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Modular Fall from Heaven

Nice modmod. I played my first game today, and I was slightly shocked to see on the second round a notice saying Hannah had been defeated on turn two. I opened World Builder, and there was a Djinn there glowing promotion-blue. I assume that was the reason?
 
I gave myself None, and a few animals and made the dens I could figure out how to make. Nothing happened.

But this time I enabled logging. The last lines of the xml log are:

Spoiler :
[49836.406] Loading XML file xml\Interface/CIV4CameraInfos.xml
[49836.406] Load XML file xml\Interface/CIV4CameraInfos.xml SUCCEEDED
[49836.406] SetGlobalClassInfo (Civ4CameraInfos/CameraInfos/CameraInfo)
[49836.500] Loading XML file xml\Interface/CIV4InterfaceModeInfos.xml
[49836.516] Load XML file xml\Interface/CIV4InterfaceModeInfos.xml SUCCEEDED
[49836.516] SetGlobalClassInfo (Civ4InterfaceModeInfos/InterfaceModeInfos/InterfaceModeInfo)
[49836.516] info type NONE not found, Current XML file is: xml\Interface/CIV4InterfaceModeInfos.xml
[49836.516] info type NONE not found, Current XML file is: xml\Interface/CIV4InterfaceModeInfos.xml
[49836.516] info type NONE not found, Current XML file is: xml\Interface/CIV4InterfaceModeInfos.xml
[49836.516] info type NONE not found, Current XML file is: xml\Interface/CIV4InterfaceModeInfos.xml
[49836.516] info type NONE not found, Current XML file is: xml\Interface/CIV4InterfaceModeInfos.xml
[49836.531] info type NONE not found, Current XML file is: xml\Interface/CIV4InterfaceModeInfos.xml
[49836.531] info type NONE not found, Current XML file is: xml\Interface/CIV4InterfaceModeInfos.xml
[49836.625] SetGlobalActionInfo
[49836.625] Loading XML file xml\Units/CIV4FormationInfos.xml
[49836.641] Load XML file xml\Units/CIV4FormationInfos.xml SUCCEEDED
[49836.641] SetGlobalClassInfo (UnitFormations/UnitFormation)
[49836.797] Loading XML file xml\Misc/CIV4AttachableInfos.xml
[49836.797] Load XML file xml\Misc/CIV4AttachableInfos.xml SUCCEEDED
[49836.797] SetGlobalClassInfo (Civ4AttachableInfos/AttachableInfos/AttachableInfo)
[49836.906] Loading XML file xml\GameInfo/CIV4DiplomacyInfos.xml
[49836.984] Load XML file xml\GameInfo/CIV4DiplomacyInfos.xml SUCCEEDED
[49836.984] SetDiplomacyInfo (Civ4DiplomacyInfos/DiplomacyInfos/DiplomacyInfo)
[49837.219] Wrote GameInfo to cache
[49837.219] Loading XML file xml\Misc/Civ4QuestInfos.xml
[49837.234] Load XML file xml\Misc/Civ4QuestInfos.xml SUCCEEDED
[49837.234] SetGlobalClassInfo (Civ4QuestInfos/QuestInfo)
[49837.344] Loading XML file xml\Misc/Civ4TutorialInfos.xml
[49837.359] Load XML file xml\Misc/Civ4TutorialInfos.xml SUCCEEDED
[49837.359] SetGlobalClassInfo (Civ4TutorialInfos/TutorialInfo)
[49837.469] Loading XML file xml\GameInfo/CIV4EspionageMissionInfo.xml
[49837.469] Load XML file xml\GameInfo/CIV4EspionageMissionInfo.xml SUCCEEDED
[49837.469] SetGlobalClassInfo (Civ4EspionageMissionInfo/EspionageMissionInfos/EspionageMissionInfo)
[49837.469] info type NONE not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml
 
Did you manage to get it to crash at all? I don't see anything in the log that you posted which jumps out at me as a problem specifically (NONE is just a tag placed on many things when you don't want it to actually do anything. And all of that is in the XML folder, so isn't a modular issue anyhow. Hence ought not to have crashed you).


And I forgot to mention, but it can be a bit tricky building those animal lairs. Each is pretty limited for where you can do it. Jungles for Tiger and Gorilla, FLAT tundra for Bears, Tundra in general for wolves, ocean for sea serpent, coast for Giant Tortoise, and I believe it was plains for lions.

I guess if you wind up getting another crash and you can upload a savegame I might be able to play with that some as well, see if the same happens for me as well (you'll have to let me know precisely which modules you had and which patch you were running FfH under of course)
 
I gave myself None, and a few animals and made the dens I could figure out how to make. Nothing happened.

But this time I enabled logging. The last lines of the xml log are:
<snip>

That XML log can get BIG, trust me. Just starting a game can generate hundreds of lines, so don't look at just the last bits.

I don't know exactly what option I turned on somewhere but I got popups from XML errors, which helped a lot. I'll check tonight.
 
I usually avoid mod mods (at least until FFH is finished), but the temptation of having the Circle of Gaelan and wizard/summoner mechanics working was to much to resist. So, I installed this the other day. I have been getting crashes and infinite turns on occasion since then, although that could be from the most recent patch as much from this mod, since I installed both at the same time. It is not so bad that I will be getting rid of the mod, though.

I also liked the idea of unique features spawning monsters... in theory. I eventually got rid of that module, as having an entire civilization's worth of water elementals running around was a little much. Also, more frustrating, I kept getting kicked off and denied access to the unique feature right next to my city. I think it would be nice if they stopped spawning units if they were within a civilizations cultural borders, or if a unit was fortified on top of the feature (or both). Otherwise it was just frustrating having my civilization's production and happiness suffer every few turns because I was suddenly denied access to the Dragon's Hoard or something.

My favorite unique feature spawning by far was the Yggdrasil. The unit on it didn't move, which was a plus, but the Tree itself looked corrupted and polluted when I first came across it. The idea that it became overgrown and evil during the age of Ice was a nice little flavor touch that I would love to see in the main game for more of the features (for example, a barbarian city of top of the Ruins of Patria, or a witch doctor on the fire temple). Nothing as major as Barbatos, but enough of an inconvenience early game to have the player take notice.

All in all, good work. I look forward to future changes. :goodjob:
 
Double post. Sorry about that.
 
After that last crash, I have not had another. I have played some 70 or more turns since then. I am playing on a standard sized map in window mode. Lots of lions, skeletons and with the Dragon Bones and Tomb of Sucellus. Of course, now that I have posted, a crash is probably imminent. :D

I started over and played with WorldBuilder again. I created some Lion Prides, and tried to establish dens with them. The dens never get created, and a mouse-over says that it will take some millions of turns to establish the den.

Also, we does the "Never" tech allow so many spell upgrades and cult of the dragons?

Oh, one more oddity. Sometimes after creating Dens, animals teleport across the map. I am assuming that is because the are "escaping" from a barbarian animal that spawns on the den. (since I owned the bear that created the den, for example).
 
WQell Verdian, you (and quite a few others) should love the next update. My main change is going to be to the dangerous features. Primarily they will have a limit to how many creatures they can spawn at once, and how many they can spawn throughout the game.

My ideal is to create unique units for almost every feature, but till then I am looking to stick with summoned units as much as possible (so Letum Frigus and the Maelstrom will change).

Looks like I may have forgotten to give the lions a workrate :) I tried to make sure to set it to 1 turn for building the dens on each beast, so I'll get that fixed probably (wierd thing is that lions can cast a spell to create a den, "Release to the Wild" which I don't remember ever seeing before. Maybe that was lion prides...)

Never is used in general to forbid access to various things which are used to make the game work. Promotions are linked to it so you cannot buy them via level-ups. I THINK that the same would be accomplished by just leaving the available unitcombats blank, but this way is one which works for certain :)

Yes, most likely the animals jumping across the map was due to a barbarian version trying to spawn instantly. Fortunately only Barbarian can normally build dens so it isn't an actual issue (I hope).


By way of Preview, the future plans for the Unique Features:

Maelstrom: Spawns The Sailor's Dirge. Will continue to spawn him anytime that he dies, so he will terrorize the waters all game.

Pool of Tears: Spawns Echoes of Sorrow, which will sap the will out of anyone who comes too close.

Letum Frigus: Spawns up to 4 Frozen Souls at a time.

Tomb of Sucellus: Spawns 1 Wandering Alchemist at a time

Dragon Bones: Spawns 3 Desert Cobra at a time.

And the rest will have various limits placed on the current spawns for how many they can have at once and over the course of the game. So you will still have to clean them off occasionally through the early game, but by endgame they stop spawning eventually.
 
Update on the vista issue. I've removed all of the components with unitcombats and integrated the ones I wanted into the XML and it still gives me the crash.
 
Maelstrom: Spawns The Black Wind. Will continue to spawn him anytime that he dies, so he will terrorize the waters all game.

o.O I hope you mean the Sailor's Dirge? Otherwise that's just mean to the Lanun...
 
Nope, it seems that the actual act of moving into the maelstrom is what triggers it. If you just spawn on the thing you are fine. And even if it did, there is only a CHANCE you are destroyed, it is more likely that you are moved a fair distance away at random. So he'd just spawn again if he does get destroyed.
 
I made the changes to the Dangerous Special Features to limit how many can spawn at a time, as well as placing the Sailor's Dirge from the Maelstrom. No change at all to the Pool of Tears or the Letum Frigus yet since they both spawn units which are buildable. I am working on some unique units for those two at the moment.

Also loaded up a new graphic for the Midas Flies. I really like how it turned out (accidentally).

Both are linked in the comprehensive changelog. Just delete the old folders and put these in their place (overwrite should be fine, I don't think I removed any files, just added).


EDIT: Playtested the Dangerous Features a bit differently this second time around and found that I didn't manage to limit how many can be out at once, just how many can be out total. So it is still a VERY dangerous world in the beginning, but it is less annoying at the end at least.
 
I have re-uploaded the file through CFC's main downloads database instead of the Easy Upload system which I had been using before. So it is available again now.

The individual modules will remain hosted via the Easy Upload system however, so will not be available until that is repaired and made available for public use once more.
 
I dont know if Kael kept what i informed him about what i did, but i did the modular thing around three months and gave him quite a few items that need to be changed if anyone ever did do some modular stuff. If not sorry, i didnt keep the info either.
 
I've run into a couple of them. For now I am just flagging things which I cannot change so that I am aware of it and attempting to work around the issue (like for the enchantment summons). He tried to fix promotions to work, but whatever he did failed to fix it, so for now it is just a gimped tool.

Still a lot which can be done fortunately.
 
Two issues:

1. Having modular content enabled, even if I don't put any mods into the folder, causes a crash in vista.

2. I still have the problem with dimensional promos if I put everything into the main XMLs.
 
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