Single Player bugs and crashes - After the 24th of February 2014

Some more LH done: Dropbox.

I didn't do any buttons as I've had no feedback on my last post on the issue.

Redid Curtin; looks less wax-figureish.

Didnt like kublai, so didnt add him, also, can you moved this to the Help Wanted thread, as not to take up this area for stuff, thx.
 
They are modmod civs, yes?
They are now but they weren't untill two weeks ago.

Even if they were only modmodcivs, the art should be delivered with the civ. ;)

And i don't want to abandon my game just because someone removed the necessary art.
 
Just got this bug:

Assert Failed

File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7496
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: xml\GameInfo\CIV4EspionageMissionInfo.xm
 
If someone know how to do it :)
So we've instructed two players now how to do it for themselves but we don't know how for us?

I KNOW that we want a 'better' fix for the main but since it causes a crash it needs to at least get the patch fix right?

@TB

Still want to UP the Ranged Attack (see pic2) ALL of these "cannons," Rifleman, Warlords, NEVER once hit the target, all it said was so and so missed the target. . . . :eek:
hmm... The city's Bombard Resistance must be higher than I thought it would get up to.

By any chance can you see into their cities so that you can hover over the rook symbol on their city screens and get an idea of how much Bombard Resistance cities like this one are amounting to?

Either that or simply post me that game just before the bombard attack - I'd like to take a look at how the numbers are actually playing out on the hit roll.
 
These changes was in original BTS file.

So give the same reference in our file set and change what the reference calls to as you instructed.

Anything in a mod will override what's in the core unless it doesn't exist in the mod at which point it falls to the core to define (in this case by core I mean BtS, but the hierarchy then steps down from there to look for definition in Warlords, then vanilla civ IV.) We still have a lot of references we rely on the original game designs for. But any of them can be replaced by simply having correct references to them in our mod.

For example, if you have TXT_KEY_SOMETHING defined as a text key in the base vanilla files but put a new TXT_KEY_SOMETHING in a text tile in the mod, ours will take precedence.
 
Just got this bug:

Assert Failed

File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7496
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: xml\GameInfo\CIV4EspionageMissionInfo.xm

fixed (I hope so :)
 
Got to do something with this Thundra and above covered area's..

I know you'll want it as real as possible, but nobody can even go there or build there, the AI HATE it, won't even built towers there.:sad:

Its just wasted space now:( Only ones that like it is the Barbarian's, because its all open space to them and nobody will bother them.

Sounds quite realistic if you want my opinion ;) Besides, I don't really see the problem... there's a lot of more fertile terrain elsewhere, isn't there? Also, is there a way to terraform tundra? (never got to the latest eras in the game...)
 
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