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July 20th, 2004, 06:06 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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What\'s wrong with this MOD file ?
As soon as I have this mod in the mods folder, DOM crashes to desktop unpon startup - no matter if it's activated or not.
If I first start DOM, than rename the file to .dm or move it into the mods folder, I can select it in the preferences menue, and if I start a new game it seem to run ok.
e:\dom2\mods\arralenssnafix.dm
#modname "Arralens T'ien Ch'i Summer& Autumn Speedup patch"
#description "This patch tries to speed up TCs S&A themes startup."
-- icon "image.tga"
#Version 0.01
#domVersion 2.12
#selectnation 15
-- additional scout at startup ... does not work without resetting the whole recruitment list
-- startscout 426
-- MILITA
-- 1st militia commander: Heavy Footman
#defcom1 928
-- 2nd militia commander: Noble
#defcom2 927
-- 1st militia unit: 1.0 Pikemen/lvl
#defunit1 794
#defmult1 10
-- 2nd militia unit: 2.0 Bowmen/lvl
#defunit2 797
#defmult2 20
#end
:Master of The Way
#selectmonster 808
#clearmagic
-- water 1
#magicskill 2 1
-- astral 1
#magicskill 4 1
-- holy 2
#magicskill 8 2
-- random 1
#magicskill 50 1
#gcost 120
#end
:Celestial Master
#selectmonster 941
#clearmagic
-- fire 1
#magicskill 0 1
-- air 1
#magicskill 1 1
-- water 2
#magicskill 2 2
-- astral 2
#magicskill 4 2
-- holy 3
#magicskill 8 3
-- random 1
#magicskill 50 1
-- random 1
#magicskill 50 1
#gcost 260
#end
edited: path info
[ July 20, 2004, 20:32: Message edited by: Arralen ]
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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July 20th, 2004, 07:40 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Thanked 92 Times in 43 Posts
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Re: What\'s wrong with this MOD file ?
I got it to work. It might be the path.
.../dominions2/mods/arralenmod.dm
For some reason the Celestial master got wrong magic and cost. He kept his cost at 250 and didn't get astral 2. The master of the way works fine.
I'll take a closer look.
Aha. I didn't choose the correct theme when designing my god.
If your problems remain send me a message.
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July 20th, 2004, 10:19 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: What\'s wrong with this MOD file ?
Erroneous path was due to typo.
Problem persists, PM dispatched
By the way, is "#defmult1" supposed to work in 10-men increments, e.g. #defmult1 15 just giving 10 men at defense level 10 ?
A.
[ July 20, 2004, 21:20: Message edited by: Arralen ]
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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July 20th, 2004, 10:44 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: What\'s wrong with this MOD file ?
Problem found:
DOM doesn't seem to like the 8th line (94 characters long) at startup only:
-- additional scout at startup ... does not work without resetting the whole recruitment list
2nd PM send
A.
[ July 20, 2004, 21:50: Message edited by: Arralen ]
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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July 20th, 2004, 11:00 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: What\'s wrong with this MOD file ?
I really should go to bed .. but .. further testing:
changed 8th line into two:
-- additional scout at startup ...
-- does not work without resetting the wholeeeeeeeeeee
as soon as you add anything to the 2nd line, DOM crashes (test with "e")
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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September 24th, 2005, 08:48 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: What\'s wrong with this MOD file ?
I seem to have encountered the same problem. The stderr file DomII generates tells me that 'Något gick fel! mod has no #modname'. If the mod is in my Dominions II\mods\ folder, the crashes at startup.
I fixed it by creating a new .dm file from an existing mod, an copypasting the unworking mod command by command. In the end, everything worked. So I just pasted everything to the new mod file, and it worked! I don't know what the problem was, but having renamed the nonworking mod to something else to be able to start Dominions at all didn't do a thing. This is very strange, and could cause one to stop modding, frustrated with a mysterious bug. Had I not modded before, I would have just given up on this.
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September 24th, 2005, 02:05 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: What\'s wrong with this MOD file ?
Quote:
Endoperez said:
Had I not modded before, I would have just given up on this.
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Heh, I ran into this exact problem with my first couple of mods.
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September 26th, 2005, 01:46 PM
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First Lieutenant
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Join Date: Feb 2005
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Re: What\'s wrong with this MOD file ?
When something like that happens in programs I've often found that either there was some weird special (non-printing) character in the original file or the last line needs a newline/linefeed/etc.
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