LateGameWarMong
Warlord
- Joined
- Jul 28, 2008
- Messages
- 115
more siblings than memory allocated for them in CvXMLoadUtility::Setvariabletag pair...
??? what does this error mean?
??? what does this error mean?
This is pretty much exactly what I was gonna say, word for word.That you somehow screwed the XML.
I know but I need to know which file to copy to start with.Firstly, you don't edit the game files. At all. Instead, you put edited copies of the files in CustomAssets (or something) and load them modularly.
What I meant was that you look for a BtS version first, and if that fails you use the Warlords version. Only if there is none of the above should you make a copy of the Vanilla file for your mod.I know but I need to know which file to copy to start with.
Yeah.If I want to pass a mod on to someone else, I should just be able to send a zipped copy of the mod folder, right?
I think the answers to these are:
1) Somewhat. It isn't very good at it, but it does use them.
2) No. There is no land unit AI that uses missiles. If you give a land unit the sea unit AI that uses missiles then it still doesn't seem to work (and it may never build the unit except in a port city as well).
These two things, and especially point number 2, are some of the reasons why the AIs in Final Frontier (including the Plus version) are a lot worse at fighting wars than the player. They never load missiles onto their cruisers. The other, similar, problem is that they never load fighters onto a carrier or starbase (they do not normally build carriers at all, which is actually good because without the ability to carry fighters they are a waste of production). They sometimes have missiles on starbases because starbases periodically produce a missile for free that is automatically forced onto it (even though the starbase unit isn't actually defined to carry missiles, they can carry fighters, the Python that does this forces it to happen and it doesn't cause any problems), although the AI apparently sometimes moves them off the starbase.
You sometimes see them moving missiles out of harms way when a star system is seriously threatened, like it does with fighters & bombers (but not very well in either case) instead of realizing that they are very cheap (and often free, in the case of those produced by starbases) and should just be used - it might save the star system, or at least make the attackers loose a ship or two that they wouldn't have lost if you didn't use them.
Dune Wars has some custom code in the unit AIs. I know it has some custom stuff that makes land transports usable by the AI. It may have some for carriers, but I don't remember ever seeing the AI use a suspensor carrier unit so it might not.
I have made significant changes in the way artillery and aircraft are used and it is much better balanced now. Also SoDs are virtually non-existentSo I was playing the "Road to War" mod, and I must say, in general, I think the combat system is broken.
#1) Ranged bombardment - it seems more like it is actually carrying out an airstrike on the target tile- How can I mod this into one of my own mods?
Just set for a normal ground unit iAirRange to something higher than 0.#1) Ranged bombardment - it seems more like it is actually carrying out an airstrike on the target tile- How can I mod this into one of my own mods?
...Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000240
Crashed Thread: 0
Thread 0 Crashed:
0 com.aspyr.civ4bts 0x001864d0 CvUnitInfo::getBuildings(int) const + 6
1 com.aspyr.civ4bts 0x000dfd9d CvCityAI::AI_specialistValue(SpecialistTypes, bool, bool) + 1181
2 com.aspyr.civ4bts 0x000df7b6 CvCityAI::AI_addBestCitizen(bool, bool, int*, SpecialistTypes*) + 456
3 com.aspyr.civ4bts 0x000debc1 CvCityAI::AI_updateWorkersNeededHere() + 879
4 com.aspyr.civ4bts 0x000defa5 CvCityAI::AI_doTurn() + 95
5 com.aspyr.civ4bts 0x000cea47 CvCity::doTurn() + 123
6 com.aspyr.civ4bts 0x0020220d CvPlayer::doTurn() + 367
7 com.aspyr.civ4bts 0x00202a35 CvPlayer::setTurnActive(bool, bool) + 1495
8 com.aspyr.civ4bts 0x00202c74 CvPlayer::setAutoMoves(bool) + 78
9 com.aspyr.civ4bts 0x000f4d43 CvGame::updateMoves() + 325
10 com.aspyr.civ4bts 0x00104415 CvGame::update() + 285
11 com.aspyr.civ4bts 0x00a763b1 CvApp::OnIdle() + 1137
12 com.aspyr.civ4bts 0x00653227 FWinApp::Run() + 31
13 com.aspyr.civ4bts 0x00b0e5ac WinMain + 50
14 com.aspyr.civ4bts 0x000a7f01 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
15 com.apple.HIToolbox 0x94b6713d DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1181
16 com.apple.HIToolbox 0x94b6657b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
17 com.apple.HIToolbox 0x94b663e0 SendEventToEventTargetWithOptions + 58
18 com.apple.HIToolbox 0x94b94d54 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 356
19 com.apple.HIToolbox 0x94b674f6 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2134
20 com.apple.HIToolbox 0x94b6657b SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 405
21 com.apple.HIToolbox 0x94b82ecc SendEventToEventTarget + 52
22 com.apple.HIToolbox 0x94befa6c ToolboxEventDispatcher + 86
23 com.apple.HIToolbox 0x94bec2c2 RunApplicationEventLoop + 222
24 com.aspyr.civ4bts 0x000a7fba InstallEventsAndRunGameLoop() + 166
25 com.aspyr.civ4bts 0x000a8352 main + 356
26 com.aspyr.civ4bts 0x000025d2 _start + 216
27 com.aspyr.civ4bts 0x000024f9 start + 41
Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x0000006d ecx: 0x00000004 edx: 0x38964c00
edi: 0x00000000 esi: 0x00000004 ebp: 0xbfffe778 esp: 0xbfffe778
ss: 0x0000001f efl: 0x00010206 eip: 0x001864d0 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x00000240
*edit* New Question:
I just played a game, reloaded several times, marathon speed - modded, and map edited with world builder.
It plays fine until 3715 BC, then it always crashes to the desktop at the end of the 3715 BC turn.
Any hints as to why?
(I wonder if it has to do with random events)
I'm pretty sure doing that for a ground/naval unit will only increase its interception radius, it won't allow ranged bombardment (to my knowledge).
Switching to another question:
building prereqs for units... the way I read them (such as for the missionaries), it looks for the specific building, not the building class.
Thus if I want to make certain units require Building_Factory, then Germany is SOL because it will only have Building_German_Assembly_Plant - and the only remedy I see is to make a UU for germany for each of those units, and have it require the assembly plant instead (which is trivial for Panzers/ tanks).
Am I missing something?
And I'll repeat a question earlier...
Can I have a unit see two invisible classes?
bool CvUnit::canRangeStrike() const
{
if (getDomainType() == DOMAIN_AIR)
{
return false;
}
if (airRange() <= 0)
{
return false;
}
if (airBaseCombatStr() <= 0)
{
return false;
}
if (!canFight())
{
return false;
}
if (isMadeAttack() && !isBlitz())
{
return false;
}
if (!canMove() && getMoves() > 0)
{
return false;
}
return true;
}