Hi, i have a problem with a map, i copied a piece of the GiantEarthMap thanks to MAPVIEW to make a map of europe, but when i run the game, it doesn't work, the game crashed and i have a message like that "fail loading".
i modified the XML for the default settings and 18 civ like here :
I don't have time anymore right now but if you can't figure it out by yourself, I suggest you open a new thread as this isn't a "quick question" anymore.
I have added skins for units in my mod, and increased the amount of unitartstyletypes from 5 to 10. I tested each skin briefly (new game with each type of unit skins represented by a civ, worldbuilder, plce unit with new skin, beat the everliving snot out of it (90% of all faults are in death or fight animations)), and now were ready to see if I can play a game with them.
First time I played a couple of turns, the game crashed, I determined by worldbuilder that an Indian warrior skin was the cause upon being built (because deleting the city before production finished allowed the game to continue). I delete the faulty skin and reference to it, and try to load: fails. Could be simply that the game does not like changing skins on existing units mid-game. So I create a new game, THIS TIME, remembering to add all the unitartstyletypes by representing civilization in the game. I start (not advanced start), open worldbuilder, check that everyone is in place, shut the wb, and end my turn. Next turn, I try to open worldbuilder, THE GAME CRASHES, repeatebly.
So: Is there a limit on unitartstyletypes (I have ten, and hellovalot of skins). Does the game simply pull the plug upon too much variation of a single unit. Note: I DID NOT change the civ artstyles, so the cities should be as they were.
Possible secondary causes: 1: I added two units, Scout Archer and Chariot Archer into the game. However, no one can possibly build them on low difficulty ancient start, and I shortly checked the skins (with help of worldbuilder), so I see no reason why them should have any impact so soon.
2: I added 25 new leaders. However, I fail to see how that would have any impact upon worldbuilder first turn, if turn zero worked. The leaders were also shortly tested.
3: All of the skins we're for civ 4, but I'm not certain, if all of them we're created on BTS. Do the animations differ (like fortify), or is there something else that goes terribly wrong? I noticed the elephant skins we're all obviously malformed, so they we're all discarded, but beyond that, either they "blobbed" or worked fine.
I do have a back-up without the skins, but it IS a weeks worth of freetime wasted if I have to discard everything, so I'd rather not. Help would be appreciated.
I have one question where i can found mod which have support promotions, i will give example:
Stack of units, 6 units in Stack. Axeman have support promotion, which have ability to give 2% of strength to all units in stack (now every unit in stack have +2% of their personal strength), if i have 2 units with this ability all units in stack will have +4% more strength, if that units which provides support lives stack, moves to another plot, all units will no more have support. I am pretty sure about 90% that i see this mod but i can't remember mod's name.
- I have 31 UnitArtStyleTypes in my mod and I'm sure some mods have much more than that.
- Your new leaders might crash the game when they are first met. I think that leaderheads are only loaded when needed in game. That's why it takes some time for them to appear if they contact you.
I have added skins for units in my mod, and increased the amount of unitartstyletypes from 5 to 10. I tested each skin briefly (new game with each type of unit skins represented by a civ, worldbuilder, plce unit with new skin, beat the everliving snot out of it (90% of all faults are in death or fight animations)), and now were ready to see if I can play a game with them.
First time I played a couple of turns, the game crashed, I determined by worldbuilder that an Indian warrior skin was the cause upon being built (because deleting the city before production finished allowed the game to continue). I delete the faulty skin and reference to it, and try to load: fails. Could be simply that the game does not like changing skins on existing units mid-game. So I create a new game, THIS TIME, remembering to add all the unitartstyletypes by representing civilization in the game. I start (not advanced start), open worldbuilder, check that everyone is in place, shut the wb, and end my turn. Next turn, I try to open worldbuilder, THE GAME CRASHES, repeatebly.
So: Is there a limit on unitartstyletypes (I have ten, and hellovalot of skins). Does the game simply pull the plug upon too much variation of a single unit. Note: I DID NOT change the civ artstyles, so the cities should be as they were.
Possible secondary causes: 1: I added two units, Scout Archer and Chariot Archer into the game. However, no one can possibly build them on low difficulty ancient start, and I shortly checked the skins (with help of worldbuilder), so I see no reason why them should have any impact so soon.
2: I added 25 new leaders. However, I fail to see how that would have any impact upon worldbuilder first turn, if turn zero worked. The leaders were also shortly tested.
3: All of the skins we're for civ 4, but I'm not certain, if all of them we're created on BTS. Do the animations differ (like fortify), or is there something else that goes terribly wrong? I noticed the elephant skins we're all obviously malformed, so they we're all discarded, but beyond that, either they "blobbed" or worked fine.
I do have a back-up without the skins, but it IS a weeks worth of freetime wasted if I have to discard everything, so I'd rather not. Help would be appreciated.
Actually, for the sake of simplicity, I left the interface buttons as they were (Scout- and Chariot Archer had the buttons of their vanilla versions), so that is not the problem, unfortunately, even though I never thought of that.
Actually, for the sake of simplicity, I left the interface buttons as they were (Scout- and Chariot Archer had the buttons of their vanilla versions), so that is not the problem, unfortunately, even though I never thought of that.
Hmmm, are you using animation files within the folders of the units? If so, check that there is always a .nif file named the same as the .kfm file (for example, if an unit used an archer.kfm file, make sure that there is a archer.nif file in the same folder).
Otherwise I this kind of error sounds like one of the "ART_DEF..." references might be wrong. However, it would be strange that you could place the unit anyhow using the worldbuilder.
Hmmm, are you using animation files within the folders of the units? If so, check that there is always a .nif file named the same as the .kfm file (for example, if an unit used an archer.kfm file, make sure that there is a archer.nif file in the same folder).
Otherwise I this kind of error sounds like one of the "ART_DEF..." references might be wrong. However, it would be strange that you could place the unit anyhow using the worldbuilder.
Thank you for the advice. If I understood you correctly, you're implying that the kfm-file actually needs a nif-file of the same name (did you mean in the same folder?)? And not just telling the unitartdefines: here's the kfm and the rest of the animations, and here you find the nif you're supposed to use?
It could well be possible for me to have just given a nif and a kfm without any actual file relation to each other (at least one case being egyptian_archer animations for various archer skins, where I simply relocated the kfm and the other animation files, can't remember whether the egyptian_archer.nif came too). I will embark on the quest to see if that is indeed the case.
I must warn you, checking that could take a while. As said: a metric -ton of skins. As for faulty ART_DEF:s: I'm 99.8% certain they are not at fault, as I crawled them all through, one by one, while adding them.
EDIT: Okay, another possiple reason the game might throw a fit could be that while artdefinesunit has a great deal of skins listed, only a fraction of them are actually used in unitartstyletypeinfos, and most damningly: the latter was the place I checked for existance of any particular skin.
So, in my artdefinesunit-file, there are multiples of certain continental (like _ASIAN) unitartdenfine:s, and the game could get confused about which I was talking about in uasis-file.
To be fair to myself, the alternate skins were not under the main one, but after everything else.
The other possibility is that some of the skins might use vanilla animations, so they just might show correctly when testing by placing-and-killing, but get confused when asked to, say, fortify, if there is a difference between vanilla and BtS.
Thank you for the advice. If I understood you correctly, you're implying that the kfm-file actually needs a nif-file of the same name (did you mean in the same folder?)? And not just telling the unitartdefines: here's the kfm and the rest of the animations, and here you find the nif you're supposed to use?
It could well be possible for me to have just given a nif and a kfm without any actual file relation to each other (at least one case being egyptian_archer animations for various archer skins, where I simply relocated the kfm and the other animation files, can't remember whether the egyptian_archer.nif came too). I will embark on the quest to see if that is indeed the case.
I must warn you, checking that could take a while. As said: a metric -ton of skins. As for faulty ART_DEF:s: I'm 99.8% certain they are not at fault, as I crawled them all through, one by one, while adding them.
Yes, each kfm-file needs a nif-file of the same name in the same folder. That nif file doesn't even need to be used in any way (and, as far as I know, doesn't even need to be a real nif file, just named as one).
But it is perfectly fine (and in fact advantageous) to use the vanilla kfm files for your new units. So for example, if you look at the BtS CEOs art define, they look like this:
The nif-files are in a different folder than the kfm-file (but there is a CEO.nif file the "Art/Units/CEO/" folder which is never used anywhere). By doing so, one needs only one animation set to animate 7 different units.
Yes, each kfm-file needs a nif-file of the same name in the same folder. That nif file doesn't even need to be used in any way (and, as far as I know, doesn't even need to be a real nif file, just named as one).
But it is perfectly fine (and in fact advantageous) to use the vanilla kfm files for your new units. So for example, if you look at the BtS CEOs art define, they look like this:
The nif-files are in a different folder than the kfm-file (but there is a CEO.nif file the "Art/Units/CEO/" folder which is never used anywhere). By doing so, one needs only one animation set to animate 7 different units.
Alright, the mystery is most likely solved, although confirming it one define by one will propably take about the same time as P=NP. So thank you, I'm going to come back here crying if the solution doesn't work eventually.
In ReligionInfo, what exactly does the SpreadFactor do? I assume it determines the probability with which religions spread to new cities, but I tried increasing it for some religions with no apparent effect.
perhaps it only works effectively in a range from 0-100, so increasing it above 100 appears negligible, but decreasing them all to achieve the balance you want may make a better outcome.
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