Stalingrad

Most likely its the tech tree - it doesn't have a continuous line from nil to future tech for all the tribes. Since this is stored in the rules.txt, older versions you have will also crash upon loading. The best way to fix this is to manually reverse the last few changes you did to the tech tree via editing the rules.txt.

If that doesn't work, then the next most likely reason is that certain parts of the rules.txt, game.txt or labels.txt were erased accidently. Incrementally replace each file with the default ones (after changing the name of the ones you made) and narrow down the source of the problem.

(additional info: I know you said that earlier versions also crashed but if they didn't crash, then the most likely reason is that the events.txt was edited manually and exceeded the maximum size)
 
Wow, major disaster resolved into a minor difficulty. The problem was one letter in the rules.txt. I had made the prereq for a unit 'Col' where it needed to be 'CoL'.
I had to do alot of searching to find it, but I tracked it down eventually. It was a dumb mistake, but goes to show just how careful one needs to be.
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If you want these things done right, it takes time. A scenario made in a few weeks is most likely very crappy, (unless its Koybashi, who seems to have some gift with these things.)
 
Word up, Pink.

You gotta know that this is my first attempt at a scenario. I am trying to make this as good as some of the better scenarios out there. I am constantly amazing myself when I see just how much there is to be done to make something proper. Don't hold your breath folks, its on its way.
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Originally posted by PinkyGen:
If you want these things done right, it takes time. A scenario made in a few weeks is most likely very crappy, (unless its Koybashi, who seems to have some gift with these things.)

Its not really a gift. I did work a lot on it but there was a trick to doing ZWK in four weeks. It's actually the same format as ST:BAQ (Federation=Allies, Romulans=Axis, Russians = Klingons) and a simlar tech tree with three subsidiary branches for each tribe (M26= Sovereign, D'deridex= King Tiger, IS-2 = Neg'var). You get the idea. If not for the basic scenario format that already existed, it would be next to impossible to do a decent scenario with new units in such a short time.


[This message has been edited by kobayashi (edited April 28, 2001).]
 
Okay, here's one quick question...
The names for the difficulty leves, is this in the rules.txt only? I have changed that, and the game displays the default titles (cheiftan, prince etc) Here is what I have typed in the rules.txt:

@DIFFICULTY
Shütze
Unteroffizier
Hauptmann
Oberst
Generaloberst
Feldmarschall


There are the required spaces before the first and after the last lines of text. I guess I need to change it elsewhere? I looked in the Labels.txt for the default names...in order to change them, but they weren't there either. A quick point in the right direction, if you please.

FMK
 
Thanks kobayashi, I didn't even know about the game.txt! There seems to be alot of fun stuff to play with in there. Thanks for the quick help.

FMK

[This message has been edited by Field Marshal Klesh (edited May 01, 2001).]
 
Yeah, I get that too. But then it asks if I'd like to open it with Wordpad....and I say 'yup'...Booyah. It opens it fine.


Okay guys, here's another question.

I am wondering if tech obsolescence affects event-generation. I'll explain further by example:


Tech A- Given to the Germans at the start. In the events, if Germans have tech A then create units... let's say 20 miles outside the city.

I want the Germans to continue to recieve units every turn via having this tech, untill they earn another tech by capturing something. This new tech would be Tech B, and it would make tech A obsolete. Could I then make an event to move the unit generation spots to.. say 10 miles outside the city? I would of course want the units to no longer be generated at the 20 mile point.

Basically I want to be able to move the generation points closer to the city as the player succeedes in certain missions etc. I don't know if the events that create units from Tech A would stop once Tech B is given.

Could this be taken care of by adding another 'if' to the code? Somehow possibly asking for the presence of Tech B before the generation of Tech A units?

I haven't had any experience with this language...or any computer language for that matter, so excuse the base qualities of the proposition.

So would all that stuff up there work?
Any ideas as to how I can get that 'closer to the city' effct from my unit creation? Thanks.

FMK

 
I'm just getting started with Events.txt myself, but I'll give it a shot. There is of course the multiple events files trick, but I'm not brave enough to tackle that one. I know you can't have multiple triggers, which really miffs me, (I'd love to be able to say "If this *and* that") So the only thing I can imagine is to have seperate actions that interfere with the previous one.

I don't know if this would work, but in your example, when goal B is achieved, perhaps you could have the terrain changed at drop spot A making the first unit not go there, or maybe have a single, invisible, 0 movement unit dropped there. I have my doubts about the former, and the latter would only work until the invisible unit was killed...
 
So, FMK, does this thing (The map.) even look like a city?

I have an idea. It involves the city walls and how the city changes when you build some. OK, here goes: OK, what you could do is give the placed cities (the ones you built) city walls, and then make city walls a non-buildable improvement. After that you'd make the walled cities look like buildings and the un-walled ones(the ones the player builds) look like camps. Good idea?
 
Yeah, those aregood ideas, but I am way past that stage of the game. The player will not have any settler-type units, so building cities will be out. I have several different city types being used currently. City walls are there for defensive purposes mostly, and since they can be destroyed after a battle, they aren't reliable as cornerstones to the cities appearance.

I posted a picture of the map on one of the other pages in this thread. From that extreme zoom it is tough to tell whats what. The city itself rides along the west bank of the Volga river for the majority of the map. Only a few spots to the north and south are not part of the city. The city aslo stretches to a good width inland from the river. Beyond the limits of the city are the fortified defenses...barbed wire, forts etc. And beyond that there is open land, with trees and farms etc. The player will have to fight his way through the countryside, then past the defenses, and into the city itself. There will of course be plenty of city fighting, my man.

FMK
 
So your gonna have triggers in the game?

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For Sure.

That will be the meat of the scenario. It'll be almost mission oriented; you kill this or that, you recieve this or that. I am still trying to decide the best ways to make what I want to go down actually happen. I have lots of techs left to play with, so I have many possibilities.

FMK
 
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