strategyonly
C2C Supreme Commander
Rev 7675:
Game won't start, loading window simply disappears on 'loading uncached xml'. No error messages.
See SVN thread that was posted hours ago already.
Rev 7675:
Game won't start, loading window simply disappears on 'loading uncached xml'. No error messages.
See SVN thread that was posted hours ago already.
Sorry, I have woken up this morning with a terrible cold and am having trouble seeing the screen let alone focusing on what is wrong with my last change. Can some one remove that revision? I am going back to bed.
Here is the save. 50civ .dll SVN 7656.
Has Custom Civs - these will be replaced at game load.
I have 1 Wonder that reduces by 50% upgrade costs.
I have checked Traits, Civics and World and National Wonders in case anything else effected upgrades - did not spot anything obvious.
Note: Ignore the low turn count 70+ - it really about turn 630+. I reloaded the WB.save as a scenario after about 560 turns. Thats what reset the turn count.
You will get about 5 "Non-Fatal Load" warnings (Custom Civs. being replaced).
The unit above Athens will upgrade, amongst others.
Martial Arts requires Taoism (the religion, not just the tech) but the buildings for it (two normal buildings + wonder) do not require it, they just do not function. (I dont have a great prophet right now so I cant see if they will work once I get taosim).
I'll take a look.Whatever actions I take during turn time, game always CTD at the end of turn in the save attachment.
And I'll take a look here too.CTD when clicking on next turn,, BIG game
This is an older game right? Since most of the values were assigned to the base unitcombats and unitcombat values are attached to the unit when the unitcombat is assigned to it (during the process of manifesting the unit into the game) it tends to be stuck with whatever unitcombat values it had at creation. I suspect that your units there may have been created before the values were given to the unitcombats. But I could be wrong and it could be a problem. Did you just create those units new in this game?Different game: Ranged Bombardment is not working at all?? See pic 1/2 Not even listed??
The Debug DLL said:Assert Failed
File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7680
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'BUILDING_KRAKEN_SONG' not found, Current XML file is: modules\MrAzure\Celebration\Festivals\Festivals_CIV4BuildingInfos.xml
Assert Failed
File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7680
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'BUILDING_LEVIATHAN_SONG' not found, Current XML file is: modules\MrAzure\Celebration\Festivals\Festivals_CIV4BuildingInfos.xml
Assert Failed
File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7680
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'BUILDING_MINKIE_WHALE_SONG' not found, Current XML file is: modules\MrAzure\Celebration\Festivals\Festivals_CIV4BuildingInfos.xml
Assert Failed
File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7680
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'BUILDING_NARWHAL_SONG' not found, Current XML file is: modules\MrAzure\Celebration\Festivals\Festivals_CIV4BuildingInfos.xml
Assert Failed
File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7680
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'BUILDING_ORCA_SONG' not found, Current XML file is: modules\MrAzure\Celebration\Festivals\Festivals_CIV4BuildingInfos.xml
These MIGHT be a potential cause of crash scenarios but I'm still opening things to figure those out so I can't say for sure.Assert Failed
File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7680
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'BUILDING_RAY_SONG' not found, Current XML file is: modules\MrAzure\Celebration\Festivals\Festivals_CIV4BuildingInfos.xml
Whatever actions I take during turn time, game always CTD at the end of turn in the save attachment.
Note: I did get a fix complete for the hang. You won't like the results of the next round though I've gotta hand it to the AI, they're quite violent during this era when they go to war.
These MIGHT be a potential cause of crash scenarios but I'm still opening things to figure those out so I can't say for sure.
Did you check your game as I asked in the post before yours?Your right, man i lost a big city and am surprised attacked by 50ish more of the same
You are right though, i dont like the next turn but thx.
Now to the other 2 or 3, sorry I am mainly just concerned more with the HUGE one, thx.
Doesn't seem to be causing too much trouble at the moment but it does need fixed asap.The XML code with those buildings in was the thing causing the CTDs on load. Until I am well enough to figure out what was wrong with it SO removed the Building Infos folder for me.
They're more reluctant by a small margin but in the bigger picture this is a good thing because they won't allow themselves to be so financially drained as they once were. They do seem to build more cities (so far as I've seen in all tests) just not with quite the abandon they had previously. I haven't worked elsewhere on anything that would be adjusting this.A recent change has made it so that the AI is not building any cities they stay with just their first city.
Doesn't seem to be causing too much trouble at the moment but it does need fixed asap.
They're more reluctant by a small margin but in the bigger picture this is a good thing because they won't allow themselves to be so financially drained as they once were. They do seem to build more cities (so far as I've seen in all tests) just not with quite the abandon they had previously. I haven't worked elsewhere on anything that would be adjusting this.