 |
|  |
 |
|
Don Quixote de la Mancha
|
 |
vancouver bc
Jan 2001 time: 21:14
|
|
quote:

Originally posted by Huysmans_666 on 02-05-2001 04:14 AM
Dale,
Great work man, the AI is crazy about each other ! 
But like always I have some problems and I think they are Diplomod related.
I never have any crashes or errors in an ordinary game, I do have em in Mods but that's life 
Now, I installed your mod to be run with any normal game en thus I should have no errors, wrong, I've had 2 crashes to the desktop with no message and on 2 occasions the program returned to the desktop gave a weird message and returned to the game and I could continue.
The messages I got were really wierdand seemed to come from inside the game, not a text file or script, because it states the line with the error, It didn't know !
I wish I wrote down the error message but I didn't !!! 
Is this diplomod related or what ?
Keep up the good work DALE !
 |
I get the same crashes to desktop. No script error. Just crashes with windows illigal operation error. Happens every game eventually, though not for a couple hundred turns. Does not seem happen when pollution is off.
|
|
|  |
 |
|  |
 |
|
Hydaspont
|
|
Budapest, Hungary
Feb 2001 time: 05:14
|
|
Some words about the crashes:
Hi Dale!
I think, the bug is in your Whithdraw mod. I usually play medium/small games so there's been some situations when my coutry is full of the other civ's settlers. I think when the mod want one unit to withdraw, there's no problem. But when 2 or 3 "notorius" unit -the same time- violate the borders again, (! they always wants back into my territory !) then the program crash to the desktop.
The non plus ultra is when i try to attack some of them: The program crash!
So the only solution is to declare war everyone which I made agreement? Brrr... So i please try to fix it, because it's Great mod anyway!
Thx Hydaspont
Opps. I also forget: I playing with the 1.1 patch, and using diplomod V3.2 and the Withdraw mod.
|
|
|  |
 |
|
BlueO
|
|
quote:

Originally posted by Hydaspont on 02-06-2001 08:10 PM
Some words about the crashes:
Hi Dale!
I think, the bug is in your Whithdraw mod. I usually play medium/small games so there's been some situations when my coutry is full of the other civ's settlers. I think when the mod want one unit to withdraw, there's no problem. But when 2 or 3 "notorius" unit -the same time- violate the borders again, (! they always wants back into my territory !) then the program crash to the desktop.
The non plus ultra is when i try to attack some of them: The program crash!
So the only solution is to declare war everyone which I made agreement? Brrr... So i please try to fix it, because it's Great mod anyway!
Thx Hydaspont
Opps. I also forget: I playing with the 1.1 patch, and using diplomod V3.2 and the Withdraw mod.
 |
Hmm, if the problem is indeed with withdraw mod, I think the problem might be Event: Teleport. I haven't played ctp2 since I finished making the mod (got a bored with the game...), but I remember using teleport event awhile back, and got very very weird results. Might be safer to use the MoveUnit event. Then again, I wouldn't know since I haven't been playing the game lately...
|
|
|  |
 |
|
preacherman
|
|
Seguin/Texas/usa
Nov 2000 time: 00:14
|
|
Dale, Got a problem loaded the dipmod and when started to play gave me error (ctp2_data/default/gamedata/scrip.slc 116:array index 0 out of bounds.) any idea what I did wrong? Also sense you are good with the diplomat part of this program, any chanch you could work on getting it to work in hotseat?
|
|
|  |
 |
|
Damodred
|
|
Cambridge, UK
Feb 2001 time: 05:14
|
|
Hey Dale,
New user here, just got CTP2 and after playing for quite a while noticed that something's not quite kosher - er, that is the AI seems to be nonexistent. Not only does it (still) want me to leave its borders, it continuously invades mine, never agrees to any proposals (I particularly like the map exchanging one where, one turn later it comes back at me with the exact same proposal), etc etc.
Since I'm a bit scared of the Frenzy mod , I figured I'd try out the Diplomod first, found your page and got ver 3.2.
Works very well! I'm quite impressed with some of your tweaks and whatnot, and disgusted at Activision for not putting in the effort to even make some patches to fix these obviously glaring problems...hooray for the mod community!
However. My "Messages" window has ceased to function. All the messages in there are now of this variety:
: {Player[0].sir}, we cannot support this many units!
! Warrior
: Citizen unrest
: This needs to be hooked up to the Great Library
All of them coming from I'm not sure where, since they don't seem to apply to anything (for example, I don't think I have any warriors in 2050 AD ...some sort of debugging statements? And some of those game messages were useful (mainly by telling me where the building Queue ran out)...is there a way to put them back, and *hide* the debugging stuff?
Cheers,
Damodred
|
|
|  |
 |
|
Damodred
|
|
Cambridge, UK
Feb 2001 time: 05:14
|
|
This is a direct cut'n'paste from the readme:
1 - Unzip files to Call to Power 2 install directory.
2 - Open: ctp2_data\default\gamedata\script.slc in notepad.
3 - Delete from bottom of file:
#include "diplomacy.slc"
4 - Add the following lines to bottom of file:
#include "withdraw.slc"
#include "diplomod.slc"
5 - Open: ctp2_data\english\gamedata\strings.txt
6 - Add the following line to bottom of file:
import "diplomod_str.txt"
7 - PLAY!
Might want to include that step you've mentioned... :P
I also changed the SpecialUnitsCount like you suggest in the readme - looking forward to try it out.
Do I have to do this final step every time I start a new game?
Thanks again!
Damodred
|
|
|  |
 |
|
Ganja
|
|
Dale - So let me get this straight. I start a new game using your diplomod 3.2 and I dont have to do anything. Now if I want to carry on the game at a later date, I save it and when the time comes to play it once more I load it up and have to use the "'" and type in those commands?
|
|
|  |
 |
|
Damodred
|
|
Cambridge, UK
Feb 2001 time: 05:14
|
|
Thanks, I dig it now. Worked like a charm, except it 'did' corrupt the pre-diplomod game. Ah well, it was time to restart anyway :P
Damodred
|
|
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|