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  1. #1

    Default Re: A modder's guide to errors

    There probably are some buildings that were previously listed as available for "greeks" (and therefore romans_scipii) that are no longer available to them, as their new culture is "roman". For instance, if the "roman" factions were limited to large city and you had set a building available fro romans_scipii that required a huge city to be built, that would cause a problem. You'll have to make sure stuff like that are correct.

  2. #2
    Faridus's Avatar Centenarius
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    Default Re: A modder's guide to errors

    thanks to all of you,
    i have finally fixed the issues.
    i added "roman_scpii" to some building trees in EDB and tried the game, quit and no errors.
    again thank you for taking the time to help.

  3. #3
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: A modder's guide to errors

    @ Nero666: I think the problem you have is that there is a limit to how many units can be recrutible in a single city, not how many units the faction has.
    Nero's issue has been related to brigands rebels, so it isn't possible what you say here, as brigands aren't related to a rebel subfaction or settlement uprising, as they are spawned always outside of settlements.

    Wait, my comment is only valid, unless they (brigands) aren't coded in descr_regions attached to a region, of course.
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  4. #4
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: A modder's guide to errors

    Generic error;

    Insufficient video memory for requested texture set.
    I got this yesterday so went on a hunt for possible causes, incorrect path to a texture was one suggestion (might be MTW2 related only), another (more likely) was a wrongly saved texture ie; not ''interpolated alpha'' which could cause an overload.

    Mine was sprite related, I forgot to convert them from '.tga' to '.dds' files before I renamed them '.tga.dds' .

    opps.

  5. #5
    The Good's Avatar the Bad and the Ugly
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    Default Re: A modder's guide to errors

    I'm trying to mod in the Romano-British in Barbarian Invasion. I already have the Romano-British in the campaign map and controlling Britannia Superior as well as Britannia Inferior. I can end turn fine, but for some reason, it crashes (CTDs) when I click on the faction icon (where you access the financial, provincial, and family tree menus).

    Any clue as to what may be wrong? Thanks.


  6. #6

    Default Re: A modder's guide to errors

    Are roman rebels (east or west) "alive" at that time?

  7. #7
    The Good's Avatar the Bad and the Ugly
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    Default Re: A modder's guide to errors

    No, only the Western Roman Empire, Romano-British, and Eastern Roman Empire. Those are the only Roman factions alive.


  8. #8
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: A modder's guide to errors

    the name 'Cisantaxma' (in vanilla descr_names) has a . after it which probably causes Ctd's (no err msg)..

    She's in the Parthian (female) list.

    Thanks to Salvor for pointing that out.

  9. #9

    Default Re: A modder's guide to errors

    If a slave general doesn't have a sub-faction, it causes a errorless CTD upon load the campaign.

    Expand your borders, a mod based on XGM 5.

  10. #10

    Default Re: A modder's guide to errors

    About the mistakes with the names in vanilla. There are several female names that are used in descr_names with an accent while in names.txt are used in a short form. For example:
    in descr_names:
    Code:
    		Chloë
    		Atë
    		Thoë
    in names :
    Code:
    {Chlo}			Chlo
    {At}			Atë
    {Tho}			Thoë
    There are several others. I recommend you do a search with tornnight`s name verifier:
    http://www.twcenter.net/forums/showthread.php?t=85734

    Also, in vanilla BI the alemanni(the whole list of names) is mentioned 4 times! And the 4 lists are identical.
    And three names might have slight issues in BI:
    Adalbert is mentioned for one of the alemanni lists iirc with a space after it in descr_names.
    Hujr_ibn al_Harith is lacking the _ after ibn in descr_names_lookup
    Yabgu Roila also lacking the _ between the two words in descr_names_lookup
    The lookup file might not be used, but I`ve mentioned it none the less.
    Last edited by florin80; August 24, 2008 at 07:20 AM.

  11. #11
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    Default Re: A modder's guide to errors

    Although I still need to confirm, it appears that if a region isn't listed in descr_mercenaries it isn't possible to build watchtowers or forts in the region.
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  12. #12
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: A modder's guide to errors

    That would be interesting to know - though I cannot think how the two would be associated...

    Don't watchtowers and forts have problems being built due to errors connected with broken elements caused by disasters...there was some more detailed discussion of it somewhere in the past couple of months but I forget where.
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  13. #13
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    Default Re: A modder's guide to errors

    I think you're refering to the issue with floods in a region. If a region experiences a flood, movement, fort building, watchtower buiding are affected in that region for the rest of the campaign.

    This came up as a bug report in RS1.5b, a user reported not being able to build a fort, but after adding the region to descr_mercenaries and re-generating map.rwm they were able to build a fort again.
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  14. #14
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: A modder's guide to errors

    Does it not work by regenerating the map.rwm alone? Or are you saying it never happens in the first place if the region exists in the merc pools?

    Seems strange. I'd have to check it out some time or have confirmation
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  15. #15

    Default Re: A modder's guide to errors

    I vaguely remember TA from eb talking about issues with disasters and the solution he was proposing at one time was to delete the map.rwm file and let it regenerate. I don`t remember what the consequences of not doing that were but not being able to construct a fort/watchtower might have been among them. So, are you sure that what did the trick in your case wasn`t just deleting the map.rwm file with no actual effect from the change in descr_mercenaries?

    BTW, this thread should get a better position than under the sub-forums(maybe it should be placed above them). If you don`t scroll down you don`t notice it and I see that in 3 years it only got 11,016 views and not many posts, when in fact it is one of the first places a modder should start from.

  16. #16
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: A modder's guide to errors

    That's my understanding too, florin.

    As to the forum structures - generally speaking TWC seems to have a layer or subforum too much here and there which does tend to bury things. I use TWC regularly and still cannot "intuitively" navigate as easily as I should be able to due to things not always being where you think they would be
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  17. #17

    Default Re: A modder's guide to errors

    Just tried it ingame, given that`s such a an easy thing to test. I removed a region from descr_mercenaries, deleted the map.rwm file and started the game. As expected there were no mercenaries to recruit in that province, but I was able to construct both a watchtower and a fort. So, false alarm about descr_mercenaries. It was the map.rwm that did the trick for the rs player.

  18. #18
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: A modder's guide to errors

    Quote Originally Posted by MasterOfNone View Post
    That's my understanding too, florin.

    As to the forum structures - generally speaking TWC seems to have a layer or subforum too much here and there which does tend to bury things. I use TWC regularly and still cannot "intuitively" navigate as easily as I should be able to due to things not always being where you think they would be
    One reason of this is of course that the admins and moderators are seldomly modders and good organisators in one person (in regard of the orga of modding forums/threads/posts) ... . And well, it is a lot of damn "ill"-work to make all that properly. I wouldn't do that for money

    I didn't read the recent theme, but of course it needs to delete the map.rwm if a camp folder file is changed (exception is only the vc file, if i remember right).
    Last edited by DaVinci; September 27, 2008 at 09:04 AM.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
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  19. #19
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    Default Re: A modder's guide to errors

    I moved the discussion about end of turn CTD to http://www.twcenter.net/forums/showthread.php?t=209675 as it was cluttering up this thread.
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  20. #20

    Default Re: A modder's guide to errors

    hi all!
    i came to this thread to ask for some help. i am making a mod and since i've started to add new units i've encointered many problems. i've solved all of them fine i think untill this one...

    i've added new unit that replaces carthaginian peasants. i've changed names in every (i think so) file required to do it succesfully as i did many times before. since the unit is in the game everything works ok, but when i try to save the game it simply crashes into desktop without showing me any message except windows message window "error blah blah blah" and "close"/"debug" window. i am using -show_err. line in my modfolder shortcut so i expected any clue as i had before when any problems apeared... this time i feel i am really down with the problem...

    anyone knows what's the solution for this? anyone has any cure? any clue? any help? anyone?
    click?

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