May 31, 2000, 09:57
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#1
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Settler
Local Time: 00:07
Local Date: October 31, 2010
Join Date: May 2000
Location: Fort Collins, CO, USA
Posts: 6
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tech tree problems
This is probably basic to everyone but me:
I'm new to civ2 scenario design (but I have
read the design tips on the scenario league
page) and I'm trying to use Blackclove's
instructions to create a scenario with
several separate tech trees.
I can edit advances using the MGE advances
editor, but this doesn't allow the "once removed", "twice removed" tricks. When I
use a text editor to edit rules.txt (being
*very* careful about format and spacing)
I always seem to have civ2 crash when it
tries to start my scenario.
Does it matter *which* text editor I use?
Or does this mean I accidentally made
a loop or didn't make FutureTech available?
I wish civ2 would say what is wrong, instead
of crashing with a message about trying to
do an illegal operation.
Any ideas?
Thanks!
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May 31, 2000, 13:11
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#2
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Chieftain
Local Time: 00:07
Local Date: October 31, 2010
Join Date: Jan 2000
Location: Bloomington,Il
Posts: 94
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could ya send me a copy of the rules.txt you are useing? i would like to take a look at it.
thanks
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May 31, 2000, 22:04
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#3
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Prince
Local Time: 19:07
Local Date: October 30, 2010
Join Date: Sep 1999
Location: New Jersey, USA, Earth, Sol, Milky Way
Posts: 705
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Crashes like that are almost allways tech tree related. In most cases the abbreviation for a perequistite tech is wrong. Case matters, Col will crash your system but CoL will not. Nil is another no-no.
The best way to trouble shoot this is to copy the techs from the original Civ2 tech tree over your @CIVILIZE section. Then paste in your tech tree three or four lines at a time (checking the game after each paste) until you find the problem lines(s).
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June 1, 2000, 00:43
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#4
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Chieftain
Local Time: 00:07
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Sonoma, CA, USA
Posts: 68
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Hmm...it crashes your system eh....well make sure that everything, i.e. AI value pre-req's are placed correctly and are within acceptable paramaters, and if you haven't done so already you should download the latest patch for your version of civ 2.....how i wish someone would create a new scenerio editor for civ 2...oh well...
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June 1, 2000, 03:41
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#5
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Chieftain
Local Time: 00:07
Local Date: October 31, 2010
Join Date: Jan 2000
Location: Bloomington,Il
Posts: 94
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it will also crash if you forget to put a comma where it should be
look next to your entry for factory
put that , where it should be and the rules will work just fine
check mark for today!!!!!!!
"you know you are in trouble when you start beliveing your own propaganda" :P
[This message has been edited by myrlyn (edited June 01, 2000).]
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June 1, 2000, 10:48
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#6
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Settler
Local Time: 00:07
Local Date: October 31, 2010
Join Date: May 2000
Location: Fort Collins, CO, USA
Posts: 6
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Thanks for the help! Aaagh..
My kingdom for a comma.
I have a little Perl program that will
read a Rules.txt and then lets me query
it to find out:
the tree of a tech
what is reachable from a certain tech (nil, or a normally unreachable tech)
Now that I know the problem I updated it
to print a warning if it detects a missing
comma. Thanks!!!!!!!
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June 1, 2000, 10:51
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#7
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Settler
Local Time: 00:07
Local Date: October 31, 2010
Join Date: May 2000
Location: Fort Collins, CO, USA
Posts: 6
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Thanks for the help! Aaagh..
My kingdom for a comma.
I have a little Perl program that will
read a Rules.txt and then lets me query
it to find out:
the tree of a tech
what is reachable from a certain tech (nil, or a normally unreachable tech)
Now that I know the problem I updated it
to print a warning if it detects a missing
comma. Thanks!!!!!!!
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