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beingofone
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U.S.A.
Apr 2003 time: 05:16
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Try linking the tech tree to future tech. If your tree is not linked to this advance it will crash
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Rotary Fist
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only thing I was editing were rules... its my first scenario for CivII: FW... so only new things I encuraged were X- technologies and new units placements :/
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Rotary Fist
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Yes, I let the code like original... and I think the prerequistes were ok too... maybe the problems were caused because technology tree, it seems to me like CivII:FW technologies doesnt like to have for a prerequist a technology with "no" prerequistes... or something like that :S
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Heresson
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of frogs
Jun 2000 time: 06:16
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Well, debug the event file again.
Such thing may happen if You change units', civs' etc names manually (not using editors) in rules.txt, and the names for them remain unchanged in events.txt; this way, the program can't find the unit You want to be created, or the civ it should belong to (etc), and the error appears;
In another words, check if You aren't using different names for units and/or civs in rules.txt and events.txt
I think it's the case, since you were told not to use the editors, You probably changed some name in rules, not changing it in events, or the other way round.
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Exile
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of the Benighted Realms
Sep 2000 time: 23:16
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Ok, if you are using the Events editor, the author of the Civ2 Guide to Scenario Building (and independently discovered by myself) states that, when constructing an events file, you can use EITHER the editor OR do it manually. NOT BOTH. If you do, the problem you've encountered will be the result. If you have started the events file using the editor, and you attempt to manually input an event afterward, an error message will be generated, but the error message should say that the error is in the events file (IIRC).
This is the case. WHY this is the case is beyond me, but there are others around here who can clarify. I just know the how-to-do-it, not the why-it-happens.
If you've used the Tribe editor, don't do it again. If it's still functioning, you've been lucky. My own experiences with it indicate that it will arbitrarily truncate the Rules file, lopping off the last third of it, and, although cut-n-pasting the lopped-off part will enable the scenario file to function again, it will NOT function properly over succeeding turns when played, but will randomly change the city graphics (and possibly other, less apparent things) and eventually will crash the scenario. If this has occurred, the scenario file is useless, and must be discarded. The advantage of cut-n-pasting the missing sections is that it will allow you to still "reach" the scenario, and so you can copy down on paper what you've already done/accomplished, and then start over without the complete loss of all work. It is a pain, yes, but not a total disaster. I've learned this from experience. 
The Advances editor is tricky, but not buggy. It will, however, automatically re-set any tech to "no,no" IF you have set its preq as "no,no." This can sometimes be confusing, because entire branches, sometimes even the entire tree, will be disrupted because of this. When this happens, the "no,no" techs will not appear in the list when you use the cheat menu to assign techs at start. In general, "no,no" techs, or even a tech with a single "no" will not appear in this list. You must assign the techs first, THEN go back and change the techs to "no,no." If you use the Advances editor, you must not place "no,no" techs in the tree anywhere. They must be separate.
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