Final Fixes Reborn

Also, are the Hippus expected to get any unique units? Noticed that they're one of those few civs where it's literally just a hero at present.

It obviously had to be cavalry units. But then, even a Master Rancher + normal Hippus cavalry = very OP cavalry due to their special horsetack and mount only Hippus can use(don't remember if they also got a special armor). My suggestion is to just give them a 'normal' UU. No difference in attack/defence/movement to their regular counterpart but with a free Bounty Hunting promotion to keep up with the mercenary theme.
 
Also, are the Hippus expected to get any unique units? Noticed that they're one of those few civs where it's literally just a hero at present.
It obviously had to be cavalry units. But then, even a Master Rancher + normal Hippus cavalry = very OP cavalry due to their special horsetack and mount only Hippus can use(don't remember if they also got a special armor). My suggestion is to just give them a 'normal' UU. No difference in attack/defence/movement to their regular counterpart but with a free Bounty Hunting promotion to keep up with the mercenary theme.
Well, the reality is a bit different :
ALL hippus mounted units are UU, with same name as the normal unit : their special racial promotion is really OP (much more than the ljos or svart promotion), and that make them all UU-equivalent.

Furthermore, they have a UU (I don't remember if its all FFH2 or only a few modmod): the Mercenaries bought by Hippus are all Mounted Mercs
 
Well, the reality is a bit different :
ALL hippus mounted units are UU, with same name as the normal unit : their special racial promotion is really OP (much more than the ljos or svart promotion), and that make them all UU-equivalent.

Furthermore, they have a UU (I don't remember if its all FFH2 or only a few modmod): the Mercenaries bought by Hippus are all Mounted Mercs
With the new mercenary system that's not really a thing anymore is it? There's no specific Mercenary or Mounted Mercenary unit, but I suppose the merc discount is meant to represent that.
 
oh.. you're right ...
it's been a long time that I used mercs.. and played AoE at the same time so I forgot about that.

Anyway, they have all-mounted UU ?
 
Captain Blackheart's diplo music needs the volume dialling down significantly. It hurts my ears.
Noted, i'll fix it when possible

Oh, and the Malakim get a unique Champion that appears to have the exact same stats as the normal Champion with absolutely nothing differentiating the two.
The difference is in the update line. The malakim champion can be upgraded from or upgrade to some unitclasses that the classic champion cannot. I don't remember what exactly, and i don't have the code on hand to check. I would be interested in maybe giving them a bit more and make them a full UU.

Hi there me again got some news regarding the bug with the austrin. Don't know if this is a separate bug or not but the game CTD:s whenever I move any unit between a ship and land. Now this only happens if I don't use the unload ship command.
Would appreciate if someone looked into this.
I'll look into it asap. I've got a computer issue so it may take a few days.

Basically I think what we need to do is determine a set of themes for each of the alignment options. Like for example:

Good = Fighting evil, healing, support, aid...
Lawful = Order, law, command...
Chaos = ...

Once we have those we can figure out which unit fits which alignment best and how to make them lore as opposed to mechanical foils.
To me, law is a lot about dicipline and valuing the collective above the individual. The first soldiers of law I think of fight in perfect formations and stand fast against an overwhelming onslaught, which strikes me as a really defensive thing. Now, valuing oneself's surival above all else is quite a neutral/ethical neutral value, so a defensive unit could be neutral as well.


In response to the general alignment units discussion: I appreciate the flavourfulness if the opposite alignment units aren't just mirrors of one another, it's important to make them feel somewhere near equally interesting. When I've been good nations I've lamented how I'm stuck with the quite boring paladin (sure it's strong and good against demons, but raw strength is fleeting and I way too seldom even have the Infernals called into my game to have much use for the smiting aspect) when I could have had the much more interesting and useful Druid, with the powerful Entangle spell and possibility to gain third level divine spellcasting if upgraded from a priest...

I agree with Bearmarshal : Alignement UU shouldn't be "mirrors".
it could also be interesting to not have all of them be "melee" units.
(I further bring back the inherent issue with defensive units : difficulty to gain xp + less possibility of use (you decide where you attack ; you don't decide where/when you defend)

for defining alignement UU, I agree that knowing what each alignement is supposed to represent should help a lot.
However I propose that we wait for the "dev diary" on alignement...;)

On the alignment stuff, Good/Evil is the position in the Godswar, so the Paladin/Eidolon opposition work for this. Neutral is either pragmatists or people who don't want to take sides. I'm not sure what kind of unit could work there, though i'm tempted with a Arcane/Divine unit to give it the ability to be very versatile.

For Lawful/Chaotic, it's more the societal structure of the civ. Berserk, as units that follow no rules, work well as chaotic, some kind of Rogue could maybe work too. For the lawful, the commanding units with pacifying bonuses to cities that have been mentioned would work well. For ethical neutral, i have more trouble defining it.




It obviously had to be cavalry units. But then, even a Master Rancher + normal Hippus cavalry = very OP cavalry due to their special horsetack and mount only Hippus can use(don't remember if they also got a special armor). My suggestion is to just give them a 'normal' UU. No difference in attack/defence/movement to their regular counterpart but with a free Bounty Hunting promotion to keep up with the mercenary theme.

Also, are the Hippus expected to get any unique units? Noticed that they're one of those few civs where it's literally just a hero at present.

Well, the reality is a bit different :
ALL hippus mounted units are UU, with same name as the normal unit : their special racial promotion is really OP (much more than the ljos or svart promotion), and that make them all UU-equivalent.

Furthermore, they have a UU (I don't remember if its all FFH2 or only a few modmod): the Mercenaries bought by Hippus are all Mounted Mercs



With the new mercenary system that's not really a thing anymore is it? There's no specific Mercenary or Mounted Mercenary unit, but I suppose the merc discount is meant to represent that.


oh.. you're right ...
it's been a long time that I used mercs.. and played AoE at the same time so I forgot about that.

Anyway, they have all-mounted UU ?

On the Hippus, at this point, they have no unique units, but a serious discount on mercenaries, and the ability to send their own units as mercenaries. They also get a racial promo and a few unique Master promotions making their mounter units the best in game. I would like to give them some additional unique units, but exactly what is unclear ( some kind of mounted or charioted mage line would be a possibility)
 
Hi there me again got some news regarding the bug with the austrin. Don't know if this is a separate bug or not but the game CTD:s whenever I move any unit between a ship and land. Now this only happens if I don't use the unload ship command.
Would appreciate if someone looked into this.

i think the bug only occurs when you try to move a unit more than one tile from the ship. if you just move the unit on the land tile next to the ship there is no crash ( i hope...)

on a similar theme, there is still the long standing bug that you can't use the austrin ship ability 'exploration party'(?) outside of an actual austrin port. i'm sure this is also true of a lanun ship ability too.
 
Goodness, back into Civ 4 again after my interest in it wore off last time and I'm extremely impressed at the continued level of activeness you've got going, Imperator. Your seemingly implacable dedication is inspiring to us all!

That said, does anyone have an updated list of what all emergent leaders have their traits fully implemented? Or, you know, the ones that /should/ have their traits fully implemented. There's nothing to indicate as such in the civilipedia and none of the recent posts mentioning the word "emergent" turned up anything for me.
 
i think the bug only occurs when you try to move a unit more than one tile from the ship. if you just move the unit on the land tile next to the ship there is no crash ( i hope...)

on a similar theme, there is still the long standing bug that you can't use the austrin ship ability 'exploration party'(?) outside of an actual austrin port. i'm sure this is also true of a lanun ship ability too.
i'll take a look at that, probably just a miswritten python req

Goodness, back into Civ 4 again after my interest in it wore off last time and I'm extremely impressed at the continued level of activeness you've got going, Imperator. Your seemingly implacable dedication is inspiring to us all!

That said, does anyone have an updated list of what all emergent leaders have their traits fully implemented? Or, you know, the ones that /should/ have their traits fully implemented. There's nothing to indicate as such in the civilipedia and none of the recent posts mentioning the word "emergent" turned up anything for me.
The list of the currently implemented emergent leaders is :

Yakut of the Kuriotates, with Egalitarian
Reorx of the Khazad, with Veinhunter
Naxus of the Amurites, with Necromancer
Lorelei of the Amurites, with Hydromancer
Nojah of the Balseraph, with Illusionist
Elijah of the Calabim, with Dominant
Hafgan of the Clan, with Scorched Earth
Gaius of the Bannor, with Theocratic
Mordmorgan of the Lanun, with Virtuous Pirate
Duin of the Doviello, with Lycanthropic
Corane of the Archosian, with Spiderkin

Normally, the ones that are complete are the ones who have a small description of how to gain the trait in their pedia page.

In addition, the Elohim use the mechanic to give them a small trait each time they get control of a UF.
 
going back to the lanun.... i gave the black wind the subdue animal promotion, but it never captured anything. i think the bounty for killing a creature overrides it?
 
Someone mentioned siege weapons a few pages back and that got me thinking. Right now civs have 1-2 siege weapons depending on if they get cannon. That's a bit... boring isn't it? Maybe it might be a good idea to make some sort of alternative siege weapon to replace the cannon for those civs that don't get it.
 
Someone mentioned siege weapons a few pages back and that got me thinking. Right now civs have 1-2 siege weapons depending on if they get cannon. That's a bit... boring isn't it? Maybe it might be a good idea to make some sort of alternative siege weapon to replace the cannon for those civs that don't get it.
Cannon's meant to be good against cities. Perhaps have one that's good against units instead, with bonus to collateral damage. Ballista?
 
i'm taking ideas if you have some ^^
The issue is that basically I can't find a good role for it. Basically the only thing you'd ever want to use siege weapons in this mod is if you don't have a fireball handy. But even than you have archers to soften stacks up.

Like, call me crazy but unless I am playing mechanos my beeline is for fireballs and a mage and I basically don't use catapults at all.
 
The issue is that basically I can't find a good role for it. Basically the only thing you'd ever want to use siege weapons in this mod is if you don't have a fireball handy. But even than you have archers to soften stacks up.

Like, call me crazy but unless I am playing mechanos my beeline is for fireballs and a mage and I basically don't use catapults at all.

Often you don't have Fire Mana, though, and even though Arcane Barges can cast Fireball, you can't use them to attack inland. So I've found that usually I do need Siege Weapons. But it really depends, since there are plenty of spells that do collateral damage, often severe enough that the city's cultural defense doesn't make much difference.

Having said that, I agree with fleshing out the Siege line a bit. Maybe move the Trebuchet away from being a Khazad UU Catapult replacement and have it be an intermediate upgrade between Catapult and Cannon, so we have more than two tiers.
 
Been trying to play the Makara order, but I've been more and more frequent crashes the further I get into the game. Normally I just try doing something different when I re-load it, but it seems that's not going to work this time. I enabled logging in the Civconfig and from what I can tell, the two files in the spoiler tags seem to be conflict reports.
I don't know what all information is useful, so for now I'm just going to attach the Lsystem and resmgr logs and wait for whatever else you might need instead of just throwing in a metric ton of information at you.

Spoiler Lsystem :

Initial System for XML/Buildings/CIV4CityLSystem.xml:
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CITY_ROOT: [w=16.0 h=16.0] [0 art, 1 prods]
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Node_2x1: [w=2.0 h=1.0] [0 art, 2 prods]
Node_5x6: [w=5.0 h=6.0] [0 art, 1 prods]
Node_6x5: [w=6.0 h=5.0] [0 art, 6 prods]
<T> BuildingsUsingCustomLayoutEngines: [w=1.0 h=1.0] [12 art, 0 prods]
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<T> Leaf_4x2: [w=4.0 h=2.0] [2 art, 0 prods]
Node_4x4: [w=4.0 h=4.0] [0 art, 3 prods]
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Node_5x5: [w=5.0 h=5.0] [0 art, 6 prods]
Node_8x2: [w=8.0 h=2.0] [0 art, 1 prods]

------------------------------------------------------------------------
Initial System for XML/Buildings/CIV4PlotLSystem.xml:
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GNode_4x4: [w=4.0 h=4.0] [0 art, 1 prods]
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Node_2x1: [w=2.0 h=1.0] [0 art, 3 prods]
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Initial System for XML/Buildings/CIV4CityLSystem.xml:
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------------------------------------------------------------------------
Initial System for XML/Buildings/CIV4PlotLSystem.xml:
------------------------------------------------------------------------
Nodes:
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------------------------------------------------------------------------
building:Art/Structures/Buildings/Palace Calabim/forteuro4.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Mage Guild/cathedral.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Hope/sfx_epic_healer_crush_1h.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Mage Guild/cathedral.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Hope/sfx_epic_healer_crush_1h.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Mage Guild/cathedral.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Well/Well.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/medpalace hippus/hippusmedpalace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Siegeworkshop/Siegeworkshop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/an hippus/an_hippus.nif::2x2x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Well/Well.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Siegeworkshop/Siegeworkshop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
building:Art/Structures/Buildings/Palace Bannor/palace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Siegeworkshop/Siegeworkshop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Mage Guild/cathedral.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_03 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_03 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_01 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x2x2_05 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_01 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x2x2_01 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_01 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x2 has no generic art matching constraint 0.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
Warning: Node Leaf_2x2 has no generic art matching constraint 0.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x1 has no generic art matching constraint 0.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_01 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
Warning: Node Leaf_2x2 has no generic art matching constraint 0.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 90.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Well/Well.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Palace Calabim/forteuro4.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Siegeworkshop/Siegeworkshop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Well/Well.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Siegeworkshop/Siegeworkshop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Error: could not load Art/Structures/Improvements/Penguins/pig.kfm
Error: could not load Art/Structures/Improvements/Penguins/pig.kfm


Spoiler resmgr :

RESMGR: Texture civtitle.dds failed to load
RESMGR: Texture Art/Interface/Buttons/Promotions/BigPinkBox.dds failed to load
RESMGR: Texture nogloss.dds failed to load
RESMGR: Failed loading file Art/Structures/Improvements/Penguins/pig.kfm. Error message: A file I/O error occurred.
RESMGR: Texture walruspacific_adult_m.dds failed to load
RESMGR: Failed loading file Art/Structures/Improvements/Penguins/pig.kfm. Error message: A file I/O error occurred.
RESMGR: Texture shoulderpad.dds failed to load
RESMGR: Texture shoulderpad_gloss.dds failed to load
RESMGR: Texture spikes_gloss.dds failed to load
RESMGR: Texture woodstonespear_gloss.dds failed to load
RESMGR: Texture scout_128gloss.dds failed to load
RESMGR: Texture ewc_driver_128.dds failed to load
RESMGR: Texture FlagDECAL.dds failed to load
RESMGR: Texture PlayerColor01.tga failed to load
RESMGR: Texture PlayerColor02.tga failed to load
 
Often you don't have Fire Mana, though, and even though Arcane Barges can cast Fireball, you can't use them to attack inland. So I've found that usually I do need Siege Weapons.
That's the thing though. Right now the role of siege weapons is literally "well if you don't have fire mana".
 
Been trying to play the Makara order, but I've been more and more frequent crashes the further I get into the game. Normally I just try doing something different when I re-load it, but it seems that's not going to work this time. I enabled logging in the Civconfig and from what I can tell, the two files in the spoiler tags seem to be conflict reports.
I don't know what all information is useful, so for now I'm just going to attach the Lsystem and resmgr logs and wait for whatever else you might need instead of just throwing in a metric ton of information at you.

Spoiler Lsystem :

Initial System for XML/Buildings/CIV4CityLSystem.xml:
------------------------------------------------------------------------
Nodes:
Emergency_Overflow: [w=0.5 h=0.5] [0 art, 1 prods]
<T> Leaf_1x1: [w=1.0 h=1.0] [253 art, 0 prods]
Node_2x2: [w=2.0 h=2.0] [0 art, 6 prods]
Node_3x1: [w=3.0 h=1.0] [0 art, 3 prods]
Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
EONode: [w=4.0 h=4.0] [0 art, 5 prods]
<T> Leaf_2x1: [w=2.0 h=1.0] [340 art, 0 prods]
Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
Node_4x1: [w=4.0 h=1.0] [0 art, 4 prods]
<T> Leaf_2x2: [w=2.0 h=2.0] [85 art, 0 prods]
<T> Leaf_3x1: [w=3.0 h=1.0] [69 art, 0 prods]
Node_16x16: [w=16.0 h=16.0] [0 art, 3 prods]
Node_3x3: [w=3.0 h=3.0] [0 art, 3 prods]
Node_4x2: [w=4.0 h=2.0] [0 art, 5 prods]
CITY_ROOT: [w=16.0 h=16.0] [0 art, 1 prods]
<T> Leaf_3x2: [w=3.0 h=2.0] [2 art, 0 prods]
Node_2x1: [w=2.0 h=1.0] [0 art, 2 prods]
Node_5x6: [w=5.0 h=6.0] [0 art, 1 prods]
Node_6x5: [w=6.0 h=5.0] [0 art, 6 prods]
<T> BuildingsUsingCustomLayoutEngines: [w=1.0 h=1.0] [12 art, 0 prods]
<T> Leaf_3x3: [w=3.0 h=3.0] [2 art, 0 prods]
<T> Leaf_4x2: [w=4.0 h=2.0] [2 art, 0 prods]
Node_4x4: [w=4.0 h=4.0] [0 art, 3 prods]
Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
Node_8x8: [w=8.0 h=8.0] [0 art, 1 prods]
<T> Leaf_4x4: [w=4.0 h=4.0] [1 art, 0 prods]
Node_5x5: [w=5.0 h=5.0] [0 art, 6 prods]
Node_8x2: [w=8.0 h=2.0] [0 art, 1 prods]

------------------------------------------------------------------------
Initial System for XML/Buildings/CIV4PlotLSystem.xml:
------------------------------------------------------------------------
Nodes:
<T> BLeaf_4x4: [w=4.0 h=4.0] [2 art, 0 prods]
<T> GLeaf_2x1: [w=2.0 h=1.0] [12 art, 0 prods]
Node_2x2: [w=2.0 h=2.0] [0 art, 5 prods]
Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
<T> GLeaf_2x2: [w=2.0 h=2.0] [12 art, 0 prods]
Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
PLOT_ROOT: [w=12.0 h=12.0] [0 art, 10 prods]
Water_Worked_4x4: [w=6.0 h=6.0] [0 art, 4 prods]
<T> BLeaf_1x1: [w=1.0 h=1.0] [206 art, 0 prods]
<T> GLeaf_3x2: [w=3.0 h=2.0] [12 art, 0 prods]
<T> Leaf_Water_Worked_4x4: [w=4.0 h=4.0] [1 art, 0 prods]
Node_12x12: [w=12.0 h=12.0] [0 art, 10 prods]
Node_4x2: [w=4.0 h=2.0] [0 art, 7 prods]
<T> BLeaf_2x1: [w=2.0 h=1.0] [253 art, 0 prods]
<T> BLeaf_4x3: [w=6.0 h=6.0] [1 art, 0 prods]
<T> GLeaf_4x2: [w=4.0 h=2.0] [12 art, 0 prods]
GNode_4x4: [w=4.0 h=4.0] [0 art, 1 prods]
<T> Leaf_Farm_4x4: [w=4.0 h=4.0] [76 art, 0 prods]
<T> Leaf_LandImprovement_4x4: [w=4.0 h=4.0] [15 art, 0 prods]
<T> Leaf_Water_Improvement_4x4: [w=4.0 h=4.0] [1 art, 0 prods]
Node_2x1: [w=2.0 h=1.0] [0 art, 3 prods]
<T> BLeaf_2x2: [w=2.0 h=2.0] [59 art, 0 prods]
Farm_4x4: [w=4.0 h=4.2] [0 art, 1 prods]
Node_4x4: [w=4.0 h=4.0] [0 art, 5 prods]
Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
<T> BLeaf_3x2: [w=3.0 h=2.0] [40 art, 0 prods]
<T> Leaf_Farm_1x1: [w=1.0 h=1.0] [5 art, 0 prods]
<T> BLeaf_4x2: [w=4.0 h=2.0] [7 art, 0 prods]

------------------------------------------------------------------------
Initial System for XML/Buildings/CIV4CityLSystem.xml:
------------------------------------------------------------------------
Nodes:
Emergency_Overflow: [w=0.5 h=0.5] [0 art, 1 prods]
<T> Leaf_1x1: [w=1.0 h=1.0] [253 art, 0 prods]
Node_2x2: [w=2.0 h=2.0] [0 art, 6 prods]
Node_3x1: [w=3.0 h=1.0] [0 art, 3 prods]
Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
EONode: [w=4.0 h=4.0] [0 art, 5 prods]
<T> Leaf_2x1: [w=2.0 h=1.0] [340 art, 0 prods]
Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
Node_4x1: [w=4.0 h=1.0] [0 art, 4 prods]
<T> Leaf_2x2: [w=2.0 h=2.0] [85 art, 0 prods]
<T> Leaf_3x1: [w=3.0 h=1.0] [69 art, 0 prods]
Node_16x16: [w=16.0 h=16.0] [0 art, 3 prods]
Node_3x3: [w=3.0 h=3.0] [0 art, 3 prods]
Node_4x2: [w=4.0 h=2.0] [0 art, 5 prods]
CITY_ROOT: [w=16.0 h=16.0] [0 art, 1 prods]
<T> Leaf_3x2: [w=3.0 h=2.0] [2 art, 0 prods]
Node_2x1: [w=2.0 h=1.0] [0 art, 2 prods]
Node_5x6: [w=5.0 h=6.0] [0 art, 1 prods]
Node_6x5: [w=6.0 h=5.0] [0 art, 6 prods]
<T> BuildingsUsingCustomLayoutEngines: [w=1.0 h=1.0] [12 art, 0 prods]
<T> Leaf_3x3: [w=3.0 h=3.0] [2 art, 0 prods]
<T> Leaf_4x2: [w=4.0 h=2.0] [2 art, 0 prods]
Node_4x4: [w=4.0 h=4.0] [0 art, 3 prods]
Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
Node_8x8: [w=8.0 h=8.0] [0 art, 1 prods]
<T> Leaf_4x4: [w=4.0 h=4.0] [1 art, 0 prods]
Node_5x5: [w=5.0 h=5.0] [0 art, 6 prods]
Node_8x2: [w=8.0 h=2.0] [0 art, 1 prods]

------------------------------------------------------------------------
Initial System for XML/Buildings/CIV4PlotLSystem.xml:
------------------------------------------------------------------------
Nodes:
<T> BLeaf_4x4: [w=4.0 h=4.0] [2 art, 0 prods]
<T> GLeaf_2x1: [w=2.0 h=1.0] [12 art, 0 prods]
Node_2x2: [w=2.0 h=2.0] [0 art, 5 prods]
Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
<T> GLeaf_2x2: [w=2.0 h=2.0] [12 art, 0 prods]
Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
PLOT_ROOT: [w=12.0 h=12.0] [0 art, 10 prods]
Water_Worked_4x4: [w=6.0 h=6.0] [0 art, 4 prods]
<T> BLeaf_1x1: [w=1.0 h=1.0] [206 art, 0 prods]
<T> GLeaf_3x2: [w=3.0 h=2.0] [12 art, 0 prods]
<T> Leaf_Water_Worked_4x4: [w=4.0 h=4.0] [1 art, 0 prods]
Node_12x12: [w=12.0 h=12.0] [0 art, 10 prods]
Node_4x2: [w=4.0 h=2.0] [0 art, 7 prods]
<T> BLeaf_2x1: [w=2.0 h=1.0] [253 art, 0 prods]
<T> BLeaf_4x3: [w=6.0 h=6.0] [1 art, 0 prods]
<T> GLeaf_4x2: [w=4.0 h=2.0] [12 art, 0 prods]
GNode_4x4: [w=4.0 h=4.0] [0 art, 1 prods]
<T> Leaf_Farm_4x4: [w=4.0 h=4.0] [76 art, 0 prods]
<T> Leaf_LandImprovement_4x4: [w=4.0 h=4.0] [15 art, 0 prods]
<T> Leaf_Water_Improvement_4x4: [w=4.0 h=4.0] [1 art, 0 prods]
Node_2x1: [w=2.0 h=1.0] [0 art, 3 prods]
<T> BLeaf_2x2: [w=2.0 h=2.0] [59 art, 0 prods]
Farm_4x4: [w=4.0 h=4.2] [0 art, 1 prods]
Node_4x4: [w=4.0 h=4.0] [0 art, 5 prods]
Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
<T> BLeaf_3x2: [w=3.0 h=2.0] [40 art, 0 prods]
<T> Leaf_Farm_1x1: [w=1.0 h=1.0] [5 art, 0 prods]
<T> BLeaf_4x2: [w=4.0 h=2.0] [7 art, 0 prods]

------------------------------------------------------------------------
building:Art/Structures/Buildings/Palace Calabim/forteuro4.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Mage Guild/cathedral.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Hope/sfx_epic_healer_crush_1h.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Mage Guild/cathedral.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Hope/sfx_epic_healer_crush_1h.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Mage Guild/cathedral.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Well/Well.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/medpalace hippus/hippusmedpalace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Siegeworkshop/Siegeworkshop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/an hippus/an_hippus.nif::2x2x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Well/Well.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Siegeworkshop/Siegeworkshop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
building:Art/Structures/Buildings/Palace Bannor/palace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Siegeworkshop/Siegeworkshop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Mage Guild/cathedral.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_03 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_03 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_01 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x2x2_05 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_01 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x2x2_01 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_01 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x2 has no generic art matching constraint 0.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
Warning: Node Leaf_2x2 has no generic art matching constraint 0.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x1 has no generic art matching constraint 0.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_01 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
Warning: Node Leaf_2x2 has no generic art matching constraint 0.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 90.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x2_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
generic:Art/Structures/Cities/med ljos/ljos.nif::1x1x1_02 does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Well/Well.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Palace Calabim/forteuro4.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Siegeworkshop/Siegeworkshop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Well/Well.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Siegeworkshop/Siegeworkshop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Error: could not load Art/Structures/Improvements/Penguins/pig.kfm
Error: could not load Art/Structures/Improvements/Penguins/pig.kfm


Spoiler resmgr :

RESMGR: Texture civtitle.dds failed to load
RESMGR: Texture Art/Interface/Buttons/Promotions/BigPinkBox.dds failed to load
RESMGR: Texture nogloss.dds failed to load
RESMGR: Failed loading file Art/Structures/Improvements/Penguins/pig.kfm. Error message: A file I/O error occurred.
RESMGR: Texture walruspacific_adult_m.dds failed to load
RESMGR: Failed loading file Art/Structures/Improvements/Penguins/pig.kfm. Error message: A file I/O error occurred.
RESMGR: Texture shoulderpad.dds failed to load
RESMGR: Texture shoulderpad_gloss.dds failed to load
RESMGR: Texture spikes_gloss.dds failed to load
RESMGR: Texture woodstonespear_gloss.dds failed to load
RESMGR: Texture scout_128gloss.dds failed to load
RESMGR: Texture ewc_driver_128.dds failed to load
RESMGR: Texture FlagDECAL.dds failed to load
RESMGR: Texture PlayerColor01.tga failed to load
RESMGR: Texture PlayerColor02.tga failed to load
When are the crashes? If it's on end of turn, install the 4GB patch. If it isn't, what are you doing before it crashes?
 
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