[BtS] Destiny Mod

The diplomacy problem is a problem that was identified with the WolfRevolution build that this mod was built on. Unfortunately, they haven't been able to pinpoint or fix the problem there. I'm currently rebuilding the mod without WolfRevolutions. I've run a few play tests and have seen far fewer crashes than I was getting before. I think once I've rebuilt and restablished the mod there won't be the diplomacy problems.
 
Hm, the 33/36 civ maps all cause a CTD when loading. (Map starts loading, but doesn't get past initializing...)
 
Hello!
I'm playing this mod for some time, and while "in game" I can only say good things about it, I cannot say it for "out of game". I mean, I'm expiriencing a strange problem:
Even on early stages, I sometimes get this message when I'm loading:

Memory allocation failure - exiting program.
Reason - bad allocation.


After that message, it simply crashes and I must restart it. Although that isn't some serious problem, it became more serious on later stages (industrial era), because it crashes randomly. I have a good PC machine (2GB of RAM memory) and I don't have such problems when I'm playing regular civ games.

Can you help?
 
I had this problem alot as well, even bought more memory to fix the problem but it seems though that this problem is one that is common with the game itself. There are actually a lot of threads about it though it seems Firaxis denies there's any issues (btw this game seems to leak memory, when I multi-task and see how much memory it uses, the usage just can be huge!)

Anyway, the solution that worked for me is to follow the advice in this thread: http://forums.civfanatics.com/showthread.php?t=224178
 
Ah glad to see that some find solution for this problem, thanks!
Btw, when I opened File Header for the first time, the checkbox "App can handle> 2gb adressest " was already ON. Should I leave it or should I turned it off? I leaved it for now although I re-saved it, so now I can only open the game and see will there be some effect.
In addition, I noticed that game behaves somewhat better if I set graphic details to low, at least it was my impression.
 
I didn't do the explorer fix thing since that's for warlords. I did the step in #6 and I haven't had a maf since. I have XP and it worked for me .

I also use XP.
I did both things: tried to improve startup and recovery AND improve virtual memory. Unfortunately, it didn't help.:sad: I'm not sure did I edit things right at startup section I edit a command so now it looks like this:

multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional" /noexecute=optin /fastdetect /maxmem=3072

Maybe I should put 2048 instead?
Can you specify what is step in #6?
Oh and sorry for bothering, but as a civ fan, I'm sure you know how annoying is this.
 
Hey all. I've been hard at work on version 1.05g. Here are some highlights of what's included:

Version 1.05g:
  • Added 2nd UU for all Civilizations. Some Civilizations have more than 2 UUs, usually, these just replace the default BTS units with more civilization specific names/models i.e. the Native American War Chief, as opposed to a Native American "Knight"
  • Added Flavor Units, Diplomacy text to Siam Empire
  • Civics system heavily re-modified
  • Fixed error in Urban Planner unit
  • Added Marco Polo's Embassy World WOnder (A Civ 2 Wonder with Python by Tsentom1)
  • Replaced lots of art buttons, modified .PAK files, download should be a bit smaller
  • Multitudinous bug fixes and text updates

This is a pretty major update. The civics system in particular and the 2nd UUs are areas that had a lot of work put into them. The categories are now: Government, Legal, Religion, Economy, and Military. Economy has become a mix of the old "Labor" category and the old Economy category as these two kind of go together in my mind anyway. Military readiness is important enough to warrant it's own category. Yes, I know there are an uneven number of civics in each category. I'd like to have the same number, but rather than making up ones that don't fit, I'm putting it out as is because they "feel" complete as is.

I'd like feedback on whether I messed anything major up :D.

Here's the link for filefront: http://files.filefront.com/Destiny+v105gexe/;13376048;/fileinfo.html
 
Hello,
I must find out my administrator password to open command prompt, but that's another story.

HOWEVER, I found out some strange graphic issues, which appears mostly in later stages - some units don't looks like they supposed to look when they are unselected - but when I select them, they "reappear" as they should be. For example, Austrian infantry looks like normal infantry, but if select any infantry unit, it "become" an Austrian one. But one of most strange things is this one:
strange.jpg

A dreadnought that looks like some giant tank, and it appear normal when I select (or attack) it.
 
It's not a savegame issue. It's an animation issue. Pessimus Dux has animations disabled for nonselected units- it's the default idle animation. The only way to fix it is to include files named:

<Unit Name>_idle<animation number>.kf

Otherwise, it defaults to the original model's animations. I haven't messed with KonverterFM* in almost a year, but I would assume that if you used it to disassemble the .kfm file you're using, delete the entries that refer to the original files that you used, you could (theoretically) cause it to default to a still version of the "idling" graphic.

*Shameless plug
 
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