New Designed Undead (Eschaton) Based Race - Need Help

Morbius Wraith

Chieftain
Joined
Jan 29, 2006
Messages
39
Hey Kael,

I have created a new race which I've added into the latest build. Everything loads ok and all things in the civpedia show correctly. However, the problem I am having is when I start a game with the new race called the Eschaton...as soon as I build the first city the game freezes. No idea what I am doing wrong?? So far the race has 2 unique units, Eschaton Skeleton which replaces the warrior and the Death Knight, taken from the Infernals and modified slightly. there is also a new unit based off the Wraith called the Reaper which requires the tower of Necromancy to build and Enter the Ether tech to build. Only other change was the Barbarians flag is used and barbs got Aztecs?? would this cause a problem?
 
Morbius Wraith said:
Hey Kael,

I have created a new race which I've added into the latest build. Everything loads ok and all things in the civpedia show correctly. However, the problem I am having is when I start a game with the new race called the Eschaton...as soon as I build the first city the game freezes. No idea what I am doing wrong?? So far the race has 2 unique units, Eschaton Skeleton which replaces the warrior and the Death Knight, taken from the Infernals and modified slightly. there is also a new unit based off the Wraith called the Reaper which requires the tower of Necromancy to build and Enter the Ether tech to build. Only other change was the Barbarians flag is used and barbs got Aztecs?? would this cause a problem?

Freezes when building the first city usually mean there is an art problem. Try the following:

1. Can you create a city of your new civ in the worldbuilder? If it crashes when you create a city with the worldbuilder then it is a city art problem.

2. If it doesnt crash when you make a city int he worldbuilder it is probably a problem with the build menu. I would check all of the items that city could build, the game is probably failing to be able to show the button art for one of them.

3. The third possibility (probably the most likly) is that the game is having a problem creating the palace for your civ. What palace is it configured to use?
 
Thanks for the quick reply Kael! Well I have tried multiple things and I can't figure out what the problem is. I can usually build my first city, but for some reason I sometimes crash for no known reason...freeze up or when I build a 2nd city freeze, crash there. Added a few other building types and units as well, but I think they should work. Also 1 thing I notice right away is on a city build menu the Eschaton Skeleton appears 2x?? Not sure why this is ..maybe is the cause? Here is the editor with the modified stuff in it. Am hoping you can help as I really want to add this race in and build it in balanced for play. I am restricting them to only summoning magic based on the necromantic powers and religeons are restricted to octopus and veil.

I uploaded the file as a .rar file , but snce the program doesn't accept .rar I added a .txt to ending.
 

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Morbius Wraith said:
Thanks for the quick reply Kael! Well I have tried multiple things and I can't figure out what the problem is. I can usually build my first city, but for some reason I sometimes crash for no known reason...freeze up or when I build a 2nd city freeze, crash there. Added a few other building types and units as well, but I think they should work. Also 1 thing I notice right away is on a city build menu the Eschaton Skeleton appears 2x?? Not sure why this is ..maybe is the cause? Here is the editor with the modified stuff in it. Am hoping you can help as I really want to add this race in and build it in balanced for play. I am restricting them to only summoning magic based on the necromantic powers and religeons are restricted to octopus and veil.

I uploaded the file as a .rar file , but snce the program doesn't accept .rar I added a .txt to ending.

There is a gap in the text spreadsheet, you cant have blank lines.

The buildclass on the pillar of souls should be BUILDINGCLASS_CIV_BUILDING1 (this is probably whats causing your crash).

Besdies that everything looks pretty good.
 
Awsome ..thanks for the quick feedback. will get in there and fix it right away :)
 
will you post a link for the download so i can put it in the ffh mini-mod post?
 
Hey Kael, ok.. not crashing now...however still having a weird problem and am not sure what to do. It seems all the races can build the eschaton skeleton as well as the unique buildings. When playing eschaton the skeleton shows up 2x on the build menu as does the other buildings (Necrotic Focus) and units. The Wonder building Pillar of Souls also has this problem. Do you have any idea as to what could be causing this and how to fix it? Was ok playing until I realized the Calabrim were kicking my butt with my own troops! :( So far feel it is balanced as they can produce decent skeletons cheaply, but the civ itself grows really slow. Anyways hope you can help! thanks for all the help so far!

Civkid... yeah I'll post it to ya when I get it allworking correctly.
 
Post the updated copy of your editor, your Civ4UnitClassInfos.xml file and your Civ4BuildClassInfos.xml files and I will take a look.
 
Morbius Wraith said:
Ok here there are Kael,

Hope you can see where the problem is. Thanks!

The reason you have 2 Eschaton Skeletons (and everyone can build them) is because you have a unitclass dedicated to them in the unitclass file. UU's dont need their own unitclass. The same goes for buildings.
 
Ahhh..makes sense...and I see it now too. Ok fixing it! Thanks for the help!
 
ya, whenever you create a new unitclass you need to specifically make a statement in the unitclass types file and for each civ write that they have "none" for that unit type.. which tends to be why its better to make UU's of an existing class as opposed to new unit types (which likely explains the name Unique units, since theyre a specific brand of a certain class but for a specific civ.. as opposed to what seems more unique, like the way vampires used to be, since i think before there was prolly a statement for each civ that they specifically are restricted from having that 'unique' unit)
 
Sureshot said:
ya, whenever you create a new unitclass you need to specifically make a statement in the unitclass types file and for each civ write that they have "none" for that unit type.. which tends to be why its better to make UU's of an existing class as opposed to new unit types (which likely explains the name Unique units, since theyre a specific brand of a certain class but for a specific civ.. as opposed to what seems more unique, like the way vampires used to be, since i think before there was prolly a statement for each civ that they specifically are restricted from having that 'unique' unit)

There is a UNTICLASS_CIV_UNIT1 line in the editor that can be used to at a UU without replacing an existing unit. Thats what vampries used to be (and what monks, grigori medics, pyre zombies and gypsy wagons are now), so they never had their own unitclass.
 
hmm, this UNTICLASS_CIV_UNIT1 was a unitclass that just wasnt used then? how did they manage that? im not seeing it anywhere in the 2015k xml files

edit: prolly cause i was lookin for it mispelled lol

edit2: oki, so ya, it works like i was sayin tho, it was just already in the civ files as being set to "none" for everyone
 
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