[Warlords] Battle of Hastings

There isn't one in the CL file that iggy linked.
 
I used civcheck on the mod and it came up with 5 graphics problems, 4 of which seem to be missing from its data base and one typo in the original which I corrected. The 4 are in the spoiler. However I can confirm the Harold and William graphics cause a crash in XP but look fine in Leopard. Harold looks incomplete and William is complete blank. The light cavalry also causes a crash when clicking on the pedia link. Tomorrow night I will do some more rigorous testing with the graphics. Otherwise civcheck in its default config only turns up an Undefined "South" in formations.
Spoiler :
MissingArt: Art/Units/Selection Effect/Selection_Above.nif
Used: warlords art/civ4artdefines_misc.xml at line 146
MissingArt: Art/Units/Selection Effect/Selection_Above.kfm
Used: warlords art/civ4artdefines_misc.xml at line 147
MissingArt: Art/Units/Flag/Mediallion.nif
Used: warlords art/civ4artdefines_misc.xml at line 153
MissingArt: Art/Interface\Buttons\WorldBuilder\Terrain_Peak.dds
Used: warlords terrain/civ4terraininfos.xml at line 1099
 
I did succeed once in loading the map in XP only briefly to get to the "You have been defeated" screen otherwise it crashes before then. But it did load on fine on Leopard. (setting to allow public maps.)
 
The graphics issues should be solved through copying the missing files from your main folder to your mod folder.
I don't know why, but sometimes it seems, that a mod will not load some from the main files.


And go on, i really want to play this :).
 
That's a great tip. I have tomorrow off so tonight I am giving graphics a good work out without the WB map. Any crashing from them won't get any better with the map since they are being used by it. Next on the list is the city scheme file which I haven't looked at yet. I can well imagine that XP may be more fussy there. Last on the list is the victory conditions file. This shouldn't be necessary to mess with since there are already set in the WB file -- unless the underlying definitions themselves have changed.

P.S. As a preliminary move, in Leopard I changed the artdefines for Harold to match Churchill; William to match Peter; the light cavalry to match horse archer; and restored horse archer to the mod. Then I started a new game played a few turns and saved, copied the mod and save over to XP. No problems in civcheck so I launched the mod, loaded the save and picked up the game where I left off. This is a very encouraging sign. :) (Not surprising since you didn't use a custom core dll.) Now to give the graphics a good workout in XP ...
 
Good news! I wasn't able to crash XP with any further graphics before and after updating the city schema. :) The victory info file was another matter. Without it I eventually go to a point where I could win a space race like every turn. With it I couldn't reload a game I had saved with it! But ... I could save a game with it, exit the game, drag the file out of the mod, load the save, resave it, exit the game, drag it back in, reload and continue play without winning a space race. BLAH!!! Simpler just to specify victory conditions on start up and not mess with the file period.

It's now time to wake up the sleeping elements and finally link up with the WB file.
 
At last! At Last! At last! Xp finally loaded the WB Map!!! Now to bring the mod back up to speed with the original and catch up on some missing details ... This might take me another day or so. With any luck I can get another version up tomorrow otherwise my next Window of opportunity (pun intended) will be late Saturday pm/early Sunday am.
 
That's great iggy! :goodjob: How did you get the map loaded?

Anyway, about the graphics issues, maybe if you made a mock mod with just the 2 leaderheads and the light cavalry and see if they work for you.
Edit: One more thing, if you changed the artdefines at all, maybe post them here so that I can check them over.
 
Made a couple changes in the ini file and updated the modpath in the WB file. But right now its only loading for Normandy. There's a problem in the opening battle sequence thats preventing loading other civs. This is also happening in Leopard. This might be a formations problem, not sure. The units causing the problem battle fine in the open, but attacking a city causes a crash. Doing some research on formations now.

You can probably spot the artdefines problem for Harold and William in the original mod, probably at a glance. But since I couldn't get them to work by the "obvious" methods there isn't much point posting. Not sure how they work (graphics production is not my forte) but it looks very possible to have somehow gotten the two mixed up in some small way. There is some similarities in the art directory. Perhaps one of the duplicated files is bad.
 
LOL. Not certain it is formations. Just did an comprehensive comparison and got it to where I'm 99.9% certain it is okay. I've lost the entire class of swordsman in that battle, even the in game swordsman crashes it. The obvious trick of changing the one unit's class from swordsman to maceman almost got england to load but alas ... at the very end ... crash. On the bright side at least I have the same problem on both Leopard and Xp. Makes problem solving a lot easier. At any rate I can load up Normandy and swap out the swordsman class for a bunch more knights, then swap WB files. That should verify that the other 7 civs load.

FWIW only UU and some loose ends in the text directory remain. In my speed to revamp the diplomacy file I picked leaders close to the area ... If any of those leaders identify themselves by name ... or gender ... cough, cough ... I need to intercept those responses in the text directory.

P.S. Swapping out for knights did the trick. All seven remaining civs loaded perfectly. :) (This only means the problem is only temporarily sidestepped. :sad: )
 
Did track down the problem to the presence of walls in a city. Curiously, wall and swordsman files all match the defaults except for the tech requirement. Formations is okay there too. The map isn't the problem. (Drag the ini file out and start a single player game with a new map -- crash tested.) I'm stymied and need to give this another rest. Is it possible to have too many units in this class?

After some rest, further testing shows the problem extends to castles too. You should be able to duplicate this with a swordsman attacking a barb city with walls or castle. Knights, maceman are unaffected. Maybe some coffee will put me on the right path.
 
Good news! Played a few turns as Harold in XP with no further issues. I'm pretty much done. All civs loading fine! Had to make one fix: deactivated the defense bonus for walls and castles. Mod played fine. The problem I seemed to have stumbled upon is this: any unit with a city attack bonus, including city raider promotions, crashes the game when attacking a city with walls or a castle. It is calculating combat odds the same as the original Mac version which wasn't crashing. But I can't be sure those odds were correct to begin with. Without walls or a castle the odds appear to be what a person would expect. Barring some last second inspiration, I'm going to chalk it up as a known issue and submit another version tomorrow evening late. At least I seem to have a version that is otherwise stable on Windows.
 
Inspiration coming -- I hope! The problem also extends to a unit with city attack battling a unit inside a city with a city defense promotion ... I tracked the error to occurring immediately after setting up a basic mod with just civs and leaderheads, nothing else ... But one look at the WB when testing ... possible EUREKA moment about to happen? ... Only SOME buildings appeared in the WB??? ... Walls and Castle were there ...There may be a problem with the other buildings there too ... The only real difference between your original mod and mine is that you had precisely ONE UB defined ... Me, NONE -- that's last on my list ... Wild idea ... this is Warlords not Vanilla ... what if the game needs AT LEAST ONE UB defined to work correctly ??? It's my last hope ...
 
Solved the problem! :) Restoring a UB only solved half: the promotions part not the walls/castle part. However restoring the artdefines not used by the mod did the trick, apparently the whole problem. It makes no sense to keep these. Restoring one of the four artdefine files was not enough ... all four had to be done ... So here's the latest version which is working fine -- enjoy:

I'll leave it up for a couple of days. There's some cosmetic things left to do. But it looks good now.
 
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