Building Causing Windows Crash

Etain, it could be, that the problem is in the setting of your autoproduced unit and not in the building. The AI automatically upgrades the autoproduced unit and this unit appears in the city and not the unit that should be upgraded -if all perequisites for the upgrade in the city where the autoproduced unit is located are given (resources, techs and upgrading Options). Other than the AI, the human player must manually upgrade the unit.
 
Could it be a corrupt biq ? Sometimes when you mess a lot with a biq, for no reason it suddenly gets wrong and cannot be repaired, I have seen that. I generally create a new biq, import the rules from the corrupt biq and suddenly it works again :dunno:
 
Etain, what version of Steph's editor did you use? I worked with v0.8.0 under Win XP SP 3 & 7 Pro and didn't have problems. v0.8.1-2 crash, so I decided myself to work with the 0.8.0.
One more thing - it's necessary to uncompress the .biq for the Steph's editor and I did it with the Firaxis editor. If you did it with the one by Steph - I don't know what may happen.
Also, did you save the .biq as normal or expanded scenario in the Steph's editor? Because expanded one should be run from the editor itself.
And one more note: do you edit your PediaIcons.txt and icons names manually or rely on the editor's automation? Although Steph's editor names files automatically, I do rely on myself to avoid any "automation" error (1) and to know what, where and what's the name of the file (2) - so it's easy to check what's done and what's not and what should be removed as redundant.
 
One more idea - if you have no "buildable" normally units (autoproduced units only) in the game, it (Conquests application) will crash. There should be at least 1 "normal" unit. OK as well?
 
Two observations I made while looking on your screenshot of the autoproduced unit:

1.You should not set the "load"-flag to immobile landunits.

2. The first line for resources needed for this unit is coloured. Normally the line when there is no reqiured resource is a "None" in an uncoloured line. The line with the needed resource with a None-entry can become coloured when you have clicked into this line when doing the screenshot - but in that case the word "None" changes from black to white letters. In your screenshot the letters of the word "None" are still black so these letters stand in a coloured line.

May be this is a hint that there is something messed up with your biq.
 
Etain... What Civinator was saying is that when we click on the Resource Box with the Word None, that Word changes to White Letters with a Dark Background. Otherwise the Word None is Black Letters with the Light Background.
... Probably, this was due to the Unit issue you have corrected now.

Another thing you can do is have a Wonder place Improvements that auto-produce units you want. The AI will build Wonders at the start of the game easier than later, especially when at War.
When the Wonder is built and it places the Improvements that auto-produces the unit you want, the unit can be auto-produced later when ever you want them to be produced.

Simply set the Improvement so it can be built when a specific Resource is gained and set that Resource to appear when you want the Improvement to start producing the Unit.

Now because the Improvements are placed early by a Wonder, the Improvement cannot start producing the Unit without the Required Resource. Therefore, lets say the Improvement produces the Unit every 10 Turns... IF 10 turns have past since the Improvement was placed, when the Resource is gained the Unit will be produced immediately that turn then every 10 turns after.

This is a Good method for establishing Hordes of the same Unit at specific times because they are all produced on the same turn. It also is a way to have the AI and player gain the Units you want them to have at a specific time in the game.
 
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