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Ganja
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I just started a new game, brought up the cheat panel and gave myself a cruise missile so that I could bombard an enemy city. The game crashed again. Here is the exact error message :
Game Obj.cpp Error
No Such ID 268435515
Does anyone know what the problem could be, or how to fix it ?
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gemini
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Hi Ganja, Sorry to hear of all the trouble you are having with the cruise missle thing. What is causing the problem is the slic code that was added to destroy cruise missles after it has attacked once. I'm pretty sure wes will address this problem but for now you could just comment out that part of the code so you won't run into that problem until the fix comes along. It should be in script.slc I do believe. Not to sure.
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Gemini
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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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I've had an idea that may be completely wrong but is it a case that it only fails when using bombard, or only fails when using attack, due to the different natures of these two attacks.
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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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Oh well just an idea.
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Ganja
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I did a complete reinstall, even downloaded the med mod again.... but still I get the crash to desktop when using cruise missiles.
Has anyone else tried to see if the game crashes on them ? start a new game and use the cheat mode, but make sure you have the latest med mod beta 5.0 download.
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:12
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Okay, this is an intermittent problem that stems from trying to kill a unit off that is not there any more. It all has to do with the timing of the bombardment and how much time (spaces) is left.
The real question is why is this unit a bombardment unit. All missles are designed to attack and not come back. If a unit is only to bombard then that dictates it is able to return and start over. Being used like this means it is no longer a missle but simply an unmanned bomber which should be able to land at an airport, get refitted and take off again.
I suggest you keep the missle a missle, or some assemblance of a missle. If you want an unmanned or long-range bomber, make one but don't use the missle for it. Using a unit for something it was not designed for is what got all this cruise missle bug problems started in the first place. There is too many other good uses for the missle.
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Ganja
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Skorpion59 - you have made a really good point, but how do you go about changing the cruise missile from being a bombardment to an out right attack ?
And why was this changed in the first place ? if infact it ever was.
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The problem with the cruise missile attacking not bombarding is that if it attacked it could take out a stack of 9 units with just one cruise missile. Or even capture a city.....
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Ganja
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So if I use the // infront of the trigger or fix in the med mod 5.0 beta script.slc file then the cruise missile will once again beable to take out complete stacks and capture cities?
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Ganja
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I just looked in my units.txt file for the med mod beta 5.0, both the flags you have suggested are in the cruise missile section.
############## special flags #############################
MOVEMENT_TYPE_AIR
NO_FUEL_THEN_CRASH
SIZE_SMALL
CANT_CAPTURE_CITY
VISIBILITY_CLASS_0
VISIBILITY_CAN_SEE_0
CANT_ENTRENCH
CANT_PATROL
CAN_BEACH_ASSAULT
IGNORE_ZOC
HAS_NO_ZOC
CAN_BOMBARD_LAND
CAN_BOMBARD_WATER
CAN_BOMBARD_MOUNTAIN
BOMBARD_ROUNDS 30
NO_AIR_ATTACK
SINGLE_USE
SEA_CITY_CAN_BUILD
CHEAT_INDEX 3
}
What is the bombard rounds flag, and why is it 30 ?
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gemini
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I think bombard rounds is how much ammo it has for bombarding.
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Gemini
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Ganja
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I just used the // to cut out the trigger fix for the cruise missile in the script.slc file. During play the missile does not destroy a whole stack but takes it down by one each time a missile is fired at it. The missile cannot capture cities.
The only problem I found was the missile could return to its place of origin after it had bombarded but only if the place it had been fired from was one tile away.
Is everyone experiencing the crash to desktop error for the cruise missile in the new med mod 5.0beta ?? It's not just me is it????????
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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The below is an excerpt from Celestial Dawn's readme, which I included in the Medpack readmes. I seem to remember reading a more detailed explanation of the change to bombardment a long time ago, but if it's not in some other protion of the readme, I don't know where it might be.
Myself, I think that having it bombard rather than use a normal attack makes the most sense. Cruise Missiles are like guided bombs, not bombers.
Since AIs don't use the Cruise Missile, see no problem with leaving this bug in, if it comes to that. If players want to cheat against the AIs, there are much more effective ways of doing it than exploiting this particular feature. I can put a mention of it in the readme, if no one can find a good solution to this problem.
The Cruise Missile now uses the Bombard attack, instead of Assault. The Cruise Missile is guaranteed to kill or do significant damage to lone units or a stack containing no Active Air Defenders.
It is also cheap (500) its easier (and faster) to get 9 of these produced from multiple cities than to have a single Space Marine (4500) produced from 1 city. Not to mention that 9 Cruise Missiles cause hell of a lot more damage than a single Space Marine.
Apart from destruction, it has a number of other uses as a decoy for enemy Air Defense and for Submarines to cripple/sink pursuing enemy Destroyers.
Its main drawback of course is its limited range which means an increased emphasis on delivery systems, as it is in real life.
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gemini
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Dumb question but what version are you using Ganja. Did you get the 1.2 patch for ctp. Sorry if you answered this before but I can't remember and it's important to know because some of the slic functions or built in variable may only work with version 1.2 .
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Gemini
[This message has been edited by gemini (edited June 15, 2000).]
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