I only make very minor adjustments to Policies in WFTW, namely just adding stuff to the Finishers. I'm curious if Chrion has this issue without it loaded?
Still happens without WFTW.
The mods used should be below.
I only make very minor adjustments to Policies in WFTW, namely just adding stuff to the Finishers. I'm curious if Chrion has this issue without it loaded?
I have not had any CTD with the 4-2 version so far. And I have loaded a save (not from within the game, you have to quit to the main menu first, loading from within the game breaks LUA, but should not cause CTD).
thanks ... i know.
i always start the game, load the mods, load the game.
after hit on "load game" - instant ctd![]()
And it started with version 4-2??? Are you using any other mods?
By the way if you start a game with certain mods and then add/remove some of them, it might cause CTD upon loading - but I suppose this is not your case ... ?
Using the latest version, great generals/garrisons are no longer giving additional city strength. Well.. that's not entirely true. As a test I started a game in information era, putting a marine in my city increased the combat strength from 22 to 23.
why will be the UNIT_AMERICAN_B17 and other's deleted and then readded?
They simply boost the garrison strength of the unit that is garrisoning by 50%.
G
Yes, but putting a horseman in a city with the strength of 5 hasn't increased it's strength at all, even with a great general. However in my capital I was able to increase it to 12 from 11 after some population growth. As another test, the highest I was able to achieve was an additional 3 strength, and that was with a giant death robot + great general. 2 without a great general. It doesn't matter how many turns have passed, or how much population the city has, or how many walls or buildings in general I've built, or what unit I use or how experienced the unit is, it's never higher then 3.
Roughly speaking, before 4/15 a horseman and great general would give 10 or more city strength. Less if the city had walls. I typically keep melee units in my cities, and even with a spearmen a great general use to increase the combat strength by an additional 4 or so, on top of the 2-3 strength given by the spearmen.
I didn't mess with that code at all, but I'll take a look.
G
CITY_STRENGTH_UNIT_DIVISOR in coredefines.xml has been set to 10000, which equates to 1% of garrison strength carrying over. 1000 is 10%. Also, great general bonus is 100%, not 50%. Unless I am mistaken, I could of sworn you get more strength from a garrison the lower the base strength.
And it started with version 4-2??? Are you using any other mods?
By the way if you start a game with certain mods and then add/remove some of them, it might cause CTD upon loading - but I suppose this is not your case ... ?
KI:
(Maria is settling in Turkey)
(Agypt is settling on the other side of Africa)
[/QUOT]
What s KI?
You said you were not using any other mods, but aren't you using the YNAEMP mod/map? Or is it just the "standard" Earth map? YNAEMP should be compatible, but if you want to track down the source of your load-related CTDs, I suggest you start the game with the basic setup without any further mods on some "standard" map, such as Continents+.
yes, ontop of CB/CBP/CDF/CS/ED is Anc ... but none removed.
[/QUOT]
What is Anc? Is it another mod? Or your own additions and changes?
Other:
- Might Policy
should show new barbarian camp's, but it does not.[/QUOT]
This ability was intentionally removed a couple of versions ago - I think even the policy tooltip should not be showing this description - if it is, then your game is broken or you are playing in a non-English language and it is messing up with the game texts (maybe it could be causing your CTDs??). If your game is in English and want this policy back, open this file:
- Policies/Honor/Honor.sql
And delete this:
Code:UPDATE Policies SET AlwaysSeeBarbCamps = 'false' WHERE Type = 'POLICY_HONOR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_POLICIES' AND Value= 1 );
50 turns - save - load - ok
100 turns - save - load - ok
150 turns - save - load - ok
~233 turns - saved - load - CTD
I feel your pain! I suggest you start a new game with the latest version of CPP (4-15) with the basic setup: CB/CBP/CDF/CSD and More Luxuries (+ the compatibility mods) only = without ED, EUI or any other mods, and then repeat the test. Then post an ok-save and CTD-save here and I (or anyone else) can try to load your game with the same setup and tell you if it loads or not. If it loads, then it will indicate there is some problem on your side.
Easier for me to control changes and set a distinct unitclass, etc., that way. Also guarantees that any other mod that edits said unit will be overwritten.
G
-- Fix for 4-2 (UNIT_SWEDISH_HAKKAPELIITTA + UNIT_OTTOMAN_SIPAHI)
UPDATE Units
SET GoodyHutUpgradeUnitClass = 'UNITCLASS_CAVALRY'
WHERE Type = 'UNIT_OTTOMAN_SIPAHI' AND GoodyHutUpgradeUnitClass = 'UNITCLASS_ANTI_TANK_GUN';
UPDATE Units
SET GoodyHutUpgradeUnitClass = 'UNITCLASS_CAVALRY'
WHERE Type = 'UNIT_SWEDISH_HAKKAPELIITTA' AND GoodyHutUpgradeUnitClass = 'UNITCLASS_ANTI_TANK_GUN';
UPDATE Unit_ClassUpgrades
SET UnitClassType = 'UNITCLASS_CAVALRY'
WHERE UnitType = 'UNIT_SWEDISH_HAKKAPELIITTA' AND UnitClassType = 'UNITCLASS_ANTI_TANK_GUN';
TurnProcessing: Hiding TurnProcessing
[23321.119] DiscussionDialog: Handling LeaderMessage: 30, Robert III has gone too far, and must be stopped. I look to you for assistance: shall we fight this menace together?
[23325.425] DiscussionDialog: Handling LeaderMessage: 12, I am saddened by your decision.
[23326.938] EnactDescisionsPopup: Did this even trigger? Religion is 15
[23327.157] EnactDescisionsPopup: Did this even trigger? Religion is 15