July 5, 2001, 17:04
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#1
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King
Local Time: 05:20
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Liberal Socialist Party of Apolyton. Fargo Chapter
Posts: 1,649
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The game screws up when I make my own units and advances in Rules.txt!!!
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July 5, 2001, 23:15
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#2
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Warlord
Local Time: 06:20
Local Date: October 31, 2010
Join Date: May 2000
Location: Kingston, Ontario
Posts: 224
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Maybe if you attach your rules.txt here somebody could check it out for problems.
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July 7, 2001, 00:55
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#3
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King
Local Time: 05:20
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Liberal Socialist Party of Apolyton. Fargo Chapter
Posts: 1,649
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I changed one of the extras to the following
Heavy Armor, nil, 0, 3.,0, 12a,6d, 2h,2f, 9,0, 0, Rob, 000000000000001
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July 15, 2001, 14:30
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#4
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King
Local Time: 05:20
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Toasty!
Posts: 2,230
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Was that line copied verbatim? In that case, the problem is in the fourth column, as there's a period there where it shouldn't be. Delete it, and it should work.
BTW-- you wouldn't happen to be working on a modpack or scenario...?
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July 15, 2001, 15:27
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#5
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Queen
Local Time: 07:20
Local Date: October 31, 2010
Join Date: Feb 2000
Posts: 5,848
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Remember that the three-letter abbreviations of the civilization advances CANNOT be changed. They are hardwired into the game, and if you rename them and them make a civadvance, city improvement, or military unit dependent on the renamed advance, then the game will crash.
Another thing you have to be careful about is that in any given game, in any given scenario, each and every tribe MUST be able to somehow research towards the Future Tech advance (abbreviated to "..." in the rules). You can rename it, reposition it, do what you want with it, but as long as every tribe is capable of tracing a path through the tech tree towards it, then the game will work.
I remember a couple of times I restructured the tree and my game always crashed past the first turn. I couldn't understand why, and went about rewriting the RULES.txt line by line. It took me ages, and the final result was that I'd forgotten to make Future Tech accessible to all.
Generally speaking, whenever I'm making a new scenario, I rename the tech to "Joy of Decadence" or something similar and give it nil,nil requisites, so anybody can research it straight off. The fact that people can research other techs besides doesn't hurt the game at all.
Hope that helps.
__________________
"lol internet" ~ AAHZ
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July 16, 2001, 03:02
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#6
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Prince
Local Time: 19:20
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Singapore
Posts: 821
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Quote:
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Originally posted by Vlad Antlerkov
Was that line copied verbatim? In that case, the problem is in the fourth column, as there's a period there where it shouldn't be. Delete it, and it should work.
BTW-- you wouldn't happen to be working on a modpack or scenario...?
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I think there is supposed to be a period there.
Why don't you simply use the in-game editor. After you've made the changes, open the rules.txt and see how its been changed (vs your manual changes). Its very easy to make one little hidden mistake anywhere in the rules file and I don't recommend editing it directly unless you are doing No No advances.
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August 22, 2001, 21:18
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#7
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King
Local Time: 05:20
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Liberal Socialist Party of Apolyton. Fargo Chapter
Posts: 1,649
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Quote:
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Originally posted by kobayashi
I think there is supposed to be a period there.
Why don't you simply use the in-game editor. After you've made the changes, open the rules.txt and see how its been changed (vs your manual changes). Its very easy to make one little hidden mistake anywhere in the rules file and I don't recommend editing it directly unless you are doing No No advances.
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Kobayashi: I don't have Fantastic Worlds.
Alinestra Covelia: Thanks for the tips
and by the way I'm starting a Rome Scenario, Those tips will really come in handy.
__________________
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