.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old September 21st, 2001, 07:50 AM

arthurtuxedo arthurtuxedo is offline
Corporal
 
Join Date: Aug 2001
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
arthurtuxedo is on a distinguished road
Default Mod broken

I've spent the past month or so, off and on, trying to figure out why my mod doesn't work, and I can't do it. Here's what happens: The game will play normally for anywhere from 6-90 turns, then will hang on the turn of one of the AI players. I have tried taking over their empire, and everything appears normal. I clean out their designs and research and production queues to make sure they are not doing anything odd, but when I click the end turn button, it hangs. I've tried temporarily un-doing or making unavialable to the AI the major stuff my mod changes to see if that fixes the problem, but it never does. I'm all out of ideas. Has anyone had this happen before?
Reply With Quote
  #2  
Old September 21st, 2001, 07:51 PM

tesco samoa tesco samoa is offline
General
 
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
tesco samoa is on a distinguished road
Default Re: Mod broken

post your mod and the game turn file.

And we will see if we can find the problem.

------------------
L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg

Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
Reply With Quote
  #3  
Old September 22nd, 2001, 12:07 AM

arthurtuxedo arthurtuxedo is offline
Corporal
 
Join Date: Aug 2001
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
arthurtuxedo is on a distinguished road
Default Re: Mod broken

Here it is. Savegame's included. Not sure how it's 5.9 mb. I used maximum compression, and I deleted almost as many components as I added (let's face it, some of them are just dumb). Oh well, happy hunting, and thanks.
Reply With Quote
  #4  
Old September 24th, 2001, 12:42 AM

arthurtuxedo arthurtuxedo is offline
Corporal
 
Join Date: Aug 2001
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
arthurtuxedo is on a distinguished road
Default Re: Mod broken

Any luck yet?
Reply With Quote
  #5  
Old September 24th, 2001, 01:06 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Mod broken

Checking a little now.

Right off:
-your Romulan_mini_frigate is *far* too big. It's over a meg in size, and way above the resolution SE4 uses. THAT could be the problem right there. FYI, most of the extra area is white space..

EDIT: loaded it up, and I can't SEE anything..

EDIT 2: OK, never mind. You added a racial trait. Incidently, this means all those .emps in your zip file are utterly and completely useless.

EDIT 3: Hmm. Played it up to turn 100. Other than it being a little slow, and no colonies, didn't see any problems.

Phoenix-D

[This message has been edited by Phoenix-D (edited 24 September 2001).]
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #6  
Old September 24th, 2001, 09:58 AM

arthurtuxedo arthurtuxedo is offline
Corporal
 
Join Date: Aug 2001
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
arthurtuxedo is on a distinguished road
Default Re: Mod broken

Hmm, I'll just delete the romulan folder, then. I think I just copied it from either Devnullcus mod or Zippy mod or something. Not sure why the AI wouldn't build colonies, though. Thanks for the help.
Reply With Quote
  #7  
Old September 24th, 2001, 05:44 PM

tesco samoa tesco samoa is offline
General
 
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
tesco samoa is on a distinguished road
Default Re: Mod broken

I have not seen any problems either. Only went about 20 turns.

Is this saved game the turn before the problem occured ???

------------------
L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg

Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
Reply With Quote
  #8  
Old September 24th, 2001, 07:59 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Mod broken

Your mod freezes up during an AI turn, and setting the player to human for one turn dosen't help at all.

What you should try is this: Set the player to human, and before the turn ends, deactivate one minister.
If the game still freezes, try again with a different minister, until you find which one it is.
(Try ship design minister first)

When you have it down to the minister, then take a look at what it is probably doing on the turn that freezes.

EG. In P&N, one AI would freeze once tech got fairly high.
Setting it to human didn't help.
Disabling the Design minister allowed the game to continue.

So, I looked at the designs.
And, there sat a Baseship with over 42 JP engines. Upgrading the design to use the new quantums caused an RCE. Thus, I had to tweak the AI design creation files, so that the AIs built legal ships.
Reply With Quote
  #9  
Old September 25th, 2001, 12:25 AM

arthurtuxedo arthurtuxedo is offline
Corporal
 
Join Date: Aug 2001
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
arthurtuxedo is on a distinguished road
Default Re: Mod broken

Ahhh, that must be the problem right there. I just copied and pasted the engine part from your mod (hope you don't mind, I would have asked but I never intended to post the mod). So if you had the problem, than the cause of mine must be exactly the same. How did you permanently fix the problem? I haven't had P&N freeze, so there must be a solution, right?
Reply With Quote
  #10  
Old September 26th, 2001, 08:38 PM

arthurtuxedo arthurtuxedo is offline
Corporal
 
Join Date: Aug 2001
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
arthurtuxedo is on a distinguished road
Default Re: Mod broken

Just a quick question. Is it possible for weapon mounts to modify reload time? (ie. massive mounts do big damage, but PPBs fire every 3 turns, WMGs every 5, etc.)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:06 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.