
I believe this is your problem. Path should be here:
C:\Program Files \Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind
If C is you Main HD and where CIV IV is installed.
IIRC every time someone has posted they installed RoM or AND to the My Document path they have problems.
JosEPh![]()