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  #461  
Old June 21st, 2003, 07:05 PM

civ2buf civ2buf is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

After about twenty turns, I got an access violation when I put in an order for a colony ship to move and warp through one of those hyperlink jump markers. It didn't give me the violation until the ship got to that warp point and tried to jump.
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  #462  
Old June 21st, 2003, 07:10 PM

civ2buf civ2buf is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Err, probably need more information. I was playing as the empire. It was a standard game (not simultaneous). Trade Federation and some neutrals were in the game but I had not met them.

Maybe something related to the star system I was trying to warp into went wrong?
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  #463  
Old June 22nd, 2003, 09:20 PM

Andrés Andrés is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Civ2buf, you're right that's seems to be the same error I was talking about a few Posts ago.
I am aware of this error, though I decided to post the files anyway.
So I don't keep you waiting do long and you can help me find the error.
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  #464  
Old June 22nd, 2003, 09:33 PM

Phoenix-D Phoenix-D is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

"What kind of data/ai error is likely to generate an Access Violation error?"

That depends on where you're getting the error. If during an AI turn, the AI files..probably a ship design (creating ships with more than 255 Standard Move used to do this; not sure if it does anymore).

If when warping into a new system, like below..huh. Only thing I can think of would be an invalid system type, but that should show up during galaxy generation, at the start of the game..
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  #465  
Old June 23rd, 2003, 12:39 AM

civ2buf civ2buf is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Its definitely a specific system.

I tried warping in the same way to the suspect system, got the error again.

Then I went around and tried to warp in from a different system. Error.

I'm going to start a new game with omniscient view so I can check out the systems before I warp into them.
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  #466  
Old June 23rd, 2003, 12:42 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

If you set all players can view all systems you get the error before the game begins.
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  #467  
Old June 23rd, 2003, 12:45 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Makes sense, heh. Does the mod use custom pictures, backgrounds or such? You might try posting the save game (and the name of the quadrent type you used in setup) so we have a better idea just what system it is.
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  #468  
Old June 23rd, 2003, 12:56 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I actually saw the system a second before I got the error this Last time, and I think I have pinned it down to a 84 part system starting like this. I'm going to trim that system down to fewer elements and see if that fixes it.

Name := Newly Forming
Description := A newly forming star system.
System Physical Type := Normal
Background Bitmap := Starmap.bmp
Empires Can Start In := FALSE
Mask Background Objs := TRUE
Non-Tiled Center Pic := FALSE
Number of Abilities := 0
WP Stellar Abil Type := Unstable Warp Point
Number of System Objs := 84
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  #469  
Old June 23rd, 2003, 01:20 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

It didnt' end the problem by shortening that system.

But I did notice you have nebulae bmps specified in the systems file for 1 through 15, even though the pictures I have only go from nebulae1 to nebulae5. I checked the image mod too, didn't see any system pictures. So even if that isn't the main problem you have 10 extra bmps that can't be found.
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  #470  
Old June 23rd, 2003, 01:24 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

The image mod doesn't do system background pictures..just planet, component, combat and facility pics.

Try yanking that out entirely and see what happens.
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