Rise of Darkness

Installed the fix over... same prob. Deleted, reinstalled, installed fix... Same problem. Deleted the .20 config file... Same problem. Checked modular loading, it's on for all...

Edit: The only dif is now it is having the problem from .21 instead of .20
 
Failed loading XML file xml\units/civ4PromotionInfos.xml.
[.\FXml.cpp:133] Error parsing XML file -
File: XML\unis/civ4PromotionInfos.xml
Reason: The element 'bAIControl' is used but not declared in the DTD/Schema.

Line: 2956, 25
Source: <bAIControl>1</bAIControl>

Second error in list:

LoadXML call failed for units/CIV4PromotionInfos.xml.

So you still get these errors?

What is the size of your Rise of Darkness Folder?
 
Under properties... Size = 1.16 GB (1,254,706,823 bytes)

Size on disk = 1.17 GB (1,262,444,544 bytes)

Contains 3,027 files, 370 folders.

That what you needed to know?
 
I believe that you may have more files in your Rise of Darkness folder than I do. You may have been using another mod that moddified Fall from Heaven before you copied over the files into Rise of Darkness.




Another idea: Are you patched to FfH2z? If so that could explain why you were getting this as it is an error from parts of the code never touched by me:

Failed loading XML file xml\units/civ4PromotionInfos.xml.
[.\FXml.cpp:133] Error parsing XML file -
File: XML\unis/civ4PromotionInfos.xml
Reason: The element 'bAIControl' is used but not declared in the DTD/Schema.

Line: 2956, 25
Source: <bAIControl>1</bAIControl>
 
I have the current patch of FFH2, yes... Thought I was suppossed to. 0.o And I don't have anything modifying base FFH2 unless Orbis does... I know FF doesn't, and that [and it's own mods :p] are the only other things I've got loaded. 0.o

In that case, how do I fix it? I'm really wanting to play this.

[Wait, if it was a problem with Z then why doesn't it have that error when I play vanilla FFH2, or when I play any OTHER mods? 0.o]
 
It isn't anything wrong with Patch Z but that first error that you showed me stumped me. It seems to say that the Files are failing because of an error in the DLL. (bAIControl is in normal FfH, it causes the effect for enraged) I do not have a Modified DLL so this error shouldn't appear in Rise of Darkness.

My solution would be to get the DLL from ordinary FfH and place it into Rise of Darkness in the Assets folder, if that doesn't work I may need some professional help.
 
Nadda.

Ok, to go over the steps again.. I followed what your dl said. I copied FFH2's folder and renamed it as Rise of Darkness. I then dled the installer, intalled it, and finally the fix.

Meaning I copy-pasted the FFH2 mod folder, then installed to that new, renamed copy. Correct?


Edit: And just checked, vanilla FFH2 is still running perfectly fine.
 
While I try to figure out what is wrong try this replacement file for your PromotionInfos is doesn't contain the <bAIControl> tag so if there are no other problems it will work.
 
Actually, I JUST fixed it, although I sTILL don't know what was wrong. I merely installed a second copy of FFH2 instead of copying the one I had. Took alot longer, but if I'd thought to do that [or rather, known. XD] from the start it would have saved us all alot of time. :blush: Havn't played yet, but the errors arn't there... About to check civ entries, then start up a game. :p I'll edit if I find anything.
 
Wow, sometimes errors like that will just happen. I'm glad you fixed it.

On a brighter side we did manage to uncover and fix another error that made the playing of Rise of Darkness rather difficult.
 
Hi. Can you provide instructions on Florina?

I can't seem to build her ritual "Song of Heroes" or what are the requirements to use Nationalize spell?

Thanks!
 
The Nationalize spell is only castable inside cities by the Refugee Unitclass Unit. It is really many different spells with different requirements. A Refugee Unitclass Unit with the angel promotion would be able to turn a city into a Mercurian Nationality City or one with winged would be able to make the city Arkitan. These Refugee units are created when a city is razed and will be of the same nationality as the city was.

Here is an explanation of Song of the Hero:

Song of the Hero can only be performed inside of a city that has a nationality different from the Refugees. Try capturing a city from another player or cast the Nationalize city spell inside one of your cities with one of the Refugee Unitclass units. The Refugee Unitclass units will sometime be spawned when a city is raised. Once you have a foreign city (You can tell because the city will have a name above the city bar like Malakim or Calabim) you will be able to perform the ritual to create the hero of the Refugee Civ.
 
Ahh. So you can't cast Nationalize with the units you get for free every turn. Got it. I thought I was doing something wrong coz I can't cast Nationalize even though I have Orthus.
 
The Nationalize spell is only castable inside cities by the Refugee Unitclass Unit. It is really many different spells with different requirements. A Refugee Unitclass Unit with the angel promotion would be able to turn a city into a Mercurian Nationality City or one with winged would be able to make the city Arkitan. These Refugee units are created when a city is razed and will be of the same nationality as the city was.

Here is an explanation of Song of the Hero:

And actuallly, no they arn't... not all the time at least. I've played a game that had NO balseraphs, and every city that was razed and I got a refugee for? Only had the balseraph nationalization.

Next game I played was bannor if I remember correctly, and there actually WAS a bannor in game... But I was getting them from illian cities on a different continent. :p

Edit: And what's with the tower units? Alterer, necromancer ect. I've never been able to get them no matter which nation I played... Amurite, Refugee, Cult... And their entries arn't very clear. Tried with a highly promoted adept, with a mage/wizard, and finally with a lich and archmage. All at least levels 7-8, nadda.
 
Hey Cyther. I have problems with the units in refugee. For some reason when i get the free units i get a error text message and also i the units i get doesn't has any button abilities or any functions. I can't either see their atributes when i select them.
 
Sorry about not getting back about everything quickly, I was watching a reenactment of the American Civil War.

I will start running some more tests on the Refugees because there probably is some errors with them. They calculate the creator of the city when they RefugeeUnits are spawned so that may account for some of their apparent incorrect spawns.


To get any of the Tower units you need a few things:
  • Reagents
  • The Correct Magical Tower
  • A level 6 Mage
  • The Correct Alignment:
    • Alterer: Neutral
    • Divinationist: Good
    • Elementalist: Any
    • Necromancer: Evil


@Lord_Banner: Could you show me a screenshot or write the details of the error you are getting. I might see what is wrong in my tests but if I know exactly what is wrong I would be able to find the bug quicker.
 
The Nationalize spell is only castable inside cities by the Refugee Unitclass Unit. It is really many different spells with different requirements. A Refugee Unitclass Unit with the angel promotion would be able to turn a city into a Mercurian Nationality City or one with winged would be able to make the city Arkitan. These Refugee units are created when a city is razed and will be of the same nationality as the city was.

Here is an explanation of Song of the Hero:

I imagine a refugee created from razing a barbarian city is useless?
 
Sorry about not getting back about everything quickly, I was watching a reenactment of the American Civil War.

I will start running some more tests on the Refugees because there probably is some errors with them. They calculate the creator of the city when they RefugeeUnits are spawned so that may account for some of their apparent incorrect spawns.


To get any of the Tower units you need a few things:
  • Reagents
  • The Correct Magical Tower
  • A level 6 Mage
  • The Correct Alignment:
    • Alterer: Neutral
    • Divinationist: Good
    • Elementalist: Any
    • Necromancer: Evil


@Lord_Banner: Could you show me a screenshot or write the details of the error you are getting. I might see what is wrong in my tests but if I know exactly what is wrong I would be able to find the bug quicker.


Had all of those things, pluss regeants.... and one of each mana in the case of the amurites. For them I had ALL the towers, ended up getting a Mastery victory not long after anyways. I tried with Shiem, Nikito, Refugees, and Amurits. Nikito and Amurites MIGHT have been explainable since I was trying to level Nikito himself or his shapeshifters into it so that might be the problem.. and the Amurites have unique units for mages so that might have been it... Even Refugees I could understand possibly having a problem since they have all those nationalize abilities that MAY interfere? But the Shiem, ashen veil, I couldn't understand why my mages couldn't become a Necromancer. Would the skeleton necromancer hero interfere?


Now don't get me wrong, I LOVE this mod. :p Which reminds me, I have quite afew text key entry errors, like for the Refugee message for example and the Arkitan takeoff/land spells... and is EVERYONE suppossed to be able to build the Geomancer Guards for 2 hammers? [20?]
 
Arg.... I got it. I completly forgot to put in the upgrade paths for any unit. I fixed the Geomancer's Guard bug in patch C (unreleased). They should only be allowed to be built by Tuanra.

@2ManyUsernames: I will allow Barb cities to count as clan refugees.
 
Patch C is Ready:

Patch C Will break savegames:
  1. Rites of Oghma is repeatable
  2. Bannor UB Gallows / CivBuilding1: -20 Mat. -10 Crime
  3. The Bannor worldspell Rally now produces the Building Rally in addition to the original spell
  4. Bannor only ritual: Call to Rally- Req Fanaticism Costs 300:hammers:
    Produces a Rally building in the city it is built in
  5. Bannor UB Rally / CivBuilding2: +25% Millitary unit production +1:) +3:hammers:
    • 5% chance of wearing off per turn
    • When it wears off the Rally will produce a number of units based on city pop and tech level
  6. Infirmaries can heal units in their city
  7. Lowered cost of Alchemy Labs to 180 :hammers:
  8. Bowyers cost lowered form 2400 :science: to 1800 :science:
  9. Refugees can no longer get Orthus
  10. Bannor UU Punisher / Berserker: 13/7:strength: Gains Blessed in combat victory
  11. Bannor UU Great Phalanx / Phalanx: 14:strength: s/w Guardsman, Fear
  12. Bannor UU Enforcer/ Immortal: 7:strength: +1 Law Aff.
  13. Refugee Worldspell: The Call of Patria- An enhanced version of Recruit
  14. Added Dimensional Mana Req Alteration
  15. Added Dimensional 1: Escape
  16. Added New Route: Agathile Roads: Req Dimensional Mana
    • Costs 10 :gold:
    • Can only be built in your lands
    • Dissapears if borders are removed
  17. New Epic Lair: Blair of Lacuna (art by Psychic Llamas)
  18. New Epic Lair: Tower of Eyes (art by Psychic Llamas)
  19. Lair Guardian: Cyther- Guards Blair of Lacuna
  20. Lair Guardian: The Guardian- Guards Tower of Eyes
  21. Lair Guardians protect will use their magic to protect their lairs
  22. Razed Clan cities will spawn Clan Refugees
  23. Fixed Bug that prevents upgrading into Tower Units
  24. Improved Pedia (Thanks, Greyfox)
  25. More TXT_KEY issues filled in

____________________________________

The most noticable change is that I have incorperated Greyfox's improved pedia changes. This will help me be able to view the pedia better as I search for undocumented features in an effort to update the entries. The next patchs will mostly be documentation and bug fixes as I will soon be preparing a new version. I will be logging the changes for that version in the fourth post of this thread.
 
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