Beta Testers Needed!

No worries, I am going to stop testing for now, go back to 1.4 and finish a couple of minor mods as well as AAranda's Religions for awhile. BTW is there a simple way to make the older warlords in Vintcentz pack obsolete. I just want the old ones out of the build list, what I currently do is build all of them just to get rid of the extra icon in the list :)
 
No worries, I am going to stop testing for now, go back to 1.4 and finish a couple of minor mods as well as AAranda's Religions for awhile. BTW is there a simple way to make the older warlords in Vintcentz pack obsolete. I just want the old ones out of the build list, what I currently do is build all of them just to get rid of the extra icon in the list :)

No, units have no obsolete tag. I can always mod one in for myself, but that doesn't help everyone who plays without my modmods.
 
There is something wrong here. It has this in every city except my capital. In the other cites the number goes up.
 
The logs aren't very helpful. Saves?

No good - reloading from the save and the game continues. IE not repeatable CTD. Another possible cause is trade caravans exploring territory. I was testing out my replacement graphics for the trade caravan. Alright it's GFO Anubis' graphics I just put them in a RoM mod.
 
No good - reloading from the save and the game continues. IE not repeatable CTD. Another possible cause is trade caravans exploring territory. I was testing out my replacement graphics for the trade caravan. Alright it's GFO Anubis' graphics I just put them in a RoM mod.

Hmmm... Troubling. Those CTD's are almost impossible to catch, because you need to be debugging while it happens...

Perhaps I can get you to be my official debugger ;), and get you to play with a debug dll. You could see the errors in the code in game as they happened.
 
Can you tell me what the typo is? I have only had one ctd so far but I am only 300 turns in.

Well, it's actually more complex than that.

Short story long:

So, I checked. I hadn't even touched those gametexts. So then, I checked the SDK, and I remembered that I had messed around with the military presence code a while ago. I had tried to make it so that I could specify a percentage instead of a while number of happy faces that military precsence added, but I gave up because it wasn't a very big deal, and I knew much less about code a month ago... I think that dormant, broken code decided to wake to life, and starting messing with things with RevDCM 2.6...

I went through my entire code and pulled out all the dormant code I had, (it was no small amount either. I had 5 new XML tags that I never finished the code for, and gave up on but left in.)

So, the next beta should have that fixed.
 
Hmmm... Troubling. Those CTD's are almost impossible to catch, because you need to be debugging while it happens...

Perhaps I can get you to be my official debugger ;), and get you to play with a debug dll. You could see the errors in the code in game as they happened.

Sounds like a plan. What do we need to do?
 
I'll offer my services as a debugger, I will need instructions on what to look for, but am willing to learn to help out the project.
 
just got this message nothing else actually happened and was able to continue playing
 

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just got this message nothing else actually happened and was able to continue playing

Report it in the main RoM bug reports thread. It's a RoM error, it has nothing to do with my modmods. I doubt it should have any effect, the ModNetManager is for MP games...
 
just got this message nothing else actually happened and was able to continue playing

Was this a Renaissance Era Start?

And what kind of map script? That's an insane amount of resources for late 1800sAD to be leading a Colonist to.

:crazyeye:

JosEPh :)
 
Was this a Renaissance Era Start?

And what kind of map script? That's an insane amount of resources for late 1800sAD to be leading a Colonist to.

:crazyeye:

JosEPh :)

industrial era and i use the smart map with normal amounts of resources i'm just extraordinarily lucky :)
 
Updated the OP with upcoming features. I've got Dexy's Search and Destroy modmod already turned into a gameoption, and added to my SDK. I'm working on the Domesticated Animals for HydromacerX, and about 35% done. I've also been moving forward on adding other modmod's....
 
....

Upcoming Features:
  • Dexy's Search and Destroy Modmod
  • Domesticated Animals
  • GeneralStaff's Civic Buildings*

* Instead using python for locking buildings with civics, I am adding SDK changes so it can be all done in the SDK. Then, when a player switches civics, the buildings effects disappear. (Like when a building goes obsolete.) Oh, and the AI will know about it too.

...


So what you are saying is that there is no point in having the civics buildings:mischief: since you will be changing civics often. Do they reappear if you go back to that civic?
 
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