My Age of Sail/Colonization Mod

Something moved, but there are still errors. More files unmerged/missing ?

Note: I just remembered... CvEnums.h was missing from the fuel mod, when i looked last time - causing similar problems. GreyFox uploaded it separately somewhere in the thred... Perhaps he forgot it again in the new version, so you do not have it... Check his upload if the file is there, and ask him to reupload it, if missing...
 
Something moved, but there are still errors. More files unmerged/missing ?

Note: I just remembered... CvEnums.h was missing from the fuel mod, when i looked last time - causing similar problems. GreyFox uploaded it separately somewhere in the thred... Perhaps he forgot it again in the new version, so you do not have it... Check his upload if the file is there, and ask him to reupload it, if missing...

It's there but once again I think I forgot to add stuff. Ill double check though.

Edit: nevermind it was still gone. I added it but was that the only problem?
 

Attachments

We are down to 1 error - for now.
CvPlayerAI.cpp (ln 17003) - MOVE_MAX_MOVES undeclared identifier.

Perhaps missed a line in a header file... or a header file (the enums thingie maybe ?) was from a mismatching version ?
 
Well the enums thing was from the older version. I posted about getting a new one. Otherwise, I have not clue what is going on.
 
I think I am just going to drop the fuel mod and use only the vicinity bonus mod unless I get some info back from greyfox. I want to get a playable version out soon.
 
The game kept crashing on me so I took out my new units. When I did so, the game was fine. Why does the game crash only when I add in my new units?
 
A very general question... But aparently something is wrong about your xml.

Perhaps you copies the xml entries from another version of the game, and there are tags missed, which are defined in the SDK. Obviously, if you going to use a moded dll, you need to make your XML match it...

Which version of the dll do you use ?
 
Well I am using the vicinity bonus .dll and all the tags are optional so that is not the problem. I will check and see if I have some tags missing but if I did have tags missing, would it just crash or would it give me an error?
 
I found a busted artdefunits reference.Could that have caused the problem? (edit: I guess not)

BTW could you merge this >18 civs mod for me?
 
Ok so primordial_stew helped me find some art errors that cause crashes. It should work now but someone is going to need to test it for me and see if there are any new crashes.
 
Is the download link in the beginning the right one, because I get a few XML errors when I load it. I'm going to try to fix them, but didn't want to waste my time if they were already fixed?
 
If this is for BTS, then you are missing tags in your XML like Refar said. That is causing the various files: Civartdefines_bonus, "_terrain, "_Feature, and Civ4Featureinfos to not load; which will cause the mod to crash. According to the errors you are missing an element that is in the schema, and comparing it to other mods the errors occur on lies where another tag should be.
 
I just tested it quickly by adding in this on the first entry. The error then jumped down to the next enrty so this is definitely one of the problems. You are missing the <FontButtonIndex>0</FontButtonIndex>at the end of the the civartdefines_bonus entries.

<Grid>Art/Terrain/Textures/GrassGrids.dds</Grid> is missing in the civartdefines_terrain file line 12 and I'm sure the same in each entry.

You have <bTileArt>0</bTileArt> instead of :
TileArtType>TILE_ART_TYPE_HALF_TILING</TileArtType>
<LightType>LIGHT_TYPE_SUN</LightType>
in the civartdefines_feature file.

In Civ4Featureinfos, you are missing the iTurnDamage tag:

<iGrowth>0</iGrowth>
<iTurnDamage>0</iTurnDamage>
<bNoCoast>0</bNoCoast>

There were a myriad of other errors these, but I think they were all caused by those files failing to load. Perhaps adding in the missing tags will fix the problem? I would do it, but I have limited time...
 
Oh thanks I just added that stuff from a download and forgot I had it. I will just get rid of it because I don't need it. Sorry I thought I corrected everything.
 
when will the scenario start and end

I was thinking from about 1630 to 1730 with seasonal turns.
BTW the mod should start now.
 
Ok whatever, I little help is always appreciated.
 
Could someone merge the sdk files from post 49 for me?
 
Back
Top Bottom