Modular CtD

tyranny12

Chieftain
Joined
Nov 2, 2007
Messages
98
Just got back into Civ. Figured I'd try the new FF. Since I've got time constraints I figured I'd try some other modmods.

Unfortunately - I'm getting the CTDs I've seen in other threads. Below are the details. I did as much searching and testing as possible.

XP, SP3. BtS 3.17. FfH2 034h, FF 043d.

If I have modular loading turned on and nothing in \Assets\Modules, it's ok. If I have even the smallest modmod in \Assets\Modules, I get CTD on load. I used current one's (Apep's) and an old Horseman ModMod I had laying around which just changed their strength.

The CTD is at the InitXML stage, 100% of the time. This install of XP is actually just for playing Civ4, it sees pretty much no other use. This crash is rather disappointing, since I'd love to tweak Fall Further to my own preferences.
 
Oh, and I can load all ModMods I tested in FfH2 034h vanilla with no difficulties.
 
Time for a FF module thread, methinks. The .dll has diverged enough from FFH2 to commonly give CTDs. I fixed one of mine the other day - didn't take long (at least for that very small one.) With a little luck I'll do several - or a couple of the more popular ones - "soonish" and post 'em.
 
[to_xp]Gekko;7504105 said:
old horseman modmod? that's probably the culprit. try using only apep's one and see if it works ;)

Did that (= I used the horseman after Apep's failed, since I wrote it and knew it only had one difference. Of Apep's, I've tried Civics & Wonders, independently.
 
Time for a FF module thread, methinks. The .dll has diverged enough from FFH2 to commonly give CTDs. I fixed one of mine the other day - didn't take long (at least for that very small one.) With a little luck I'll do several - or a couple of the more popular ones - "soonish" and post 'em.

Gah is that implying that the XML structure is so fundamentally different most modular mods won't work?
 
Did a quick compare:

The old horseman file had significant additional tags. At least back in May, empty tags or NONEs and such didn't matter, but there are certainly a lot of differences. Given some of their content (bImmortal?) I find it hard to believe that they aren't just not used in FF's horseman.

For comparision, I just pulled a compare on a Apep's Wonder vs. a standard FF Wonder. Mostly subtags, not nearly as many - iCommerce, Bonus Mana, TechPreReqs, SpecialistCount, BuildingClassNeeded are additional subtabs in the Apep Wonder, and the FF Wonder has iGlobalResistEnemyModify and iGlobalResistModify, as well as bSeeInvisible and bHideUnits.

It's on my desktop, so I can't post code snippets, but are these differences a hallmark of no longer being compatible despite being modular?
 
It's on my desktop, so I can't post code snippets, but are these differences a hallmark of no longer being compatible despite being modular?

The real problem is the schema file. FF will demand the FF schema. But that's just changing a file.

Probably because xienwolf made most (all?) of the tags optional, the content-files may not give many problems. I converted one module as a test - one unit, one promotion. I had to change the unit schema file and delete 1 tag from the unitinfos. I may have gotten lucky, but for the most part I don't think modules will need much alteration to become FF-compatible.
 
The real problem is the schema file. FF will demand the FF schema. But that's just changing a file.

Probably because xienwolf made most (all?) of the tags optional, the content-files may not give many problems. I converted one module as a test - one unit, one promotion. I had to change the unit schema file and delete 1 tag from the unitinfos. I may have gotten lucky, but for the most part I don't think modules will need much alteration to become FF-compatible.

I'll play with it soon. Now in a Kahdi game.
 
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