Single Player bugs and crashes - After the 23rd of September 2013

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I think the problem is the unit you have in the list. I think that it was designed for buildings so that when something was built it would not still be able to be built next turn like units are. But then I have never managed to get that list to work.

Well... poopie... Was hoping to be able to use it for a mixture of units and buildings. Especially useful in the earlier part of the game when I'm concentrating on getting my production and defense up. Still, with so many buildings I suppose it could still be useful.

I'll try that ALT+selection thing that Thunderbrd suggested and see what happens.
 
Who put this stuff in the UnitsInfos area, with ALL this BLANK space??????? And its not even IN USE:mischief:


Code:
<!--
 		<UnitInfo>
			<Class>UNITCLASS_WGMASTER</Class>
			<Type>UNIT_WGMASTER</Type>
			<UniqueNames/>
			






<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			






<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			






<Description>TXT_KEY_UNIT_WGMASTER</Description>
			<Civilopedia>TXT_KEY_CONCEPT_CORPORATIONS_PEDIA</Civilopedia>
 
Elephants give Hippopotamus hunter camp building...
 
Is anyone EVER going to fix this python error???

Traceback (most recent call last):

File "CvScreensInterface", line 1310, in handleInput

File "CvVictoryScreen", line 2056, in handleInput

File "CvVictoryScreen", line 849, in showGameSettingsScreen

AttributeError: type object 'CvPythonExtensions.GameOptionTypes' has no attribute 'NUM_GAMEOPTION_TYPES'
ERR: Python function handleInput failed, module CvScreensInterface
 
Who put this stuff in the UnitsInfos area, with ALL this BLANK space??????? And its not even IN USE:mischief:


Code:
<!--
 		<UnitInfo>
			<Class>UNITCLASS_WGMASTER</Class>
			<Type>UNIT_WGMASTER</Type>
			<UniqueNames/>
			






<Special>SPECIALUNIT_PEOPLE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			






<DefaultUnitAI>UNITAI_MISSIONARY</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			






<Description>TXT_KEY_UNIT_WGMASTER</Description>
			<Civilopedia>TXT_KEY_CONCEPT_CORPORATIONS_PEDIA</Civilopedia>

It is an old unit that was partially removed. I expect the person who did it was going to repurpose the unit but never got round to it. The spaces get added in by someones editor I think. I have noticed the same thing happening with the pedia entries.
 
It is an old unit that was partially removed. I expect the person who did it was going to repurpose the unit but never got round to it. The spaces get added in by someones editor I think. I have noticed the same thing happening with the pedia entries.

Oh that brings me to another point, thx for mentioning it, YEAH there presently are tons and tons of spaces in the TEXT area now, will this harm/ take away the turn times and readiness of C2C?
 
I had a game going, I believe on v30, saw the update to v33 today and downloaded it, now my American empire under Roosevelt is the Aborigine empire, it says empire in use is no longer defined, and same for leader. Of course if I go in and start a new game I can start as Roosevelt no problem....

Any suggestions? I am over 2700 turns into this game was aiming to keep it going.

Unfortunatly its a 4.5 meg file for the save game so I cant upload it here....I have tried previous saves and auto saves with the same results.
 
I had a game going, I believe on v30, saw the update to v33 today and downloaded it, now my American empire under Roosevelt is the Aborigine empire, it says empire in use is no longer defined, and same for leader. Of course if I go in and start a new game I can start as Roosevelt no problem....

Any suggestions? I am over 2700 turns into this game was aiming to keep it going.

Unfortunatly its a 4.5 meg file for the save game so I cant upload it here....I have tried previous saves and auto saves with the same results.

Only way to get it to be the way it was is go back to your OLD version plus you have to have a savedgame that is the old way also.
 
i`m doing research to find absent textures

at this moment found
Expert_Trapper_freeze1000.nif
Expert_Trapper_freeze1021.nif
minke.dds

more will come later....

also strange bug with recalc resolved by unpacking fpk...so with fpk something bad ...look at them please
 
Oh that brings me to another point, thx for mentioning it, YEAH there presently are tons and tons of spaces in the TEXT area now, will this harm/ take away the turn times and readiness of C2C?

I'd think it'd only be annoying the xml modder trying to interact with the file. Shouldn't cause the slightest delay to the loader and once loaded assets are no longer interacted with (this is unlike python where the game does access it after the mod has been loaded.) The mod load time is where you see assets logged into the game's definitions. Blank space and comment lines would be ignored with almost instantaneous speed during the mod load.
 
Elephants give Hippopotamus hunter camp building...

That's a bonus building since we do not have a map resource for every animal. Thus Elephant resource + Bison resource in your city vicinity = Hippo Hunter's Camp. note it also has to be a river city. There are lots of combo buildings like this. You can see all the combos here.
 
okey , waiting for answers about textures and fpk handling
 
i unpacked all fpk and not ctd and memory allocation errors... i dont know which one...
 
i unpacked all fpk and not ctd and memory allocation errors... i dont know which one...

No offense but i aint going through them myself, too much trouble for just me, sorry.:blush:


Also error see attached with the last SVN commit: Pls delete this kind of stuff thx (<!-- Prereq Buildings. --> )
And this stuff needs to be lined up thx. (Cant normally read it if its all over the place??

Code:
<Properties>
				<Property>
					<PropertyType>PROPERTY_FLAMMABILITY</PropertyType>
					<iPropertyValue>NONE</iPropertyValue>
				</Property>
			</Properties>
			<bAutoBuild>0</bAutoBuild>      <!-- Autobuilds the Building. -->
		</BuildingInfo>
        <BuildingInfo>
			<BuildingClass>
 
on Goodyislands i see strange message
BugUtil.getText - XML key TXT_KEY_AUTOLOG_VILLAGE_RESULT_STONETHROWER not found

and i asked many times, do i need to ignore such message
WARN : EventSigns.addSign() was passed an invalid plot: <CvPythonExtensions.CyPlot object at 0x048385B0>
 
Bunkers (which are upgrades of forts) are intended to provide the resource, so that's not bug. In V33 the ability was added to separate that capability out, but currently all forts are defined to also provide the resource they are built on.


Edit - and the BUG write failures are almost certainly because you are no running as admin on Windows Vista or above with the mod installed within 'Program Files'. If you run the mod as admin that will be cured.

Am having problems with the BUG write failures and was wondering how you run the mod as an admin? ps I used the V33 installer to get the mod on my game.
 
No offense but i aint going through them myself, too much trouble for just me, sorry.:blush:


Also error see attached with the last SVN commit: Pls delete this kind of stuff thx ( )
And this stuff needs to be lined up thx. (Cant normally read it if its all over the place??

Code:
PROPERTY_FLAMMABILITY
NONE


0

are comments and not code I put in my buildinginfos to guide me. Xml programming language ignores them when applying the code.

In Notepad++ they show up green to me. I checked before uploading it and isn't get any errors when starting the game and everything showed up.

I have comments for Health, Happiness, Auto build, and Cost, others. I won't use comment tags ever again.
 
Am having problems with the BUG write failures and was wondering how you run the mod as an admin? ps I used the V33 installer to get the mod on my game.

Right click and click on run as administrator.
 
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