Mod crashes when entering renaissance era

g0datwork2

Chieftain
Joined
Jan 13, 2015
Messages
12
I made a new civ in a mod and it seems to be working expect it crashes when entering the renaissance era. One UU replaces a musketman so I assume that has something to do with the crash. Im not sure.
 

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  • Death Eaters (v 1).zip
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One minor nit
Code:
<Class>UNITCLASS_MUSKETMAN</Class>
<Type>UNIT_DEATHEATER</Type>
<PrereqTech>TECH_GUNPOWDER</PrereqTech>
<Combat>28</Combat>
<Cost>150</Cost>
<FaithCost>300</FaithCost>
<RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
<Moves>3</Moves>
<CombatClass>[COLOR="Red"]UNITCOMBAT_MELEE[/COLOR]</CombatClass>
Musketman-Class units should be UNITCOMBAT_GUN and not UNITCOMBAT_MELEE.


Your crash is symptomatic of no spy names when running a custom modded civ in either G&K or BNW. And you have no spy names as part of your civ.
 
What he said. ^^
As soon as I read the thread title, I knew with 99% certainty that you made a civ without spy names. :p

As for the musketman, if that were to cause you any problems, it would either be at the civ selection screen, during loading/generating the game, or upon building the unit (which from my experience would only occur alongside a graphical error, but's that's a completely different can of worms). But not just when you enter the unit's prerequisite era.
 
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