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SCENARIO: Age of Imperialism; 1895-1924, Deluxe Version 2016-10-05

hello. I just dowloaded the latest files and started playing AOI as russia and it was all fine. But then i started a new game and now it crashes on the loading screen. Every nation starts to build each others prebuilt wonders and then it crashes. I have already deleted the mod files and installed them again. Id appreciate if someone could help me with this. Thank you!
 
^ I am having the exact same problem.
I am playing the game through Steam. I downloaded AoI and started playing the game as Russia. I was bothered by the labels being jacked up (game called airfield, gold called alliance, etc.). I exited the game and checked out this post (the one I have quoted below) and I downloaded the corrected labels. When I reloaded the game, it appears the labels were corrected, but now when I go to load the game it crashes (every nation starts to build each others prebuilt wonders and then it crashes).

I had the same problem. As Civinator said a while back, it's caused by the update for the steam version adding a line into the labels.txt. To make everything right, you need to open the labels.txt in the text folder of the AoI folder, and add 'Unknown' on its own line between PING and Host on line 86. This sorted it out for me. I'll upload the fixed labels.txt as well. You just rename the old labels.txt in the AoI folder to whatever, then put in this one.

Any guidance would be appreciated! Thank you in advance!
 
The Civ Game does not like pre-placed Wonders. The programing does not understand pre-placed Wonders because they are built in game, Not pre-placed.
I noticed the Advisor states each pre-placed Wonder as being built when the AOI starts. This does not crash the game for me but it is annoying, requiring time to load the game.

In EFZI2 Complete, I have pre-placed Wonders and the Advisor would state them as being built when the game starts. This trigger was corrected by setting the pre-placed Wonders to Require 10 Armies in order to build them. This stops the Advisor from stating that they are being built. EFZI2 Complete does Not have or use Armies.

This same technique may prevent the Advisor statements in AOI.
Would have to find what Wonders are pre-placed then go through the Biq and set those Wonders to require 10 Armies. This works because no one has 10 Armies when the game starts so the Wonders could not be built and Advisor is not triggered to state that the Wonders are being built.
There may be other settings that would also prevent the Advisor statement concerning the pre-placed Wonders.
 
Before starting a game, go to the Preferences Menu, in the GAME section and deselect the "Show Wonder Initiation Pop Up". That will keep those annoying messages from showing up.
 
Before starting a game, go to the Preferences Menu, in the GAME section and deselect the "Show Wonder Initiation Pop Up". That will keep those annoying messages from showing up.
True but if you want the Advisor to let you know when a Wonder is being built, that is a problem.
 
You just go back and set it back to "show wonder initiation" after the game finishes the startup and its your turn.
At ;least that is a way around the problem,. even if it is a manual way each game.
 
I had the same problem. As Civinator said a while back, it's caused by the update for the steam version adding a line into the labels.txt. To make everything right, you need to open the labels.txt in the text folder of the AoI folder, and add 'Unknown' on its own line between PING and Host on line 86. This sorted it out for me. I'll upload the fixed labels.txt as well. You just rename the old labels.txt in the AoI folder to whatever, then put in this one.

Thank you so very much! That has fixed it for me. I really appreciate it, and now I can enjoy El Justo's masterpiece!
 
Also, does the new version include African barbarians that have descriptions taken from cruisers on their Civilopedia page?

AoI Barbarians.png
 
So finally I get the chance to play this tremendous mod...Using A0I5.biq and what I believe are all the other files which I am quite sure downloaded from the first post in this thread...
Unfortunately, after quite a few turns of enjoyable gameplay with the Japanese British Empire, I suddenly get an error which don't know if it's already been addressed here.
The problem is that the Belgian Cavalry unit references another unit:

[Animations]
BLANK=
DEFAULT=..\US Cavalry\CavalryDefault.flc

which in the Us Cavalry ini is:
DEFAULT=USCav_Default.flc

I suspect I may be getting the same problem with all the other cavalry from other nationalities. Maybe I have to replace the US Cavalry folder with the US Cavalry Orig I guess. Wonder if I missed a patch that fixed this?



Anyway to summarize, I'm disabling the US Cavalry folder, replacing it with the Us Cavalry Orig folder, taking off the "Orig" part; hopefully this should solve the problem.
***

Ok Downloading the whole AoI5 again. For clarity and also benefit of anyone wanting to download here are the download links El Justo gave in page 376 of this thread:

main large file: https://www.dropbox.com/s/bh323xpcpqkk12s/AoI-new.rar?dl=0
biq file: https://www.dropbox.com/s/7g2ij6tj1besj6y/AoI5.0.zip?dl=0
 
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Thanks done. Enjoying the game as Japan, only quite frustrating because there's no way I can gain any ground through offensives. The japanese infantry are useless when attacking a stack of enemy units in a city; the horse artilley and mountain guns useless also to do much damage. The Japanese cavalry expensive long turns to build them. I would have thought there should be stronger artillery by now. No...don't ask me what turn I'm on because I did do one only change in the Bic before playing, which is turning each turn to 1 unit of time instead I hate it when I run out of turns even though one can always go on playing after turn number expires. Guess will have to hang in there for quite a few turns when hopefully new techs will finally make some decent offensive units and artillery available to be able to conquer something....
 
Don't know if has been addresed before; just posting in case with a spirit of helpfulness:

-Had an error could not find art/units/Maschinengewehr 08
-:I've just made a copy of the Maschinengewehr with that missing units name and now working. Will inform any other things I find, just in case.

Re my post yesterday the actual turn I'm on is 142 or so. Again, the date doesn't correspond to the original scenario's dating as I changed the number of weeks to 1 per turn. Another thing I changed was the Victory point scoring necessary to win, think I put 1000000 instead; just so as to have it last as long as possible.
 
After over 250 turns still enjoying this masterpiece greatly. My Japanese empire is slowly growing, espcially now that I have those WWI infantry units. Something I don't enjoy is the micromanagement nightmare that the resource parcels entail. If I could change anything to this scenario/mod it woul be having much fewer of those parcels auto-produced, each having a proportional amount of wealth per parcel, so I didn't have to spend so much time grabbing each one and taking them to a victory point location. Again, this is feedback, I would never dare criticize because firstly I know a masterpiece mod like this must have taken months if not years in the making, plus I also know that the modders must have their own reasons to have made the decision to have it the way it is. The early Japanese fighters are also quite useless when used as air superiority against the advanced air ships as they either don't intercept or if they do they get shot down by those balloons !

Thanks also for the replies to my earlier questions reagarding units missing etc. Right now I am happy to say that have been playing for many turns, after making the correponding fixes, and everything is working perfectly !
***


ooops... a couple of turns later I run into another problem:

The Maschinengewehr 0815 unit (same thing in the 0818 unit):
DEFAULT=..\Maschinengewehr 08\GermanDefault.flc
WALK=
RUN=..\Maschinengewehr 08\GermanRun.flc
ATTACK1=..\Maschinengewehr 08\GermanAttack.flc
ATTACK2=
ATTACK3=
DEFEND=
DEATH=..\Maschinengewehr 08\GermanDeath.flc
DEAD=
FORTIFY=..\Maschinengewehr 08\GermanFort.flc
FORTIFYHOLD=
FIDGET=..\Maschinengewehr 08\GermanFidget.flc
VICTORY=..\Maschinengewehr 08\GermanVictory.flc

whereas the Maschinengewehr 08 unit has:
BLANK=
DEFAULT=x_germanHMG default.flc
WALK=
RUN=x_germanHMG run.flc
ATTACK1=x_germanHMG attack_a.flc
ATTACK2=
ATTACK3=
DEFEND=
DEATH=x_germanHMG death.flc
DEAD=
FORTIFY=x_germanHMG fortify.flc
FORTIFYHOLD=
FIDGET=x_germanHMG fidget.flc
VICTORY=x_germanHMG victory.flc
TURNLEFT=
TURNRIGHT=
***

I've changed the 0815 and 0818 inis accordingly and now working....)
 
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DON'T upgrade the British Argus Hull. When one does that, the game immediately crashes. Let the hull rust in its dock. It's possible to win the game without that carrier.
(I don't know if I posted this warning in the right place, I find this forum/thread thing very confusing. I also don't know if I'm playing 4.0 or 4.1: it says 4.1 on the map but 4.0 on main screen. I'm sure there's an answer for that crash somewhere in this site, but I've been searching for hours and nothing).
Thanks El Justo for an amazing, well-rounded work. This mod is so immersive it's like living in another time. El Justo is not only the history teacher we all would like to have in our schools, but he can make games in a professional level!
 
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