[WIP]The Peacekeeper Wars

I'll have to check the python exceptions again, but IIRC, all I have in there that wouldn't work is few instances of mentioning Starbase III (which I removed) and the unit sounds section that shouldn't crash anything. I don't have to worry about buildings because all I did was rename them.

>THe event XML is clean, FF doesn't have any events by default.
>I actualy don't have any version to go back to as this is the first version that I have with the skeleton in place. All I could go back and check is the civs, which I will do.
>I'll check if the B5 team experianced any of these issues, as they only seem to happen on FF mods.
 
Sorry, part of what I wrote earlier was referring to our modding of Fall Further for Warhammer, then I realized that with "FF" you were of course talking about Final Frontier :rolleyes:. So I have even less idea what's going on. But if the game starts successfully with no errors to crash after the first turn or so, the problem's more likely to be either some python or DLL function referring to content that's no longer there, or missing artfiles causing a crash. Well good luck!
 
The crash occurs as soon as I hit end turn, the very first turn. What has me so completly confused is that it simply defaults back to the desktop: no black screen, no 'Microsoft has encountered an error', nothing in the logs to indicate any crash. When I ran it through davidlallen's civchecker, the only errors that came up were the exact same ones that occured in normal FF, which works fine. In addition, the only python exceptions I'm getting are ones similar to b5, and I'm getting less of them.
 
As close as I can tell, the crash is gone! I don't know what I did to fix it, all I did was slightly clean up the tech xml, and it appears to be fixed! Heres a picture for proof.
(look at the turn)
 
I was playing a quick game as Selredor to see what needed to be fixed, yet surprisingly, the AI attacked me! Although their fleet was not capeable of taking my city, it was a half-decent force of 6 ships that would have succeeded in taking my system except that they came 2 by 2. Here are a couple screenshots to try and generate more responses:

>Log of the EoS Tayn Ryn, flagship of TF 1
>>Mission: Assault the planet of Esteel.
>>>Reason for entry: TF 1 is preparing to engage a small detatchment send by the Esteeler Navy. They only possess two ships to out five, and field disturbances seem to indicate they are smaller than us. Combat is expected to result in victory.
>End of log. War is Peace.
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>Log of the Eos Tayn Ryn, flagship of TF 1
>>Mission: Assault the planet of Esteel.
>>>Reason for entry: After quickly defeating the Esteel force near the asteroids with little problem, we do not expect victory in our assault as Esteel evidently recieved intellegence stating we were going to assault. Because of that, thier Home Fleet is stronger than anything TF 1 could throw at it. However, we will mount a skirmish attack to test their strength.
>End of log. War is Peace.
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Once I fix a few txt errors and redistribute the buildings to make the early game more exciting, I'll upload v1A of The Peacekeeper Wars. That should be either tomorrow or saturday.
 

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Looks good Ajidica I'm looking forward to downloading it!
BTW I released a 0.05 update to 2071 if you want to play it again; one issue is I'm not sure why my Asteroids and Nebula features aren't displaying on space terrain when they work fine in FF and your mod, let me know if you've got any insights re that.
 
Are you sure you have the right heights on the asteroids and nebula features? They sit pretty low to the ground and col might have brought the sea level up so as to cover the nebula nif.
 
That's what I thought too, but I yanked down the waterheight to 2 in CIV4TerrainSettings to reveal the space terrain tiles so there's pretty much no water there. I tried editing the features in nifviewer to bump up Z translation, this did help raise up the Orbital Platform which had a submerged lower tip but didnt seem to do anything for the others :confused:
 
Hmm, doesn't civcol use a pixel shader system to give more definition to the textures and to get the awsome water? That might be influencing it, but I'm grasping at straws as I'm really not familiar with civ, let alone civcols, graphics engine.
 
The 3.19 version is now up! Place check the original post for all new information.
 
Played 50+ turns, no real issues appeared, except the one below: I built a Starbase, but it's culture disappeared... (Recognized this from FF, where a Fortress' borders might disappear, but reappeared the next turn. Haven't seen this happening with MOO2Civ since the last patches/versions; not sure how it is fixed though. Perhaps the solution is mentioned on the FF Problems & Issues thread somewhere.)

Corrected your nasty rating somewhat. ;)
 

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Yeah, I noticed last night the starbase issue when I was playtesting. I'll upload a patch when I get it corrected.

Other issues I'll fix in the patch:
>rebalence traits
>>Remove -1 happ/health from Terran
>shift tech abilities around
 
Okay, I've been unable to solve the issue of starbases not retaining their culture. I tried copying the original FF python for starbases over (it works fine), but when I load up TPKW, it doesn't work. Any help would be greatly appreciated. I'll try and narrow down the python exception. Here is the attached file if you don't want to dl the whole mod.

EDIT: THANK YOU FOR THE PEACEKEEPER COMMAND CARRIER!!!!!
I just added it in, and it look awsome. So, here are a couple pictures of it persuing a Terra TF and engaging it. (Unfortunatly, the Terran TF is made up of Meteor-Class frigates, and therefore stand no chance.)

EDIT2: Something is seriously f***ked up with the starbases. I replaced the entire modified FF events file, and guess what: the starbase still doesn't maintain its culture. I'll see if anything turns up with python exceptions on.

EDIT3: The starbase culture issue is fixed. Apparently it was related to the fact some of the python was bombing, everything below it wont function. I'll upload a patch tomorrow as I changed some stuff.
 

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I managed to merge in the blue marble space terrain, which does make the mod look nicer. I have finals this week, so I wont be able to get alpha2 with FF+ merged in until next week at earliest.
>Is it possible to have a worker that can cross nebula and be able to build a road at a very slow rate? If so, can units cross it if there is a road there despite being impassable? I'm curious because I want to add another chokepoint where battles can occur and other strategic choices. Since you can't build starbases in nubula, should you create a back door into another empire where they might be able to get a backdoor into your empire?
Here is a screenshot of the blue marble terrain for FF:
 

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I managed to merge in the blue marble space terrain, which does make the mod look nicer. I have finals this week, so I wont be able to get alpha2 with FF+ merged in until next week at earliest.
>Is it possible to have a worker that can cross nebula and be able to build a road at a very slow rate? If so, can units cross it if there is a road there despite being impassable? I'm curious because I want to add another chokepoint where battles can occur and other strategic choices. Since you can't build starbases in nubula, should you create a back door into another empire where they might be able to get a backdoor into your empire?
Here is a screenshot of the blue marble terrain for FF:

That screenshot looks good!. As far as I know the nebula is impassable terrain, so I don't think it is possible, at least not the way it is defined right now, perhaps if you alter the terrain type.
Thats one of the features in B5, assuming your ship has enough range, you can jump the nebula :D.

Good luck on your finals. :thumbsup:
 
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