Need help with my new Civ again

nomercyjeffc

Chieftain
Joined
Mar 20, 2016
Messages
25
Hello. I am working on a Thomas the Tank Engine civilization and i almost have the mod finished but it keeps Crashing whenever i try to load it. Here is the mod. if you can do something about it I would be great full.

Sodor Civilization: http://www.mediafire.com/download/29ghqi5d1gru0d1/Sodor+Civilization+(BNW)+(v+1)+BETA.zip

Moderator Action: Moved to the main C&C forum as that is where questions belong. Sounds interesting. Best of luck with your mod.
 
  1. This file should be set as ImportIntoVFS = true in modbuddy.
    Code:
    <File md5="5C1DE10BD867358FC8E81410959C3DF3" import="0">XML/Topham_Scene.xml</File>
    whoward69's what ModBuddy setting for what file types tutorial
  2. No such thing as this:
    Code:
    <FeatureType>FEATURE_ROAD</FeatureType>
    This does not cause complete discard of the file's contents, but it also does not accomplish anything. There is no such thing as FEATURE_ROAD
  3. This is incorrect:
    Code:
      <Colors>
        <Row>
          <Type>COLOR_PLAYER_SODOR_BACKGROUND</Type>
          <Red>0</Red>
          <Green>148</Green>
          <Blue>255</Blue>
          <Alpha>1.0</Alpha>
        </Row>
      </Colors>
    Colors have to be expressed as decimal values 1 or less, like as Rob(R8XFT) figured out for me here for one of my mods:
    Code:
    <Colors>
    	<Row>
    		<Type>COLOR_PLAYER_SCIPIO_ICON</Type>
    		<Red>1.0</Red>
    		<Green>0.779</Green>
    		<Blue>0.196</Blue>
    		<Alpha>1</Alpha>
    	</Row>
    	<Row>
    		<Type>COLOR_PLAYER_SCIPIO_BACKGROUND</Type>
    		<Red>0.729</Red>
    		<Green>0.219</Green>
    		<Blue>0.212</Blue>
    		<Alpha>1</Alpha>
    	</Row>
    </Colors>
    I think you need to divide by 256 the whole numbers you are using.
  4. This:
    Code:
    <GoodyHutUpgradeUnitClass>UNITCLASS_WORKER</GoodyHutUpgradeUnitClass>
    is cirular and non-reconcilable logic telling the game the unit will upgrade to itself when stepping on a goody box. And again here:
    Code:
      <Unit_ClassUpgrades>
        <Row>
          <UnitType>UNIT_SODOR_CONDUCTOR</UnitType>
          <UnitClassType>UNITCLASS_WORKER</UnitClassType>
        </Row>
      </Unit_ClassUpgrades>
  5. Workers don't use this tag:
    Code:
    <Special>SPECIALUNIT_PEOPLE</Special>
  6. Workers use this:
    Code:
    <CombatLimit>0</CombatLimit>
  7. You appear to have this both in your unit file and your civilization file:
    Code:
      <Civilization_UnitClassOverrides>
        <Row>
          <CivilizationType>CIVILIZATION_SODOR</CivilizationType>
          <UnitClassType>UNITCLASS_WORKER</UnitClassType>
          <UnitType>UNIT_SODOR_CONDUCTOR</UnitType>
        </Row>
      </Civilization_UnitClassOverrides>
  8. These are insufficient to designate a new unit Art_Define:
    Spoiler :
    Code:
      <ArtDefine_UnitInfos>
        <Row>
          <Type>ART_DEF_UNIT_SODOR_CONDUCTOR</Type>
          <DamageStates>1</DamageStates>
          <Formation>Worker</Formation>
        </Row>
      </ArtDefine_UnitInfos>
      <ArtDefine_UnitInfoMemberInfos>
        <Row>
          <UnitInfoType>ART_DEF_UNIT_SODOR_CONDUCTOR</UnitInfoType>
          <UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WORKER</UnitMemberInfoType>
          <NumMembers>8</NumMembers>
        </Row>
      </ArtDefine_UnitInfoMemberInfos>
      <ArtDefine_StrategicView>
        <Row>
          <StrategicViewType>ART_DEF_UNIT_CONDUCTOR</StrategicViewType>
          <TileType>Unit</TileType>
          <Asset>SV_Scout.dds</Asset>
        </Row>
      </ArtDefine_StrategicView>
    Nowhere are you designating which fxsxml file the unit animation will use.
  9. Also, you have nowhere defined the "Builds" that your worker-replacement gets to make, so it will not be able to make any improvements on the game-map. Nor, for that matter, do I see any specification of "Workrate" for the unit within its definition in table <Units>.
  10. [edit]You are also not checking the check-box in modbuddy for ReloadUnitSystem so even if you fix the problems with the unit animation define you will still get nothing.
 
You still had this in two different files
Code:
  <Civilization_UnitClassOverrides>
    <Row>
      <CivilizationType>CIVILIZATION_SODOR</CivilizationType>
      <UnitClassType>UNITCLASS_WORKER</UnitClassType>
      <UnitType>UNIT_SODOR_CONDUCTOR</UnitType>
    </Row>
  </Civilization_UnitClassOverrides>
Eliminating the extra presence of this bit of code made the mod work just fine for me.

I intended the example of the player color designation as an example of how the data needs to be presented. Please don't use those actual decimal player color settings.
 
whoward69's enable error logging tutorial

After you follow the procedures outlined in the linked tutorial, check the contents of the Database.log file for errors that mention anything from your mod, and especially for errors that mentioned filenames from your mod
 
Ok Lees. one more question. Whenever i have multiple civs i created in 1 game, like say i have Edtopia and Sodor in the same game, Why does it always crash?
 
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