Thunderbrd
C2C War Dog
Really? Huh... I might be coming from an outdated place of understanding on this then.Actually I put the ones in my map into the xml here locally, and it fixed them.
Really? Huh... I might be coming from an outdated place of understanding on this then.Actually I put the ones in my map into the xml here locally, and it fixed them.
Ok, so I know I laid out the problems with creating a perfect solution to this matter but I did figure out a way to do it that doesn't have any of the downsides. Just repurposed a tag that would never have been used in unitcombats otherwise but was already setup and costing memory. bFreeDrop now means 'Ignore the bCannotMergeSplit tag IF playing SM Uncut'. Applied to both Canines and Felines.then how come before it worked for only "warcats" and nothing else, besides the normal ones???? not trained cats, and not guard cats, JUST warcats??? what changed???
And just for info i Never cared about dogs being merged, it was just "warcats" infact it was hard to do sometimes just to get that part in the classical era to do it. u had to get the right techs and the right wonder to do it ,,, oh and be the first to do it also. Infact only one civ could do it.
EDIT: i am, "pretty" sure it only had to do with ,,, unitcombat area?? it looks like someone changed the "meanings" around??
EDIT EDIT" Wow just looked and it looks like everything can merge everything, i just looked and u can even do medics/doctors etc??
Dont know if this would be fun or not, i just like it the way it was before someone messed with unitcombat stuff, i believe for the uncut and the strengths. IMPO
But UR the MAIN guy now what ever u want u get!!!!!!!!!!!
It sounded like you forgot to set autosave, so it would be done every turn.
10 years of playing and several years of modding doesn't mean immunity from all mistakes in general..
Random crashes is why everyone should have autosaves set to every turn.
This is why I responded like this, as there isn't any reason to not have autosaves every turn.
Gottcha. Explanation clear and understood. Just letting Toffer know too.Once this happens nothing reverses it, even introducing the new text key into the xml won't fix it because that TXT_KEY_YADA_YADA has actually become the textual name of that specific city from that point on. This is an artifact of the ability to player-name a city. Once the reference is lost, it changes to all it knows how to change to and that is the actual text of the text reference name itself. From there, it's not further tied to the text xml because that name key is now stored as the name in the same way that a player rename would be.
Make sense? It's hard to explain but I'm trying here.
Yeah, I learned a lesson there.Gottcha. Explanation clear and understood. Just letting Toffer know too.
Yeah but Tbrd was incorrect. Changing the xml caused the problem in the first place, and putting the tags back in the xml does fix it, and is the solution.Yeah, I learned a lesson there.
Most text keys can be changed without it affecting save game compatibility, but city names are special in the way they are referenced, not only by other xml but in the save file itself; there is obvioulsy no way to update the reference inside the save file.
I won't rename the tag keys for city names willy nilly no more.
Do you use @Toffer90 Interface Overhaul?When a civilization ask me to change my religion and I reject it, I get this error:
Traceback (most recent call last):
File "BugEventManager", line 313, in _handleDefaultEvent
File "autologEventManager", line 1414, in onReligionRejected
ValueError: need more than 2 values to unpack
That default is for game itself just like windowed mode or some debug settings not mod.Then make the Game .ini set to 1 for autosave turns. As often as the SVn is updated you sometimes over look the default setting of 4. And don't be such a smart aleck either.
Young butthead whipper snapper!
Yeah, TB was wrong, you can check this quite easily by renaming any city to: "TXT_KEY_CITY_NAME_ADEN", the city will then change name to "Aden".Yeah but Tbrd was incorrect. Changing the xml caused the problem in the first place, and putting the tags back in the xml does fix it, and is the solution.
If you have manually changed city names in your save, then I would expect xml changes would not affect them either way. But the important thing is, if the xml change broke them, it can fix them too.
Could be a PPIO issue, I'll look into it when I have time.When a civilization ask me to change my religion and I reject it, I get this error:
Traceback (most recent call last):
File "BugEventManager", line 313, in _handleDefaultEvent
File "autologEventManager", line 1414, in onReligionRejected
ValueError: need more than 2 values to unpack
The ones in my game were: _ELASHMUNEIN (in the text 'El' is a separate word or hyphenated), _HIERACONPOLIS, _ANTIUM, _CALCUTTA, _STPETERSBURG, _JAUNPUR, _MACHU, _YUECHI (two words or hyphenated - personally I like 'Yue-chi'), _ESTRUSCAN (this is 'Etruscan' mispelled of course), _BOMBAY, _MADRAS, _TIWANAKU, _CORIHUAYACHINA (it was 'Corihuayrachina' in the text - I don't know which is right), _VILCAS, _VILCABAMBA, and _VITCOSThe problem is that I don't have a list over which xml entries I renamed and which I deleted from the game, and I changed the order of them from random to alphabetical, so it is not as simple as comparing two files with a compare tool.
I would have to go through all the XML keys that was in the old file and try to search for it in the new file, if I can't find it in the new file then I must add it there.
Your pushing out PPIO screens as default. They are not. See screenshot it is default C2C BUG.That default is for game itself just like windowed mode or some debug settings not mod.
This means SVN updates have nothing to do with it and you can't affect it in any way.
Unless BUG settings allows that, but vanilla INI (shortcut is in BTS folder as you know) overrides that.
Vanilla ini controlling autosaving interval and other stuff is here: C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword
Also Thunderbrd said that autosaving delay is much bigger for him than me.
So I guess saving lasts longer for you too.
That is delay caused by autosave is random.
It would be real shame if I upgraded to 200 GB SSD or 1 TB HDD and then suddenly mod saves game and loads itself 2 - 5x longer.
Now it saves game within 20 secs in worst case and I can load any save counting from startup within 2 - 3 minutes.
I'm not sure if this one is part of Toffer's modmod.
Spoiler :
There is NO way to set autosaving interval inside of mod without PPIO (this is fairly recent addition in it anyway).Your pushing out PPIO screens as default. They are not. See screenshot it is default C2C BUG.
Thanks, a bit of help makes the job easier.The ones in my game were: _ELASHMUNEIN (in the text 'El' is a separate word or hyphenated), _HIERACONPOLIS, _ANTIUM, _CALCUTTA, _STPETERSBURG, _JAUNPUR, _MACHU, _YUECHI (two words or hyphenated - personally I like 'Yue-chi'), _ESTRUSCAN (this is 'Etruscan' mispelled of course), _BOMBAY, _MADRAS, _TIWANAKU, _CORIHUAYACHINA (it was 'Corihuayrachina' in the text - I don't know which is right), _VILCAS, _VILCABAMBA, and _VITCOS
Yeah, you should be able to solve this one rather easily Rax@raxo2222 : The game can't locate the nif file that is set in the unit-art xml. I'll let it be a challenge for you to figure out what's wrong.
Ask me if you get lost.
@raxo2222 : The game can't locate the nif file that is set in the unit-art xml. I'll let it be a challenge for you to figure out what's wrong.
Ask me if you get lost.
I tried solving this before I posted, I guess I'll try again.Yeah, you should be able to solve this one rather easily Rax