Common Errors and/or Crashes Section

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The city considers stuff in vinicity even if that stuff is outside of cultural borders. Bug or feature?
On the screenshot that's tar pit.
 
AI sends immigrants with pair of defence units all around the map like it thinks that immigrant is a settler.
When that group reaches the plot where AI wants to make a city, it stays there forever.
(AI sends normal settlers too in other places)
 
The city considers stuff in vinicity even if that stuff is outside of cultural borders. Bug or feature?
On the screenshot that's tar pit.

Looks like the vicinity code needs to be updated because I would say that is a bug.

Another bug. When I get "combat Sports" Bull Leaping and Labyrinth are supposed to become obsolete but they don't and still provide points to new units. b4=before
 
AI sends immigrants with pair of defence units all around the map like it thinks that immigrant is a settler.
When that group reaches the plot when AI wants to make a city, it stays there forever.
(AI sends normal settlers too in other places)

Immigrant def has:

Code:
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>

The AI for settlers has no clue about immigrants so this UTTERLY screws the AI. The AI will see immigrants as cheap to build settlers, and never build a real settler once it can build immigrants (they also reduce its population when built right (?), which it also doesn't realise). It will then treat them like settlers and take them to city build sites, and wonder forever why it can't get them to found a city.

The mod they came from must have had modified AI code to cope with them. Either that code needs to be ported (does whoever ported this mod to C2C have the source code for the DLL of the original mod??) or we need to write our own. Until that is done we have to disable this mod.
 
Immigrant def has:

Code:
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_SETTLE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>

The AI for settlers has no clue about immigrants so this UTTERLY screws the AI. The AI will see immigrants as cheap to build settlers, and never build a real settler once it can build immigrants (they also reduce its population when built right (?), which it also doesn't realise). It will then treat them like settlers and take them to city build sites, and wonder forever why it can't get them to found a city.

The mod they came from must have had modified AI code to cope with them. Either that code needs to be ported (does whoever ported this mod to C2C have the source code for the DLL of the original mod??) or we need to write our own. Until that is done we have to disable this mod.

Mea culpa. I must have transferred the wrong version. :( Or I have not gotten the python callbacks right. The AI for the immigrant is in the python. I must have missed something.
 
There is an error with the terrain now.

- Salt Flats appears as Marsh
- Ice Appears as Muddy
- Coast Appears as Tundra (underwater)
- Ocean appears as some dark terrain (underwater)
- Marsh appears as green (underwater)
- Muddy appears as green (underwater)

Looks like someone changed the order ... again. :mad:

Or maybe I did not get it quite back into the correct order?:blush:
 
Got this error message when clicking on the MAD Nukes button left corner??

Traceback (most recent call last):

File "CvScreensInterface", line 950, in handleInput

File "CvMainInterface", line 6424, in handleInput

File "CvMADNukesManager", line 141, in interfaceScreen

AttributeError: 'NoneType' object has no attribute 'getPath'
ERR: Python function handleInput failed, module CvScreensInterface
 
From when? It worked in world builder when I made the terrain screenshot the other day. Its only recently that the terrain won't work.
I fixed it now by changing the order of the terrain so that the terrain that is not really terrain is at the end of the order and removed the WB hack that was needed with the modular loading (and therefore some unchangable orders) at the same time.

So as long as peaks, hills, ocean and the like are at the end of the file, you can change the order of the terrains.
 
Got this error message when clicking on the MAD Nukes button left corner??

Traceback (most recent call last):

File "CvScreensInterface", line 950, in handleInput

File "CvMainInterface", line 6424, in handleInput

File "CvMADNukesManager", line 141, in interfaceScreen

AttributeError: 'NoneType' object has no attribute 'getPath'
ERR: Python function handleInput failed, module CvScreensInterface
This is the relevant part of the line in question: ArtFileMgr.getInterfaceArtInfo("MAD_NUKES_MANAGER_BACKGROUND").getPath()

Seems like art info xml for MAD_NUKES_MANAGER_BACKGROUND is missing.
 
I am having a problem with the BUG settings. I am doing the double save technique, but every time I update from the SVN, it seems to forget my settings, and since I update every day, this is kinda annoying.

Any idea how to fix this?
 
I am having a problem with the BUG settings. I am doing the double save technique, but every time I update from the SVN, it seems to forget my settings, and since I update every day, this is kinda annoying.

Any idea how to fix this?

If you are using the SVN copy to play then YES, thats not the main purpose of the SVN, do what i do and maintain a separate C2C folder and just keep updating it, it not that hard, but sometimes it seems that way with all the constant things going into the SVN, but its worth it, definitely. I also keep a separate folder on my desktop marked UserSettings, then when i do an Export, i just place the one i want there and its ready to play.:)
 
Just got about 20 or more errors with the current upload in Subdue Animals for UNITAI_SUBDUED_ANIMAL:confused: (One of them of course if the DH6_schema.

Here are just a few.

The Zebra and Sabretooth problem is because it is being loaded before Subdue Animals not after. I updated my schema to the latest in Okapi but forgot the SVN.:blush:

I think I have fixed them on the SVN now.
 
If you are using the SVN copy to play then YES, thats not the main purpose of the SVN, do what i do and maintain a separate C2C folder and just keep updating it, it not that hard, but sometimes it seems that way with all the constant things going into the SVN, but its worth it, definitely. I also keep a separate folder on my desktop marked UserSettings, then when i do an Export, i just place the one i want there and its ready to play.:)

Huh? Sorry if this SVN 101 or something, but how do you export individual files from the repository? Maybe this is the noob in me talking, but I didn't know that was possible. (I only started using SVN a few months ago to play this awesome mod)

At any rate, your suggestion about a backup UserSettings folder doesn't work when I tried it, the game just went ahead and deleted my settings anyway?:confused:
 
Ctrl+Shift+T wipes out all guilds settled in cities, including master guild buildings (headquarters).
(At least with Realistic Corporations option)
Attached save file with guilds before hitting ctrl+shift+t
 
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