January 18, 2003, 09:44
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#1
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Settler
Local Time: 14:40
Local Date: November 1, 2010
Join Date: Jan 2003
Posts: 4
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error in Civ2.exe
when i start up my scenario, especially as the principal civ, it performs an error in civ2.exe and shuts down. some civs have no problem until the first turn, i cant figure out whats going on...
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January 18, 2003, 10:51
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#2
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Emperor
Local Time: 16:40
Local Date: November 1, 2010
Join Date: Dec 1969
Posts: 3,079
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I bet there's some error in one of the text files. Most likely the rules.txt or events.txt. Add a @DEBUG line at the very start of the events.txt to trace events errors.
Do you get some standard Windows error dialog box with generic Windows babble in it? Or something that looks as if Civ2 itself is giving the info, talking about errors and modules?
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January 18, 2003, 11:17
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#3
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Local Time: 10:40
Local Date: November 1, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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Do you have any immobile units that the AI needs to move its own units around? That can cause crashes.
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January 18, 2003, 12:02
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#4
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Emperor
Local Time: 10:40
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Baltimore, MD
Posts: 4,325
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@DEBUG doesn't work in MGE
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January 18, 2003, 16:08
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#5
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King
Local Time: 14:40
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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If there was a problem in the events.txt or rules.txt it would start as normal but without events.
Since it shuts down i bet the problem lies in the tech tree.
Check if you have a tech requiring a tech it leads to.
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January 18, 2003, 17:07
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#6
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Settler
Local Time: 14:40
Local Date: November 1, 2010
Join Date: Jan 2003
Posts: 4
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its a generic windows box, not a civ2 thing
and i checked up, all civs do the error after i skip to the next turn (press enter to end turn)
but one does it straight away.
ill try looking at everything you said, thanks
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January 18, 2003, 17:09
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#7
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Emperor
Local Time: 10:40
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Baltimore, MD
Posts: 4,325
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It's probably in the rules.txt.
You probably have a loop in the tech tree, make sure all advances lead someplace and don't loop back on themselves.
ALSO, make sure "Future technology" is researchable from the start. Sometimes if it is not, errors happen.
or
Look for a missing comma someplace.
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January 18, 2003, 17:12
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#8
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Settler
Local Time: 14:40
Local Date: November 1, 2010
Join Date: Jan 2003
Posts: 4
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ahhh
it was teh tech thing.
thanks guys, its working fine.
its based on Raymond E Feists Midkemia, if anyone is interested. anyone know how to make unique Techs or units?
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January 18, 2003, 23:23
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#9
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King
Local Time: 09:40
Local Date: November 1, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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One trick that helps to find missing commas fast is to import Rules.txt into Excel. Set it for delimited files and use commas and semicolons as delimiters. When you look at the major sections, the line with a missing comma stands out like a sore thumb.
This is all theoretical, of course, I've never made this mistake (at least for a week).
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January 19, 2003, 13:52
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#10
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King
Local Time: 14:40
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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I knew it was in the tech tree .
For unique units there are two ways: 1)Create a tech with both requirments No and make a unit available only with it. Note: You must give the tech to a civ first before you make it have No requirements.
2)Have a normally researchable tech give multiple units.
Then have multiple techs with No as requirments given at various civs. Each tech will make obsolete the particular unit you do not want the civ to have.
Example: "Conscription" tech will make available German Infantry, British infantry, and Russian infantry.
Create three techs: a "No German", a "No Russian" and a "No British" tech.
German infantry will be made obsolete by the "No German" tech the British and Russians will have, the British infantry will be made obsolete by the "No British" tech the Germans and Russians will have and finally the Russian inf. will be made obs. by the "No Russian" tech the Brits and Germans will have.
Hope i was understood.
For unique techs it depends if you want them to be researchable by the civ or already owned.
If you want them already owned by the civ then just give the tech to the civ and place No at its requirements.
If you want it to be researchable then have as one of its requirements be a unique tech using the above method.
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