WoC v1.00 Bug Thread - NOT Specific Modules

Found a bug. I had a flame throwing paratrooper fortified in a city and when the computer attacked my city, this error popped up:


Assert Failed

File: .\CvGlobals.cpp
Line: 4861
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type EFFECT_RIFLEBLAST_FLAMES not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

----------------------------------------------------------
 
I have the same error. In my case i was merging the civ++ mod into WOC i have the error during the building load process.

This is the cpp coade that seems to have the error

bLoaded = LoadCivXml(m_pFXml, "GameInfo/CIV4Hints.xml");
if (!bLoaded)
{
char szMessage[1024];
sprintf( szMessage, "LoadXML call failed for GameInfo/CIV4Hints.xml. \n Current XML file is: %s", GC.getCurrentXMLFile().GetCString());
gDLL->MessageBox(szMessage, "XML Load Error");
}

beyond that though I've got nothing. I've tried to see if i can identify what part of the building file is causing the error and I can't but i do know you guys are right its minor everything seems to work just fun if you ignore it

I get the same error, and it still works if I choose the "Ignore Always"-Option. Still I wonder if it does anything bad?

P.S. Congratulations on the mod. This mod is more advanced than like 90% of the games today (regarding the concept of giving players total freedom of choice). LOVE IT! :)
 
Found a bug. I had a flame throwing paratrooper fortified in a city and when the computer attacked my city, this error popped up:


Assert Failed

File: .\CvGlobals.cpp
Line: 4861
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type EFFECT_RIFLEBLAST_FLAMES not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

----------------------------------------------------------

This is not a bug in WoC, it is one in the flamethrower. If it is in a modpack, that modpack needs fixing. If you added it, you did not integrate all of it correctly.
 
great, question for you seems to me the flamethrower comes to early tech wise, any suggestions to move it back, also the next update for it will make it a paradrop unit also
 
Yes, I agree it shows up far to early given its strength. I think the best balance and logical place is to leave it with assembly line, but make it dependent on Combustion also. As it is now, I can just beeline for assembly line, and get a 28 strength flamethrower before I even know chemsitry.
 
and make it "oil dependant".

Other balance issues, in my opinion:

The brewery is completely umbalanced! 25% + food just for having barley??? What about alll the other food resources?? I guess 5% would be better, just like the ranch for "animal" foods.

Corporations should include the new resources (shrimp for sid's sushi, and so on...)

The research progression should be balanced, especially in slower games. At the modern and future era, in marathon speed, I manage to get technologies in 4 - 5 turns, which is too fast!

The C130 bomber should cost +2 or +3 gold each. It's really something to have 10 modern paratroopers ready to defend any of your cities in 1 turn.

The improved destroyer (I don't remember the name, I think "missile destroyer") should see submarines too

Submarines should have a % bonus against battleships (afterall, they are more succetible to torpedo attacks, due to lack of maneuverability). The non-nuclear missile should also have a slightly increased range, to make it more useful.

Also, anti-air units should have increased interception values, to make the "avoid interception" promotions more useful.

Oh, and the flaming pigs should be weaker... It's just not right having a pig with the same strength as a catapult! Maybe they should NOT be able to bombard, just causing collateral damage when they attack, thus dying. More like a "Kamikaze" attack. Afterall, they are flaming, not explosive pigs!

Now on bugs...

2 small ones I can remember of. Fashion house executive's limit is set to 3, and it should be 5. And it's impossible to range-bombard enemies inside your allies' territory. The bombarding icon just remains gray.

I guess that's all for now. Sorry for the big list... I really like WoC! thanks guys!

Oh, and Rock, you asked for beta testers. I could be one... just tell me what to do.
 
Rockinroger,

I just installed all the updated files from today and when I start civ4 during the "load (WOC) xml unchached" part, with the WoC mod, I get the following error:

Assert Failed

File: .\CvInfos.cpp
Line: 5551
Expression: i < getGroupDefinitions()
Message: Index out of bounds

----------------------------------------------------------

and then when I select the "ignore once" i get this error:

Assert Failed

File: .\CvArtFileMgr.cpp
Line: 174
Expression: false
Message: get##name##ArtInfo: was not found

----------------------------------------------------------

then this one:
Assert Failed

File: .\CvArtFileMgr.cpp
Line: 174
Expression: false
Message: get##name##ArtInfo: ERROR was not found

----------------------------------------------------------



all I did was download the new 1.1 core and ran it to install it over the old core. then I d/l'ed all the updated modules and installed them (over the old files). These errors happen while the game is trying to launch (I'm not even loading a save game yet). Not sure what changed in the core, but I never had load problems before. The game crashes with this mod during the xml load phase and wont load now (unless I load the non-mod Civ4).
 
okay I think I figured out what is happening.

You need to tell people to do a full uninstall(using the uninstall program in the mod directory). It appears that the installs (I've noticed this with the add-on WoC sets also) that they do not overwrite files if that name already exists. You might want to set the installs to always overwrite files so if someone needs to reinstall or like with the updates, they can be assured to get the current files.

I did a full uninstall of WoC and then reinstalled the new core and all the modules, and it loaded without the errors.
 
Great mod and overall feel to the game but now I am having similar problem to ravenone with 1.1 . The error happens while the mod is trying to launch. The game crashes with this mod during the xml load phase and wont load now . I uninstalled 1.0 core using uninstall app in Mods folder before installing 1.1. I haven't even installed any of the modules yet. Has anyone experienced the same thing even after the uninstall 1.0 followed by install 1.1?
 
I came to this sollution:
After each instalation, I rename the uninstall.exe at the ...\Mods folder to keep track of it - like uninstall(wonders1).exe
This way you can uninstall if any bug start to occur... It takes some time to do this, but you save a lot more, by avoiding a complete uninstall/reinstall everytime something is updated. Even if you uninstall the whole WoC folder, the uninstallers are still there, so you can reinstall the modules again, keeping the old uninstall(xxxx).exe

The only case you should update them is when a module update is released, then you update the uninstall.exe again.

I hope this isn't too confusing (it sounded a little bit when re-reading):)
 
Great mod and overall feel to the game but now I am having similar problem to ravenone with 1.1 . The error happens while the mod is trying to launch. The game crashes with this mod during the xml load phase and wont load now . I uninstalled 1.0 core using uninstall app in Mods folder before installing 1.1. I haven't even installed any of the modules yet. Has anyone experienced the same thing even after the uninstall 1.0 followed by install 1.1?

One of the things I did after using the uninstall.exe was to delete the WoC folder once it was done uninstalling. This way I knew nothing was left behind and the 1.1 would install all files.

Hope that helps.
 
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