[BtS] Merged Mod

Was kind of wondering about the same thing, as I was working on a Merged Mod scenario, which now fails to load.
 
Hi Ninja2, nice mod. I like all the ideas you have incorporated into this. However I am encountering a strange glitch in the game. Sorry if this has been mentioned before, I read some of the thread but got bored by page 7 or 8.

Just playing a random large map as Japan, I had marble early so I built some wonders. I got a great prophet, but when I went to use him I realized that the scroll bar (to scroll down to "start golden age") did not function, also I could not use any of its functions.
Spoiler :

merged.jpg


Then I double clicked on him (and the city he was in) and got myself into an incurable glitch, which required to exit to desktop to resolve. It had the city and the unit selected and I couldn't get it out of city mode. It was quite weird, just thought I'd let you know.

Shiggs
 
Hey all

Been real swamped with work these past days...

Any luck with the tests?

Can you get dogshu's save to work? If you're playing it out it might be awhile (or possibly never) to come up anyway, dogshu didn't get it til 1848 and in my game it didn't come til the 1890s.

I haven't tried dogshu's save yet. I've tried a new game, and I've been pretty aggressive spreading some religions to provoke the AI to use Inquisitors. I'm not sure it's tried it yet. But it's a good idea to try with dogshu's, I might try tonight...

@Shiggs: I have never heard of this before. There's nothing in my mod which messes with great people. Maybe it's just a one off? Have you tried to reload from an earlier point?

On the issue of 3.17:
I really want to migrate to 3.17. However, I can't do it alone. I need to wait until Wolfshanze and Dale to upgrade their mods, before I can upgrade my stuff. I will also be adding Solver's Unofficial Patch, and the work done by the Better BTS AI team. I also need to investigate a little, to find out if the other mods I've included can simply be added back in. If they use functions that have been dropped or altered, the consequences could be crashes or massive unbalancing.

Bottom line... Yes, I will update, but it won't be ready until other people's stuff is.
 
Now I've tried to have both pPlayer and iOwner in that python file, and I've tried with just pPlayer. Dogshu's game crashes in between turns either way. Did the fix work in your save, frekk?
 
Now I've tried to have both pPlayer and iOwner in that python file, and I've tried with just pPlayer. Dogshu's game crashes in between turns either way. Did the fix work in your save, frekk?

No. I couldn't get Dogshu's to go either.
 
I've dug more into the crash in dogshu's game. It's no longer a python error - at least the python error log is empty after the crash. BOTH lines are needed in that function, both iOwner and pPlayer. So I'm afraid I don't know what else to look for?
 
Okay, my apologies for being real slow and stupid!

dogshu, to continue your game, do this:

1) Open up Beyond the Sword\Mods\Merged Mod 0.60\Assets\XML\Civilizations\CIV4UnitArtStyleInfos.XML in notepad, or another editor. Search for "settler_modern", and replace with "settler_male_mongolian". There are two places to edit. Save the file.

2) Open up Beyond the Sword\Mods\Merged Mod 0.60\Assets\Python\CvGameUtils.PY in an editor. Find "def AI_chooseProduction(self,argsList):". Make a new line below "pCity = argsList[0]", and insert "pPlayer = gc.getPlayer( pCity.getOwner( ) )" Remember, it's important the there's the same indentation in the inserted text as in the lines above and below it. Save the file.

3) Continue your game!
 
Just playing a random large map as Japan, I had marble early so I built some wonders. I got a great prophet, but when I went to use him I realized that the scroll bar (to scroll down to "start golden age") did not function, also I could not use any of its functions.
Shiggs

I have experienced the same problem. Although I can't remember if I can get the scroll bar to work, I've found that most buttons can be enacted by double, triple, or sometimes quadruple clicking them. This only seems to be a problem with the GPs and not other great people.
 
First of all I would like to thank Wolfshanze for a great mod and Ninja2 for adding the whip cream and cherry ontop of a great mod.:bowdown::goodjob::bowdown:

But I have a crashy game that I have narrowed down to being the Zulu's fault. Through process of elimenation by deleting civs in worldbuilder I have found that if I delete the Zulu the game will no longer crash.

I have attached my save file from 2490BC and sinse this game is in it's early stages I will play without the Zulu's, but I am curious as to why I got this crash.:confused:

(I have also played games on bigger maps with more civs and ran tests on my computer, so I do not believe it is my PC.)
 

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After the last set of CTD problems, I ran extensive tests to make sure that "Civ-X" wouldn't cause a CTD problem, and tested them extensively in all ages. As far as I'm concerned, v2.73 of the Wolfshanze Mod is stable with all 35 Civs in all ages. The most likely time for a civ-causing CTD is when you switch ages to Medieval, and once again to Industrial, as both cause significant changes to the ages... at least this is linked to "unit-wise" changes... if there's some sort of graphical glitch in the CitySets (which switch more-often) maybe there's a problem with the African Cityset... though I find that unlikely (are there any other African civs in your game besides the Zulu? Like the Mali or Ethiopians? They share the same cityset with the Zulus). I have just played a very extensive game with the Mali in it, and I noticed no CTD issues (and they of course use the African cityset).

To my best knowledge, none of the 35 Civs in the Wolfshanze mod should cause a CTD as-of v2.73... now of course, I'm not sure if Ninja did any changes to any of the civs, but that's my take on it.
 
Yes the Ethiopians are also in the game. I wonder if it had anything to do with tech x reveals x resource?
 
ooops I failed to mention that the game only crashes on loading any saved games after 2490bc with the Zulus in this world (so no zulus = no crash). Sorry:crazyeye:
 
Hi speegler, thanks for the kind words. I've checked out your save, and I also get the crash. It happens if I try to take control via the civchanger (part of the DCM), and it also happens if I just try to go into the worldbuilder. It'll also happen if the game goes on for a few more turns. I get the error that you can see in the attached file. That message indicates that the error has to do with the gamecore.dll - it's trying to access some data that simply isn't there. There are no python errors, either.

My guess is that this is a corrupted save, which unfortunately happens from time to time. I don't believe your crash has anything to do with Wolfshanze's mod, or the extra components that I've added. But great that you were able to work around it yourself! :goodjob:
 

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I have not touched any of the resources, and to my knowledge neither has Ninja... it could just be one of those unlucky "corrupted save files"... happens from time to time... :dunno:
 
Oh well thank you both for your quick response. I guess that the Zulus do something on 2480BC which causes the unfortunate corrupting of any saves.:cry:

It has been my experience over the years with PC games is that "stuff happenes":badcomp: that does not happen to others or myself in the future. And to my dismay Civ4 seems to have the "stuff" factor.

But this won't stop me from playing Civ4: WBTS (Wolfshanze's Beyond The Sword) or any other mod that deviates from WBTS.:nono:
 
Maybe a strange question but when I tried to add a class of units (so in unitclassinfo I added the class and in the unitinfo I added the unit) and then started up merged mod, it crashes while loading. I do not have the specific code here now so I can't upload that, but AFAIK there should be no problem with adding units right? I actually had the same problem when I tried to add wolfshanzes units to RevolutionDCM. it just crashed :S and the logs just really make not much sense. Any help would be appriciated.
 
You have to add the unit in UnitInfos and UnitClassInfos xml files (besides the obvious art entries in XML)... one little slip-up in XML can bring the whole thing crashing down!
 
You have to add the unit in UnitInfos and UnitClassInfos xml files (besides the obvious art entries in XML)... one little slip-up in XML can bring the whole thing crashing down!

Thanks Wolfshanze for the help, it was indeed a typo in the art_define of the UnitInfos. In all my scrutinizing I must have overlooked it. Apparently it didn't throw an xml "missing art_define_..." but just crashed :confused: which made me think it was not in the xml. Anyways it works now, thanks alot for the help.
 
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