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Zen
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Does anyone know if there are any problems related with too many starting civs/culture or something of that sort?
I have a scenario which crashes upon loading and I haven't been able to successfully troubleshoot it.
I have about 130-140 cities. This was the checking stage before unit additions.
The map by itself works, and the map with about 50 cities works.
thanks,
-Zen
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:20
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quote: Originally posted by Andrew_Jay
In fact, never delete wonders or improvements at all. I made an ancient scenario and got rid of everything Medieval, Industrial and Modern. When ever a Wonder or Great Wonder is built it crashes because it can't bring up the splash screen. Also, the graphics in the build list are messed up (Harbours look like Universities, Forbidden Palace like a SAM Battery). |
I think that the game assigns a number to improvements and wonders based on their position in the impovements listing in the editor. in my civ1 mod, I deleted a number of improvements and wonders, and sure enough, the game crashed when I tried to build the collossus. said it was unable to load WON_SPLASH_22. I looked in the pediaicons.txt, and sure enough, there was no number 22. the won_splash's started at 32.
Now, if you look at the editor, you will note that in the unmodified civ3mod.bic, there are 31 in the list before you get to the first wonder, the Pyramids. if you felt inspired, you could set the appropriate won_splash number for each wonder. myself, I just copied about 12, pasted them right above, and renumbered them 20 - 31. That keeps the game from crashing (even though the splashes are sometimes wrong) and lets me play the original civ3 without a hitch.
now I have the same problem in the city view, and it is odd to build hoover dam and have it look like the Pyramids, but I can still play, so I don't let it worry me too much. Perhaps some exploration of pediaicons.txt would be in order if it bugs you.
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smellymummy
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quote: Originally posted by Andrew_Jay
I got around it by putting all Medieval Techs in the "none" age. That way you'll never get those buildings (you weren't supposed to get out of the ancient age anyway).
Another thing not to do is to indiscriminately delete all of the techs, even if you're not using them. I did this in the same scenario because, again, it was to be ancient only, and I wanted to clean out my lists of stuff to make editing easier. This is rather a stupid mistake looking back, because it made EVERYTHING possible. There was no longer a prerequisite for railroads or the such. Luckily I had deleted all the units I didn't want (which causes no problems at all, unlike deleting improvements). |
you can play though even with lots of techs removed, as lond as you fix the requirements for all those things you mentioned.
Funny thing is, if you delete ancient advances (like the wheel) for a modern day scenario, and you play it, your sid advisor tells you about discovering the wonderful round and turning wheel, or the wonders of pottery and storing food, when your just interested in tanks...
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Zen
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Be careful with Flat maps (Civ3 multi-tool). Can cause game crashes.
-Zen
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