Common Errors and/or Crashes Section

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When trying to load Sleeeper's game, even with xtras truned on, and the extra leaderhead is STILL get a missing unit: UNIT_ALCHESAY. Also a missing building BUILDING_WARPOLE

I've searched the SVN and the leaderheads and cannot find any trace of this - anyone know what it is and where its defined? I'm guessing Sleeeper also has some extra Civs that are not in the SVN as well as extra leaderheads...?

Without these (but with the custom leaderheads) it's still playing fine for me...
 
Weird.

I'll try to disable Apache and Huns civs and repeat test, maybe it just my box throwing bugs.
throw.gif


Edit: ok seems disabling custom civs didn't change anything (they even weren't spawn on this map), with custom LH's my game can't pass turn. Well nevermind, i'll continue to hunt bugs without them.
 
Weird.

I'll try to disable Apache and Huns civs and repeat test, maybe it just my box throwing bugs.
throw.gif


Edit: ok seems disabling custom civs didn't change anything (they even weren't spawn on this map), with custom LH's my game can't pass turn. Well nevermind, i'll continue to hunt bugs without them.

The unit and building I posted about are extant in your save game so they must have spawned. Where did you get the extra civs from?
 
both are apache items...

Yeh neither appears in the SVN assets anywhere. So is this an old version of an Apache civ? An extra downloaded civ pack? Where do they come from?
 
They both were in svn but removed, i just kept them.

Ah ok, thanks. I've grabbed it from rev 325 and am trying again with Apache included...

Edit - now loads your game with no warnings (so all assets are present)...but still works flawlessly. Playd a further 20 turns without issue :-(

I'm afraid I'm out of ideas right now.
 
Have a weird bug, I have a Coyote Warrior that is near an enemy unit, but it will NOT attack the unit? (see screenie) but it will move anyplace else on that same move?

@SO - reason is a (probable) issue in the unit XML:

Code:
		<UnitInfo>
			<Class>UNITCLASS_COYOTE_RUNNER</Class>
			<Type>UNIT_COYOTE_RUNNER</Type>
                                           ...
			[B]<iCombatLimit>0</iCombatLimit>[/B]
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
                                          ...
		</UnitInfo>

iCombatLimit of 0 means it can take off a max of 0%, and if it can't do any damage it doesn't let you attack with it. Suspect this should be 100
 
Minor problem with dynamic naming. error only happens with "City State".

Actually it's a major problem and it was causing crashes, but I fixed it yesterday or the day before. You're still getting this with the latest SVN? Does it persist across a save and load? If so please post the save game
 
Actually it's a major problem and it was causing crashes, but I fixed it yesterday or the day before. You're still getting this with the latest SVN? Does it persist across a save and load? If so please post the save game

It did not persist across a load. I have just downloaded SVN to 883.
 
@SO - reason is a (probable) issue in the unit XML:

Code:
		<UnitInfo>
			<Class>UNITCLASS_COYOTE_RUNNER</Class>
			<Type>UNIT_COYOTE_RUNNER</Type>
                                           ...
			[B]<iCombatLimit>0</iCombatLimit>[/B]
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
                                          ...
		</UnitInfo>

iCombatLimit of 0 means it can take off a max of 0%, and if it can't do any damage it doesn't let you attack with it. Suspect this should be 100

Gull darn it, i should know better by now, not to trust other peoples stuff:mad:

Thx;)
 
When I liberate island cities -> New civ created -> New civ is my vassal -> Created vassal civ goes free of me and declares war to me -> My civ declares war to everyone else. Everything happens in a row automatically.
So I find myself with war to everyone just after I click liberate cities. Is that intended?
 
Issue still occurring where razed city gets religion spread to it. Not a fatal error, but a bit odd.
 
When I liberate island cities -> New civ created -> New civ is my vassal -> Created vassal civ goes free of me and declares war to me -> My civ declares war to everyone else. Everything happens in a row automatically.
So I find myself with war to everyone just after I click liberate cities. Is that intended?

Doesn't sound intended, but on the other hand unlikely to be new. Suggest you start an 'Outstanding bugs' thread in which issues are listed and the top post can be continually re-edited to cross off fixed issues as they get addressed.
 
Issue still occurring where razed city gets religion spread to it. Not a fatal error, but a bit odd.

I tried to do something about it, but what is really happening is
. you conquer the city
. the religion spreads there
. you raise the city

The messages are just reaching you in the wrong order. :(

Merging that bit of python into the main python probably wont fix it either. Messages from python are delayed.

Error in Great Prophet name.

I thought I had fixed that particular one. Maybe I only did it on my machine. ;) A bunch of the saints have their text key containing _SAINT_ whereas the game text has them called _ST_.:crazyeye: I think somewhere we lost the gametext that came with the G Peope mod and reverted back to the default names in BtS.
 
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