Does anyone know...

the game looks at the civilopedia file when it announces a completion. That text file can be tricky because you must be very precise about matching names - within the civilopedia file & between it and the other text files. It also will cause problems if things as small as a space or punctuation ( / ; and so on ) are in the wrong place, missing, or duplicated.

I doubt the civilopedia txt file would cause an issue if there is a wrong entry name as the game would function without it if it cant find it. The only thing I could think of that could cause a problem here is if the entry name is correct, but the content of it is causing a crash. I think I have gotten a crash before (if i recall correctly) when looking at a civ's description to see the edits I had made just a couple mins before. The crash seemed to be due to a certain character in it (it was not the civilopedia's image).

What I have done recently, I just removed half of the units and unmarked all remaining units from all civilizations in editor. I added around 10 folders with new units to ART folder and yes I found there few incompatible ini's but those unit s where not added yet in editor or civilopedia or pedia, so this cannot cause any problem. I added around 20 new civilizations and I double checked folders for Advisors, Civilopedia/Races, Flics and Leaderheads. Yes I found there wrong pcx's for one civ, it was visible in the game that something was incorrect. I replaced that and now is fine. I found two more strange errors in game, I have two civs/leaderheads with certain flc's in editor which display in the game complete two different leaderheads??
My 32.pcx had wrong palette and cased crash in first turn now is fixed. I didn't touch any building or wonder splashed, noting was changed, removed or added but the game is still crashing after all changes I've done until today, when I want to build something different than unit, so building, small and big wonder....

Just had a thought, you havent edited the script.txt have you? Not sure if this could be a problem but there are several entries here that show popups ingame when you build something. It may or may not be related though, but it does say that if wrongly edited it can cause civ3 to malfunction. You did say it "crash when building time is finish".
 
No I haven't edited script.txt.

You did say it "crash when building time is finish" - Yes, I can choose building or wonder to build and then wait number of turns but when building is completed then is crushing.
 
I observed couple new things which might caused crash but still can't find solution.

One thing is most important I think during the building process. In normally working game when you build your first city, automatically basic infantry unit is chosen for production but in my mod production window is empty and I have to go myself into it and pick unit or building for production.

The other thing is about my two AI non playable civs. They were perfectly fine before but now when I find them on map and want to contact them in diplomacy screen, both of them have completely different flc's shown than those attached in editor, look like randomly chosen. I deleted both civs and added once again with different flc's which I used previously and I know they working fine. Now when I try to contact those civ's in diplomacy screen flc's are completely black. When civ's itself trying to contact me the game is crashing. All paths to files in editor are ok.

@timerover51 - you have my mod files, I change few things in *biq file and pedia and civpedia. I removed all civilizations except two and barbarians. I decided to go back to the point where everything was working fine. I unattached all units in editor, except barbarian units, default settler and worker unit and kings, army and leader units. Everything in civpedia and pedia about RACE_DESCRIPTION and advisors, leaderheads, civilopedia/race was deleted I left only stuff for those two civs what was working fine. I didn't change anything else in my mod, so now when everything is removed or muted my game should work but is still crashing.
 

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I can't address the other issues, but completely black flcs, like unexpected black in other graphics, often indicate a problem with the palette of the file. There are oher causes, but someone else with experience will have to remind us.
 
I can't address the other issues, but completely black flcs, like unexpected black in other graphics, often indicate a problem with the palette of the file. There are oher causes, but someone else with experience will have to remind us.

That's what I thought but then I swap flc's with other working flc's I use in the same mod or in different mod, problem still exist.
 
I observed couple new things which might caused crash but still can't find solution.

One thing is most important I think during the building process. In normally working game when you build your first city, automatically basic infantry unit is chosen for production but in my mod production window is empty and I have to go myself into it and pick unit or building for production.

The other thing is about my two AI non playable civs. They were perfectly fine before but now when I find them on map and want to contact them in diplomacy screen, both of them have completely different flc's shown than those attached in editor, look like randomly chosen. I deleted both civs and added once again with different flc's which I used previously and I know they working fine. Now when I try to contact those civ's in diplomacy screen flc's are completely black. When civ's itself trying to contact me the game is crashing. All paths to files in editor are ok.

@timerover51 - you have my mod files, I change few things in *biq file and pedia and civpedia. I removed all civilizations except two and barbarians. I decided to go back to the point where everything was working fine. I unattached all units in editor, except barbarian units, default settler and worker unit and kings, army and leader units. Everything in civpedia and pedia about RACE_DESCRIPTION and advisors, leaderheads, civilopedia/race was deleted I left only stuff for those two civs what was working fine. I didn't change anything else in my mod, so now when everything is removed or muted my game should work but is still crashing.

is your BIQ corrupted or something? that's alot of peculiar issues and no matter what you delete it doesnt seem to be fixing your problem. Have you tried copying the rules to another BIQ and see if it carries over the same problems? Sometimes you just have to do weird work arounds and maybe it will fix itself.
 
register, there is something wrong with your city screen graphics. I set your biq to Debug mode and set the SWs to be very cheap without perequisites - to see what happens with these SWs. When the SW is built, the splash can be seen and than comes the crash before the domestic advisor screen is popping up. If you rename the city screen folder in your mod so it is not used (may be City Screen-orig), as the game now uses the standard city screen graphics, there is no more crash and the game continues. So there is something wrong inside this folder. Unfortunately at present I don´t have the time to have a look in all your graphics inside that folder.

Another problem is, that many of your civs cannot build any military units from start (Steph here had some problems with his Napoleonic mod, too). I think this triggers the strange behaviour in the city screen that nothing shows up to build (in one turn :)). As far as I remember there should always be the option that the AI can at least build one military unit normally.

Another problem could be your many different battle created units as in the general settings only one unit can be assigned to be battle created. That´s why I let my hands always away from such settings.

A personal experience about deleting anything in the editor. When I did this it always caused a big mess in my biq. So I don´t delete here anything. If something isn´t needed any longer, I give it perequisites, so they don´t appear in gameplay.

For civs that shouldn´t be used by the human players use the players setting in the editor.

Your scenario will become one of the top scenarios for C3C when all is working well, but I fear you have to rebuild the biq from the scratch.
 
is your BIQ corrupted or something? that's alot of peculiar issues and no matter what you delete it doesnt seem to be fixing your problem. Have you tried copying the rules to another BIQ and see if it carries over the same problems? Sometimes you just have to do weird work arounds and maybe it will fix itself.

I can't import it. I have an error during import.
 
Civinator, you have found solution to my problem :) I have to add to civ one basic unit and everything is working fine :) My man.

The only thing I don't know still why two civs have good flc's attached but in the game diplomacy screen is black. The funny is that when I start the game and want to pick one of those civ, my flc's looking all right.

Thanks for a help.
 
For civs that shouldn´t be used by the human players use the players setting in the editor.
For my AI civ's I set civilization default's in scenario properties. I had such a setting before with no problems whatsoever.

"Another problem could be your many different battle created units as in the general settings only one unit can be assigned to be battle created. That´s why I let my hands always away from such settings." - do you mean here that I have to many units and I will overload my mod?
 
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