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Old January 30, 2001, 23:48   #1
con dodgy
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overhauled techtree crashing FW 2.78
i'm attempting to overhaul the FW techtree so that it incorporates some futuristic techs. the structure is similar to that of CTP2..

but in order to do this, i've been forced to use the extra U1....X7 techs in the rules.txt.

now whenever i try to use this rules.txt in the game, it crashes. i can load a game and view the new techs, but then it will crash when the turn ends.

i've checked and rechecked rules.txt quite a few times and i can't pinpoint the problem. i'm sure its the techtree that is the problem.

here is the tech portion:

Naval Aviation, 4,-2, Rad, Nav, 2, 0 ; AFl
Writing, 4, 2, nil, nil, 0, 3 ; Alp
Advanced Infantry, 4,-2, AFl, CA, 2, 0 ; Amp
Optics, 3, 1, Uni, Chi, 1, 4 ; Ast
Age of Reason, 4, 2, Che, MT, 1, 2 ; Ato
Urban Planning, 4, 1, Eng, Gue, 2, 4 ; Aut
Banking, 4, 1, Uni, Tra, 1, 1 ; Ban
Concrete, 4, 0, Mas, Tra, 0, 4 ; Bri
Stone Working, 5, 0, nil, nil, 0, 4 ; Bro
Religion, 5, 0, nil, nil, 0, 2 ; Cer
Chemistry, 5,-1, Inv, Ast, 1, 3 ; Che
Bureaucracy, 4, 0, Lit, Feu, 0, 2 ; Chi
Criminal Code, 5, 1, Esp, The, 2, 2 ; CoL
Vertical Flight, 5,-1, Rad, Cor, 2, 0 ; CA
Internal Combustion,5,-1, Ref, E2, 2, 4 ; Cmb
Communism, 5, 0, Ind, nil, 2, 2 ; Cmn
Computer, 4, 1, E2, Dem, 2, 4 ; Cmp
Cavalry Tactics, 7,-2, Hor, Gun, 2, 0 ; Csc
Bronze Working, 5, 0, Hor, nil, 0, 4 ; Cst
Corporation, 4, 0, The, MP, 2, 1 ; Cor
Infantry Tactics, 5,-1, War, nil, 0, 0 ; Cur
Democracy, 5, 1, CoL, Ato, 2, 2 ; Dem
Economics, 4, 1, Dem, Ban, 2, 1 ; Eco
Radar, 5,-1, E2, AFl, 1, 0 ; E1
Mass Transit, 5, 1, Dem, Cmb, 2, 4 ; E2
Modern Metallurgy, 4,-2, Ato, Iro, 2, 4 ; Eng
Nanomachines, 6, 0, SFl, nil, 3, 4 ; Env
Nationalism, 2,-1, Rep, Gun, 2, 2 ; Esp
Explosives, 5, 0, Gun, Ind, 2, 4 ; Exp
Feudalism, 4,-1, Mas, Hor, 0, 0 ; Feu
Jet Propulsion, 6,-1, Rad, Eng, 2, 4 ; Fli
Fundamentalism, 3,-2, U1, CoL, 2, 2 ; Fun
Fusion, 3, 0, SFl, U3, 3, 3 ; FP
Genetics, 3, 2, Rob, Med, 3, 3 ; Gen
Electricity, 4, 0, Ind, nil, 2, 4 ; Gue
Gunpowder, 8,-2, Uni, Inv, 1, 0 ; Gun
Tool Making, 4,-1, nil, nil, 0, 0 ; Hor
Industrial Rev., 6, 0, X7, Eng, 2, 1 ; Ind
Alchemy, 6, 0, Eng, Lit, 1, 3 ; Inv
Iron Working, 5,-1, Bro, Tra, 0, 4 ; Iro
Arcologies, 4, 1, Aut, Tac, 3, 2 ; Lab
Digital Encryption, 5, 0, PT, Lab, 3, 3 ; Las
Plasma Weaponry, 7,-2, FP, U3, 3, 0 ; Ldr
Paper, 5, 2, Alp, Cer, 0, 4 ; Lit
Neural Interface, 4,-1, Sup, Gen, 3, 4 ; Too
Adv. Naval Tactics, 5,-2, MP, Exp, 2, 0 ; Mag
Hullmaking, 6,-1, Whe, Mat, 1, 0 ; Map
Domestication, 4, 0, nil, nil, 0, 4 ; Mas
Mass Production, 5, 0, Ref, Eco, 2, 4 ; MP
Geometry, 4,-1, Wri, Phi, 0, 3 ; Mat
Modern Medicine, 4, 0, SE, Cor, 2, 1 ; Med
Cannon Making, 6,-2, Gun, Iro, 1, 0 ; Met
Masonry, 4, 0, Cst, ToG, 0, 4 ; Min
Tank Warfare, 8,-1, Cmb, Cor, 2, 0 ; Mob
Monarchy, 5, 1, Cer, Phi, 0, 2 ; Mon
Printing Press, 4, 1, Uni, Iro, 1, 2 ; MT
Drama, 4, 0, Cer, nil, 0, 2 ; Mys
Naval Tactics, 6,-1, Map, Met, 2, 0 ; Nav
Nuclear Power, 6,-2, Stl, Roc, 3, 3 ; NF
Fuel Cells, 3, 0, Stl, Rec, 3, 3 ; NP
Philosophy, 6, 1, Mys, Tra, 0, 2 ; Phi
Physics, 4,-1, Ato, Mat, 2, 3 ; Phy
Smart Materials, 8,-2, Lab, Env, 3, 4 ; Pla
Supersonic Flight, 6,-1, Fli, Dem, 2, 0 ; Plu
Global Comms, 4, 0, Pot, NF, 3, 2 ; PT
Woodcutting, 5, 0, nil, nil, 2, 1 ; Pot
Aerodynamics, 5,-1, MP, Cmb, 2, 4 ; Rad
Railroad, 6, 0, Eng, Ban, 2, 1 ; RR
Conservation, 2, 1, Rfg, Gue, 2, 2 ; Rec
Oil Refining, 4, 0, Ind, RR, 2, 3 ; Ref
Global Economics, 3, 1, Cor, Fli, 2, 1 ; Rfg
Republic, 5, 1, Tra, Chi, 0, 2 ; Rep
Robotics, 5,-2, NF, Tac, 3, 4 ; Rob
Guided Weapons, 6,-2, Cmp, E1, 3, 0 ; Roc
Emancipation, 4, 0, MT, nil, 1, 2 ; San
Ocean Faring, 4, 1, Map, Chi, 1, 1 ; Sea
Nano-Assembly, 5, 1, Rob, Las, 3, 4 ; SFl
Space Flight, 4, 0, Fli, nil, 2, 3 ; Sth
Pharmaceuticals, 4, 2, Esp, Ind, 2, 4 ; SE
Quantum Physics, 4,-2, Cmp, Phy, 2, 3 ; Stl
Superconductor, 4, 1, NP, Tac, 3, 3 ; Sup
Adv. Composites, 4,-2, Rec, Plu, 3, 4 ; Tac
Mass Media, 5, 1, Eco, E2, 2, 2 ; The
Horse Riding, 4,-1, Wri, Tra, 0, 0 ; Hor
Trade, 4, 2, War, Lit, 0, 1 ; Tra
Classical Ed., 5, 1, Chi, Mat, 1, 3 ; Uni
Agriculture, 5, 0, nil, nil, 0, 1 ; War
Ship Building, 4,-1, ToG, nil, 0, 4 ; Whe
Ballistics, 5,-2, War, ToG, 0, 3 ; Wri
Future Technology, 1, 0, Pla, X5, 3, 3 ; ...
Theology, 3, 2, Phi, nil, 1, 2 ; U1
Nanowarfare, 6,-2, Ldr, Env, 3, 0 ; U2
Chaos Theory, 3,-1, Cmp, Gen, 3, 3 ; U3
Unified Physics, 5,-2, U3, Las, 3, 3 ; X1
Cybernetics, 6,-2, Too, X3, 3, 2 ; X2
Gene Therapy, 4, 1, U3, Gen, 3, 4 ; X3
Human Cloning, 3, 2, Gen, X3, 3, 4 ; X4
Global Defense, 5, 0, Plu, E1, 2, 1 ; X5
Cryogenics, 6, 2, X4, Min, 3, 4 ; X6
Agricultural Rev., 3, 1, Bri, Feu, 1, 1 ; X7

any help would be greatly appreciated
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Old January 31, 2001, 12:39   #2
Thoth
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Did you use Notepad to alter the RULES.TXT?

Using Word will cause Civ to crash.....found this out the hard way.

Aside from that...."stepping" through the tree, one tech at a time, to make sure you haven't messed up a pre-req or two may find the problem.

Good luck.
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Old January 31, 2001, 14:28   #3
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Canīt say what the problem is, but, if the scn chrashes immediately after the start, I use a simple step-by step-method to find the error.

Take the standard FW rules file, then:

-copy the first customized techs (letīs say the first ten) over the first original techs.
-start the scn, if it runs well, copy the next ten techs over the next original techs, start again and so on...
-if it chrashes, you know the problem must be in the last copied ten lines...

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Old February 1, 2001, 03:21   #4
Kull
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God help you my son. Tech Tree problems can be one of the most difficult to troubleshoot. It took me three days once to discover that SF1 was used instead of SFl. Typos, missing punctuation, the dreaded logic loop, failure to properly account for Future Tech, and others make this a devilish problem to ferret out.

If you are certain it's not a typo or transposition, than the only solution is to map the whole tree out on paper to ensure you haven't created a logic trap (an advance from later in the tree used as a pre-req earlier in the sequence). This will also allow you to verify that Future Tech exists at the end of the tree where it belongs.

Bebro: Your method will only work if all that's changed is the title of the advance. However, it looks like most of the pre-reqs have been swapped around too, so your method is almost guaranteed to cause a crash right from the start.
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Old February 2, 2001, 01:39   #5
Theben
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Good luck. One time my game kept crashing because I had unwittingly deleted a semi-colon at the end of the tree. You will need to be very thorough in your check.
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Old February 2, 2001, 07:55   #6
Hendrik the Great
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This may seem stupid but have you done a spell check of the entire rules.txt? If in example the abbreviation for an advance is Mys and you wrote Msy or mys that could be a problem.

Just a thought though...

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Old February 2, 2001, 12:10   #7
CyberChrist
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quote:

Originally posted by con dodgy on 01-30-2001 10:48 PM
...
Cavalry Tactics, 7,-2, Hor, Gun, 2, 0 ; Csc
Bronze Working, 5, 0, Hor, nil, 0, 4 ; Cst
...
Feudalism, 4,-1, Mas, Hor, 0, 0 ; Feu
...
Tool Making, 4,-1, nil, nil, 0, 0 ; Hor
...
Masonry, 4, 0, Cst, ToG, 0, 4 ; Min
...
Mass Media, 5, 1, Eco, E2, 2, 2 ; The
Horse Riding, 4,-1, Wri, Tra, 0, 0 ; Hor
Trade, 4, 2, War, Lit, 0, 1 ; Tra
...
Ship Building, 4,-1, ToG, nil, 0, 4 ; Whe
Ballistics, 5,-2, War, ToG, 0, 3 ; Wri
...


It would appear you have made some mix ups with ToG and Hor

If I read and understand your tech tree correctly then you need to exchange the lines for Tool Making and Horse Riding.

It is always adviseable to make sure the tag at the end of each line corresponds with the tech location (for your own sake - the program don't care).

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Old February 2, 2001, 20:03   #8
Cam
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You have a technology loop with E2 and Cmb (Internal Combustion and Mass Transit).

Ooops - spelling
[This message has been edited by Cam (edited February 02, 2001).]
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