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Exile
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of the Benighted Realms
Sep 2000 time: 23:17
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I used the incredibly tedious, yet unerring method of re-doing the Events file, one event at a time, and checking after each new event to see if the new file worked. I did find one stupid mistake. Fixed. But then the next-to-last event in the old file, when cut-n-pasted into the new file, turned up the Eventsbug message.
Here is the event. For the life of me I can't figure out what is wrong with it. I will cut-n-paste it.
@IF
CITYTAKEN
CITY=Tyre
ATTACKER=Italian
DEFENDER=Anybody
@THEN
CREATEUNIT
unit=Warship
owner=Italian
veteran=no
homecity=none
locations
39,27
34,32
38,36
41,43
endlocations
JUSTONCE
@ENDIF
If anyone can spot the error, please let me know.
thnx.
(edit few minutes later; )
Ok this event screws it up too. These are the last 2 events, and both of them turn up the error message. So both of these events have some error in common. I'm trying the city names and unit names now. Have already tested the locations. Here is the other event;
@IF
CITYTAKEN
CITY=Tyre
ATTACKER=Italian
DEFENDER=Anybody
@THEN
CREATEUNIT
unit=Trade Goods
owner=Italian
veteran=yes
homecity=none
locations
39,27
34,32
28,36
41,43
endlocations
JUSTONCE
@ENDIF
Last edited by Exile on 12-07-2004 at 20:24
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:17
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Didn't you simply run out of event space?
Edit: ever so slow...
Oh, but Cyrion, it's not the size of the events text file that matters, it's the size the events take up in the civ2 memory.
And to be more precise, that is 298 bytes for each event, plus the length+1 of every single text value (e.g. civ names, city names, unit names etc., but not the numerical values, nor the veteran flag) entered in the events file. Each line in a TEXT event counts separately, so it takes up (#characters + #lines).
Well, that's the case for FW (and CiC and MGE too, I think), but ToT is slightly different.
Last edited by Mercator on 12-07-2004 at 21:32
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Exile
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of the Benighted Realms
Sep 2000 time: 23:17
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It's that tribe editor. Kids, stay clear away from that thing! It'll eat a big bite out of your scen and you won't be able to fix it.
I patched my corrupted rules file together just long enough to write the necessary info and transfer it to a new rules file. Now it all works ok again, but that's too much effort because of a bug-laden tribe editor.
the advancement, unit, terrain, and improvement editors work just fine.
I've got the thing to the first testing stage now. I'll run it using all the sides for awhile to see that everything is how I want it. The final result will be a new scenario called AGE of the CRUSADES. It's unlike most scenarios. It should more accurately mimic the medieval world. There won't be very many military units running around. Most of them don't move. What will be taking place is trade and improvement, and very possibly some building new cities. Tech & trade will be very important. The playable civs are: Germans, Spanish, Franks, and Italians. The Byzantines, Fatamids, and Turks are also player civs, but each very different. All I'm doing now is testing the numbers during play to see that the units interact the right way.
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