Rallying call for all interested: Colonisation of the Moon mod!

Oh, stupid me! I forgot the put the new moonmap.py file in the appropriate folder. Could that have caused the problem?
 
GeoModder said:
Pinpointed it a bit more. Two times now this red fighter icon appeared with the eBuilding pop up, and it pointed to the same spot on the southpole. I entered the worldbuilder ASAP when I located it and nothing is to be seen there. Also, all cities in the map were in the middle of construction, so it's not some building/unit being finished.

It seems the game crashes down if you're too close to that spot if this pop up appears.

Btw, the colony pods appear fine, the marker shortcut is *real* handy on the spot, the available range marker a must have but I'm not so convinced for the citycross thing. Perhaps since I know the patch will come with something less obtrusive.

I'll dl it again and do as you ask, Belizan

I'm telling you it's not the messages. I use them all the time all over the place. They are set to be centered on 0,0. Which is why it's so far away. It's a fighter icon because I always cut and paste them. It's something else. It may be that the retrieving of the button icon for the message is uncovering the error, but the error is with something setup related. Something isn't getting loaded properly. I have to go to sleep, hopefully you guys can figure it out :(.

(You can cut down on the messages a bit by going to Config.py and near the top changing the line that says
DebugMode = True
to
DebugMode = False
.)
 
Oyoy, with the new moonmap.py file in its place I got a more exact error. It points to attrition, and gives Evaluation/Distance error.
 
GeoModder said:
Oyoy, with the new moonmap.py file in its place I got a more exact error. It points to attrition, and gives Evaluation/Distance error.

It's coindence. I've gotten errors all over. The Terrain Attrition code has been in for weeks. There may be bugs, but no crash bugs, this just started for me today.
 
Ok, the 2 meg dl over my original moonmod gives the same error (and attrition is off). eBuilding: NONE
 
When I get home I go one by one with Belizan's files and put them into the working version, unless you already did that Geo?
 
Nothing more I can do.
And for the record, I tried it with the full download and with the 2 meg download copied over my existing 0.21 version (the one with your 6 new units in it).
In both cases there's this eBuilding: NONE error coming up.

Btw, how would you describe the color Orbital Limited uses? Tan? Or another?
Trying to figure out how to make their text more profound in the flag fix...
 
I have no idea what eBuilding is! Must be python. Doesn't sound like XML.

As for the flag, it's been so long since I played I have no idea...
 
GeoModder said:
Nothing more I can do.
And for the record, I tried it with the full download and with the 2 meg download copied over my existing 0.21 version (the one with your 6 new units in it).
In both cases there's this eBuilding: NONE error coming up.

Btw, how would you describe the color Orbital Limited uses? Tan? Or another?
Trying to figure out how to make their text more profound in the flag fix...

*sigh*

For the last time, ignore those little messages in red on the left. Those are debug messages, not errors, telling me the status of certain bits of code. They are not causing the error, and they are not errors themselves.

I, being a bit OCD, couldn't sleep with this hanging over my head, so I have spent the last hour or so verifying that the error is *no where* on the Python side, nor is it with text\* or ArtDefines_Interface.xml file. I took all those files and backed them onto an older build and the game runs without a hitch. The problem lies somewhere in teh XML files I editted or woodelf's unit changes.

Now, completely (and I mean completely) unrelated to our CTD bug, I left a few pieces of code unwritten which would cause you python errors (not CTDs) in a few instances (mostly combat). I have cleaned that up, and have the new python files here. These are not addressing the CTD, that we still have to find.
 

Attachments

The trouble is that XML errors almost always show up either loading up the mod or starting the game. I've never had a typing error or mismatched tag show up in game. Only ART_DEFINES_XXXX does that. I don't see anything off in the Unit file, but don't know enough about the interface file to debug it from work.
 
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