Keldath addons

Dont stop men, you are near of the ctd :)

Me+a lot of ppl are waiting it ^^
 
A few thoughts...

1) Check the upgrade path's just in case you have the same problem Amra had.
(see his thread) anyone who knows XML can look into that.

2) MrGenie Cute Baby... Your correct, A warning in the cmobat routines during compile is a bad thing, sz is usualy used for string manipulation so it very well could be corrupt data. By any chance is this bad combat percentage stuff from DCM/Stack Attack as I am convinced it is bugged. Not like crash bug, just not working right.

3) Axil can I see your log files, something seriously sounds wrong with that.

4) Serax use a file hosting site like filefactory (www.filefactory.com)
 
Hi Ket

Just had a look at my logs and only thing it's reporting in a font missing (no big deal). I'm pretty sure it's just complete overload. Am playing Keldath's on a large map with pretty much over 200 units on screen atm. My game was pretty much slowing as it processed at the end of the turn so I expect i've just found the engine (or my PC's) limits . Not bad for a opty 170 @ 2.6 and a x1900XT
 
keldath,

I am testing the latest 5UU w/patch 2 as well...keep up the good work and I hope to see the 5UU+Amra soon :)
 
Hi there

I was playing Warlords with your mod, including patch 2, and noticed that i had the wonder Gazprom, and the buildings Gas Factory...

But anytime i try to build them, i have a CTD... maybe bc there is no gas resource in game? :lol:

I have both caches disabled, so not a cache problem, i think... :sad:
 
keldath,

Latest 5UU w/patch 2 had a CTD about 15 or so turns into war. It was the second time my city was attacked and the only difference from the first attack was that I put up City Walls.

The AI was also at war with each other and one of them might have had the Great Wall but I didn't check. Savegame is attached if you want...might be best to get 5UU+Amra done and build up from there with some Sevo goodies.
 
might be best to get 5UU+Amra done and build up from there with some Sevo goodies

I agree that would be the best solution - to add 5 UU to Amra's mod first, then make more Unique Buildings in it, and if it works fine - add a lot of technologies and units from Sevomod :goodjob: At last - if it works - add the rest of mods.
 
I concur. It also maybe an idea to leave intregrating Dale's until the very last as that appears to be where the problem lies.
 
hey guys, indeed this is my intention - to start work on the amra mod,

i finnished adidng the units more or less,

now i have to get dale inside,

or do you think guys i should leave it out???

desoite the fact that i fully tested dale mod on my un released kegir v4 for vanilla mod on mp game.

after i finish the 5uu,
this is the stuff that i wonder , if i should add it on the first release, or wait after you guys test it?

*extra civics
*partisan
*dale


if those three would work - ill continue to add prootion,
and the begin to expand the mod to be more sevo alike!
big plans are ahead,

plz tell me what you prfer me to release first with what parts,
and i promiss in two days - ill release the amra+5uu mod! (have a few days off)

Matusalem , welcome to civfanatic - i see its your first post, im honored to be ther first:)

you right the current version is testing, so a lot of stuff is missing...

check back in two days for a newley verion that i spoke of above.
 
@keldath, just my 2 cents worth. as far as adding dale combat, i vote to hold on it. lets get ammras merged, get the kinks and bugs worked out. then prooceed with dales. i play both mods, dale and amras. so far no crashes. i thourghly enjoy the combat from dale. i just think thats the way combat should be. that said lets get a stable version going then start adding to it.
 
Exactly :)

And in meantime you could be adding some techs from sevo's mod ;)

BTW - I've got a few issues about the version for Vanilla... 2 or 3 bugs and a few proposals of better balancing it...

Should i post them ?
 
hey jolly,

yes indeed post them...

the truth is that i gotten lazy...i need to release the new kelgir4...but i was busy to the last days, and im eager to finish the amre5uu,

basicley i finished the merge,

now im cleaning xml errors, i hate this part, each time i make a new version,
really annoying,

also already compiled the dll file with no errors at all.

i made a complete version, with
DALE
PARTISAN
CIVICS
FIVE NATIONS FROM SEVO
TECH TREE FROM MY/SEVO VERSION PLUS THE NEW FROM AMRA


first ill release a clean version for all to test, that will include only :
5uu
tech tree
the five civs.

and in 2-3 patches the remaining items.

once i know its going well,
the reall work shall begin!!!
 
Hey guys, ever deal with a crash when adding a unit to the city build order.

The unit displays fine in World Builder/Pedia and the A.I. can build it fine as well just when the player selects it for build.

Any Idea's nothing in the logs worth mentioning.
 
Great job finishing the amras + 5UU with no erros while compilig :goodjob:

Please - post a link for it as fast as possible, cause I'm dying to test it :D
Will it be possible tonight ? :D

And now the issues with your mod for Vanilla Civ 4:

1. ICBM doesn't require Aluminium to be built. I doesn't require even Rocketry ! That causes that there's no use to build Tactical Warheads, cause they need Aluminium and are harder to obtain :/ IMHO ICBM's should require Aluminium and Rocketry !

2. National Special Force Training Camp needs 10 barracks to be built. I think it's too much ! Especially on smaller maps and/or highest difficulty levels 10 cities is a large country, sometimes almost impossible to build. Besides I think NSFTC hould give advantage to the smaller but well organized and industrially developed countries, not emphasise big and strong countires. I think the NSFTC could require 5 barracks AND 5 hospitals to be build. This will make it equally available for bigger and smaller countries.

3. All Infanry units (Infantry, Bazooka, Commando etc.) Should require some specific resource to be build, cause if they don't - there's hardly a need for saltpeter and musketman - it's better to wait for more modern units... In fact I NEVER needed a gunpowder units after the knight and before infantry !

In Civ 3 that was the Rubber what enabled infantry - what about adding a Rubber Resource required by all infantry units ? Rubber could be revealed with Refining - it will make Saltpetre, Muskets and Riflemen more necessary in the game ;)

3. Rifleman should require Gunpowder !

4. Trade routes over ocean linked to Astronomy is much to late. What about Optics ? I think it would be much more relevant.

5. Civic Gov Funded Healthcare should give more bonuses. Now it gives +2 health and anger penalty for civs without that civic. That makes Herbalism much better option (+2 health AND cities with state religion train units 25% faster).

6. Tsukiji Fish Market doesn't give Tunas. It has double civilopedia entry - one with info that it gives Tuna, the second - that it doesn't. In fact it doesn't. I think it sould give Tunas.

7. IMHO Whales and Ivory (and maybe Furs too) resources should become obsolete with Ecology.
 
Mine/Warlords/War Dogs/CTD
 
jolly.

thanks for the big bug report! i shall fix all of this !!!

i think releaseing the new mod will take 2-3 days....

i have so much to do, i thought it would be easy....
but i have to fill all the new techs with the new units,
and set some new unique b,

also i have a few errors to fix,

but i think im now arounf 60%

once ill set all the graphics, buttons and stuff,
ill upload the frist version.

i putting all my spare time to bring this to you.


ket, i sent you a pm regarding the **known** problem
 
Kel, I removed the button and replaced it with a known working button and I still get the crash. So I have no idea what it can be.
 
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