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September 21st, 2001, 07:50 AM
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Corporal
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Join Date: Aug 2001
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Mod broken
I've spent the past month or so, off and on, trying to figure out why my mod doesn't work, and I can't do it. Here's what happens: The game will play normally for anywhere from 6-90 turns, then will hang on the turn of one of the AI players. I have tried taking over their empire, and everything appears normal. I clean out their designs and research and production queues to make sure they are not doing anything odd, but when I click the end turn button, it hangs. I've tried temporarily un-doing or making unavialable to the AI the major stuff my mod changes to see if that fixes the problem, but it never does. I'm all out of ideas. Has anyone had this happen before?
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September 21st, 2001, 07:51 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Mod broken
post your mod and the game turn file.
And we will see if we can find the problem.
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L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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September 22nd, 2001, 12:07 AM
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Corporal
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Re: Mod broken
Here it is. Savegame's included. Not sure how it's 5.9 mb. I used maximum compression, and I deleted almost as many components as I added (let's face it, some of them are just dumb). Oh well, happy hunting, and thanks.
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September 24th, 2001, 12:42 AM
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Corporal
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Re: Mod broken
Any luck yet?
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September 24th, 2001, 01:06 AM
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National Security Advisor
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Re: Mod broken
Checking a little now.
Right off:
-your Romulan_mini_frigate is *far* too big. It's over a meg in size, and way above the resolution SE4 uses. THAT could be the problem right there. FYI, most of the extra area is white space..
EDIT: loaded it up, and I can't SEE anything..
EDIT 2: OK, never mind. You added a racial trait. Incidently, this means all those .emps in your zip file are utterly and completely useless.
EDIT 3: Hmm. Played it up to turn 100. Other than it being a little slow, and no colonies, didn't see any problems.
Phoenix-D
[This message has been edited by Phoenix-D (edited 24 September 2001).]
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 24th, 2001, 09:58 AM
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Corporal
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Re: Mod broken
Hmm, I'll just delete the romulan folder, then. I think I just copied it from either Devnullcus mod or Zippy mod or something. Not sure why the AI wouldn't build colonies, though. Thanks for the help.
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September 24th, 2001, 05:44 PM
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Re: Mod broken
I have not seen any problems either. Only went about 20 turns.
Is this saved game the turn before the problem occured ???
------------------
L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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September 24th, 2001, 07:59 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Mod broken
Your mod freezes up during an AI turn, and setting the player to human for one turn dosen't help at all.
What you should try is this: Set the player to human, and before the turn ends, deactivate one minister.
If the game still freezes, try again with a different minister, until you find which one it is.
(Try ship design minister first)
When you have it down to the minister, then take a look at what it is probably doing on the turn that freezes.
EG. In P&N, one AI would freeze once tech got fairly high.
Setting it to human didn't help.
Disabling the Design minister allowed the game to continue.
So, I looked at the designs.
And, there sat a Baseship with over 42 JP engines. Upgrading the design to use the new quantums caused an RCE. Thus, I had to tweak the AI design creation files, so that the AIs built legal ships.
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September 25th, 2001, 12:25 AM
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Corporal
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Re: Mod broken
Ahhh, that must be the problem right there. I just copied and pasted the engine part from your mod (hope you don't mind, I would have asked but I never intended to post the mod). So if you had the problem, than the cause of mine must be exactly the same. How did you permanently fix the problem? I haven't had P&N freeze, so there must be a solution, right?
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September 26th, 2001, 08:38 PM
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Corporal
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Re: Mod broken
Just a quick question. Is it possible for weapon mounts to modify reload time? (ie. massive mounts do big damage, but PPBs fire every 3 turns, WMGs every 5, etc.)
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