Page 6 of 7 FirstFirst 1234567 LastLast
Results 101 to 120 of 130

Thread: A modder's guide to errors

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Kylan271's Avatar Domesticus
    Join Date
    Jul 2007
    Location
    Vietnam
    Posts
    2,232

    Default Re: A modder's guide to errors

    #Skinner's errors?

    I am sure I saw a thread for Skinner's Errors around,referencing to things like: visible lines down the face etc. Can't find it though..any clues?


  2. #2
    Korinthos Hoplites's Avatar Centenarius
    Join Date
    Aug 2006
    Location
    Portugal.
    Posts
    898

    Default Re: A modder's guide to errors

    I'm getting a strange error. Something I had not seen before.

    I have -show_err

    When the game is loading I get a message from whatever unit is in a certain position, complaining about either its formations including stat_health, or missing attributes field. If I delete, edit or move the unit and put another one in its position, the error won't change.

    I have edited descr_model_battle, EDU, descr_mount, descr_projectile_new, export_units, export_descr_unit_enums and export_descr_buildings.

    However, this error only showed up after I started editing the last three plus some usual EDU editing.

    Unit example:
    Code:
    type             east peltast
    dictionary       east_peltast      ; Peltasts
    category         infantry
    class            light
    voice_type       Light_1
    soldier          persian_javelineer, 60, 0, 1
    attributes       sea_faring, hide_improved_forest, hide_long_grass, can_sap, very_hardy
    formation        1, 1, 1, 1, 5, square
    stat_health      1, 0
    stat_pri         12, 3, javelin, 70, 5, thrown, archery, piercing, spear, 25 ,1
    stat_pri_attr    no
    stat_sec         6, 3, no, 0, 0, melee, simple, piercing, sword, 25 ,0.5
    stat_sec_attr    no
    stat_pri_armour  4, 4, 6, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        0
    stat_ground      0, 0, 0, 0
    stat_mental      3, low, untrained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 180, 170, 20, 30, 180
    ownership        pontus, armenia

  3. #3
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,751
    Blog Entries
    3

    Default Re: A modder's guide to errors

    What's the exact error and post the unit entry above the one that's complaining as well as the one that's being complained about and note which line is the relevant line number.
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  4. #4
    Korinthos Hoplites's Avatar Centenarius
    Join Date
    Aug 2006
    Location
    Portugal.
    Posts
    898

    Default Re: A modder's guide to errors

    Notepad++ was causing the error. It was messing up things when I copied text in a certain way. The problem was Notepad++ did't show how everything was messed. I had to open it with traditional notepad to find out.

  5. #5
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,751
    Blog Entries
    3

    Default Re: A modder's guide to errors

    I find that unlikely, I use notepad++ extensively and have never had a problem such as you describe. Notepad++ shows a lot more of what's in a file than notepad could ever hope to.
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  6. #6

    Default Re: A modder's guide to errors

    Welcome
    I have a problem with the CTD that occurs when the conditions are fulfilled: 50 regions and the maintenance of the Emperor of Rome as
    I wonder what might be causing this, the error occurs when a player win playing fraction romans_julii?

    whether the reason could be the use of the conditions of victory "imperator"form Rome on the BI engine without Senate?

    romans_julii
    imperator
    short_campaign outlive_factions

  7. #7
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,751
    Blog Entries
    3

    Default Re: A modder's guide to errors

    try replacing
    Code:
    romans_julii
    imperator
    with

    Code:
    romans_julii
    hold_regions Rome
    take_regions 50
    This will of course not work unless you start a new campaign.
    What mod are you playing that uses that victory condition but doesn't have a senate faction?
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  8. #8

    Default Re: A modder's guide to errors

    Quote Originally Posted by Sqυιd View Post
    try replacing
    Code:
    romans_julii
    imperator
    with

    Code:
    romans_julii
    hold_regions Rome
    take_regions 50
    This will of course not work unless you start a new campaign.
    What mod are you playing that uses that victory condition but doesn't have a senate faction?
    In my
    Also I think also it was a mistake

  9. #9
    Gäiten's Avatar Protector Domesticus
    Join Date
    Jan 2007
    Location
    Berlin
    Posts
    4,721

    Default Re: A modder's guide to errors

    @Map and regions (Invasio Barbarorum Ruina Roma V8 (WIP))

    I got a very silly error, however game did not crash.

    During the AI movement the game suddenly mixed up some regions. That happened after appr. 120 turns.
    Settlement names and region names have not changed, but certain street connections are missing, you can build and recruit region-specific building and units, respectively, where they have never been intended to be possible.

    For example, a region located in Central Asia (Kerman) is now in the region of Athen (but not vis-versa).

    Invasio Barbarorum: Ruina Roma Development Leader - Art made by Joar -Visit my Deviantart: http://gaiiten.deviantart.com/

  10. #10
    Squid's Avatar Opifex
    Patrician Artifex Technical Staff

    Join Date
    Feb 2007
    Location
    Frozen waste lands of the north
    Posts
    17,751
    Blog Entries
    3

    Default Re: A modder's guide to errors

    I don't know what you mean by street connections are missing, but messed up recruitment or buildings is a hidden_resource problem in EDB, the recruitment lines and building requirement lines are likely incorrect in some way.
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  11. #11
    Gäiten's Avatar Protector Domesticus
    Join Date
    Jan 2007
    Location
    Berlin
    Posts
    4,721

    Default Re: A modder's guide to errors

    I don't know what you mean by street connections are missing
    The roads connecting neighborhood settlements.

    I do not think that it is the Hidden_resources, they are properly done. The game moved the regions` parameter and neighborhoods. If you open the Trade&Income subscreen you can see that such a moved region has direct trade connection to regions those are not in direct neighborhood or even region who are located far away from the sea they have now sea trade.

    Invasio Barbarorum: Ruina Roma Development Leader - Art made by Joar -Visit my Deviantart: http://gaiiten.deviantart.com/

  12. #12

    Default Re: A modder's guide to errors

    Could you post a screenshot of your map? Not that I have any clue as to what is wrong here (sounds like your map.rwm was changed while you were playing or something), but I'm really curious; never heard of anything similar before.

  13. #13
    Gäiten's Avatar Protector Domesticus
    Join Date
    Jan 2007
    Location
    Berlin
    Posts
    4,721

    Default Re: A modder's guide to errors

    Here is the screenshot.
    As you can see there are not any roads from Kerman and on the Trade Details there are trade connections to settlement which are far away. Even sea trade exists, although the Kerman region can not have a harbour.

    I think you are right, somehow the rwm-file must have been corrupted during the game.

    Invasio Barbarorum: Ruina Roma Development Leader - Art made by Joar -Visit my Deviantart: http://gaiiten.deviantart.com/

  14. #14

    Default Re: A modder's guide to errors

    Weird. Is this an older save-game continued with an edited map? I'd suggest you regenerate map.rwm and start a new campaign.

  15. #15
    Gäiten's Avatar Protector Domesticus
    Join Date
    Jan 2007
    Location
    Berlin
    Posts
    4,721

    Default Re: A modder's guide to errors

    Weird. Is this an older save-game continued with an edited map?
    No. Nothing regarding map changes happened. Just while gaming between two turns. The game is good for surprises, is not it?

    Invasio Barbarorum: Ruina Roma Development Leader - Art made by Joar -Visit my Deviantart: http://gaiiten.deviantart.com/

  16. #16

    Default Re: A modder's guide to errors

    Quote Originally Posted by Gäiten View Post
    No. Nothing regarding map changes happened. Just while gaming between two turns. The game is good for surprises, is not it?
    One thing I`ve noticed is that sometimes certain roads tend to disappear when looking at them from a certain angle, but they`re still there and will reappear if you move the camera a bit. Are you sure this ain`t the case?

  17. #17
    Gäiten's Avatar Protector Domesticus
    Join Date
    Jan 2007
    Location
    Berlin
    Posts
    4,721

    Default Re: A modder's guide to errors

    Quote Originally Posted by florin80 View Post
    One thing I`ve noticed is that sometimes certain roads tend to disappear when looking at them from a certain angle, but they`re still there and will reappear if you move the camera a bit. Are you sure this ain`t the case?
    Yes. These roads do not exist anymore.

    It is. And this one of the weirdest errors I've ever seen. Regenerating map.rwm and a new campaign solved the issue, right?
    Yes, it does. So far it only happened once.
    Due that a question, does the game update/overwrite the rwm-file during the game? So far I have thought that file is fixed.

    Invasio Barbarorum: Ruina Roma Development Leader - Art made by Joar -Visit my Deviantart: http://gaiiten.deviantart.com/

  18. #18

    Default Re: A modder's guide to errors

    Quote Originally Posted by Gäiten View Post
    Due that a question, does the game update/overwrite the rwm-file during the game? So far I have thought that file is fixed.
    It is fixed.

  19. #19

    Default Re: A modder's guide to errors

    It is. And this one of the weirdest errors I've ever seen. Regenerating map.rwm and a new campaign solved the issue, right?

  20. #20

    Default Re: A modder's guide to errors

    i have a problem, i play a custom battle, it loads perfectly, i play it, i win it or lose it, then, back to main menu, but when i start a 2nd custom battle, while loading, a CTD occurs, then, i run Rometw, load that 2nd custom battle again, but this time it loads perfectly. its weird, after the 2nd battle finishes i start another custom battle, and during the loading, it ctd again, and so on, so on. The second battle always CTD. and i have to run Rome again to load the same battle that caused the ctd,

Page 6 of 7 FirstFirst 1234567 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •