View Full Version : Generic Error message
Herennius Volsinius
12-16-2007, 13:51
I have made a new map and have modified the text files to work with it. When I start the campaign I get the error message:
Generic Error:
REGIONS_DB::default faction for region (0) isn't present in the descr_strat.txt file
Is region 0 the Sea? It isn't in the stringtable for the RTWBI campaign. Anyone know what this means and how to work around it?
Dol Guldur
12-16-2007, 15:52
This probably means there is an error in your descr_strat file BEFORE the first faction entry. Use the wiki or threads here at the org to look up map errors. Makanyane is more the expert here -
Makanyane
12-16-2007, 21:28
who mentioned me?
anyway I think that one might be straightforward
hopefully it is just telling you you have a faction listed in descr_regions.txt as the default faction for one of the regions (it's the third line down in each region entry) and that that faction isn't in the descr_strat.txt file for that campaign.
Most numbering in RTW starts from 0. It's probably either the 1st region you've got listed in descr_regions.txt file or possibly the one in the top left corner of the map (region ID numbering starts from there - but I wouldn't bet on that being the same thing)
generally anyway you shouldn't have factions used in the regions file that aren't in strat, if it makes a map.rwm at all you're likely to get crash later....
And welcome to the forum :)
Herennius Volsinius
12-17-2007, 00:24
Thanks Makanyane! That has seemed to have put a stop to that annoying error message. Just need to sort through a few smaller ones and my map should work fine! Thanks again!
Herennius Volsinius
12-17-2007, 22:54
Ok, I'm encountering one more error at the very end of my descr_strat.txt file. It says I have placed a settlement on an invalid tile in a region. Unfortunately, it doesn't say which region and the error refers me to the line at the end of the diplomacy section. Where the locations for watch towers data starts. I don't know what to do about it. Can you help, Makanyane or anybody else?
Makanyane
12-17-2007, 23:02
Try:
Symptom: KTM's with message on exit: 'Script error in .../descr_strat.txt, at line xxx, column x. You have chosen an invalid tile(0,0)for the settlement of
If line xxx is the bottom of the descr_strat file and the settlement name is not specified.
* Pixels on map_regions.tga of a colour that do not belong to any region colour specified in descr_regions.txt - watch out for merged colours when editing map_regions.tga as that is usual cause.
from the map loading problem thread
https://forums.totalwar.org/vb/showthread.php?t=85902
Herennius Volsinius
12-17-2007, 23:05
- Not the best news but it could been worse. Time to start looking for the needle in the hay stack... Thanks by the way, Makanyane.
Herennius Volsinius
12-20-2007, 01:05
I checked the map loading problems thread but couldn't find an answer to this. Basically, I edited the descr_mercenaries.txt to match the regions for my map. But the game CTDs when i start the campaign. I tried purposefully adding in an error in the file. When I do this, the game KTMs and it gives me the appropriate error message. However, when there are no errors, the game CTDs. I have made sure that all of the regions are included in the file. Why is this happening?
Makanyane
12-20-2007, 08:17
Are you sure problem is that file? And did it load before you changed it?
You don't actually need anything in the descr_mercenaries.txt, back-up your one and try saving it as a completely empty text file, to check if that is the problem or not. If you still have CTD with empty mercenaries file you'll know problem is elsewhere.
There are some types of CTD you don't get until you have fixed all other problems that give messages. Having incorrect leader names in descr_strat.txt is one of those, it might be that you are just now finding problem like that because you fixed other error messages. I didn't think there was any way of causing CTD from mercs file, wrong unit or region names give message......
Herennius Volsinius
12-20-2007, 20:23
I tried deleting the contents of the descr_mercs file and this time I was able to see the loading screen come up for a split second before another CTD occured. For experimentation, I also deleted the contents of descr_harvests and descr_events. Since these are similar to the mercs file I assumed it wouldn't make a difference - was I wrong? This time I just got a CTD after I clicked the arrow to start the game. I know these crashes are not due to a misspelt character name in descr_strat because I have not added any characters or armies yet. Really, I'm just trying to get the map to load to get a general idea of what it looks like in-game before I start adding in details. Is there another reason that you know of that could be causing these crashes, Makanyane?
Makanyane
12-20-2007, 20:43
have not added any characters or armies yet
how literally did you mean that? Some factions have to have at least leader or else no factions are technically 'alive'!
Sounds like you're on right lines for trying things, harvests events and disasters files can be empty and other tga's apart from map_regions and map_heights.tga can just be a plain colour.
Are you getting a map.rwm generated?
If all else fails upload the campaign folder and its data/text.regions names file somewhere, post link and I'll try and have a look.
Herennius Volsinius
12-20-2007, 20:54
Right now, I only have two factions in my campaign - the huns and the rebels. I have given the huns a leader. Is it necessary for the rebels to have one as well? I didn't think it was as they don't have one in the original RTW.
Makanyane
12-20-2007, 21:10
It might not be counting it as two factions (if you had more factions you definitely wouldn't need slave general but worth a try)
try just giving them a general, that's all my minimum map had for them.
If you've only got huns in though remember to make them sub_faction huns like
character sub_faction romans_julii, Aulus, general, age 38, , x 2, y 6
Herennius Volsinius
12-20-2007, 21:32
I tried adding a slave general but had no luck. I have uploaded my campaign folder with all the files as well as the regions and settlements stringtable. If you are content enough to look at my work and see if you can find any errors, I would be most grateful. The link is http://files.filefront.com/test+campaignrar/;9292166;/fileinfo.html
Thanks for all your help on this topic, Makanyane.
Red Spot
12-20-2007, 21:44
giving rebels (slave-faction) a family works just fine, just a wee bit diff. than adding a family to normal factions ..
as example my slave-faction leader and heir;
character sub_faction romans_julii, Primus, named character, leader, age 60, , x 78, y 155
traits RS_Pagan 1, RS_NonRoman 1, RS_NonRomanFamily 2, RS_Leader2 1, RS_StartGame 1, RS_Command 2, RS_Management 2, RS_Influence 1
army
unit generic rebel general exp 5 armour 1 weapon_lvl 1
character sub_faction romans_julii, Nautius, named character, heir, age 58, , x 431, y 156
traits RS_Pagan 1, RS_NonRoman 1, RS_NonRomanFamily 1, RS_Heir2 1, RS_StartGame 1, RS_Command 2, RS_Management 2, RS_Influence 1
army
unit generic rebel general exp 5 armour 1 weapon_lvl 1
character_record Sabina, female, command 0, influence 0, management 0, subterfuge 0, age 59, alive, never_a_leader
character_record Salonina, female, command 0, influence 0, management 0, subterfuge 0, age 57, alive, never_a_leader
relative Primus, Sabina, Decemius, Posthumus, Aulus, Caius, end
relative Nautius, Salonina, Amulius, Augustus, Cassius, Cnaeus, end
(this actually adds 2 families, as when the leader dies the heir will (sort of) form a family of its own ...*hint*)
G
Herennius Volsinius
12-20-2007, 21:50
I also messed around with rebel family members in RTW. What I found though, was that the family members never married nor had children. I did get occasional adoption candidates, but nothing more.
Makanyane
12-20-2007, 21:51
just had quick look - you seem on right lines
try using a fertile green colour for map ground_types instead of the wilderness black, CA said somewhere that every region should have some fertile ground type - don't know if that stops it loading or not though.
if its not that only other thing I can think of is that your regions colours are very close together with only the 1 increment in RGB colour, but I'd see if anyone else can think of anything before you try altering all that!!!!!!
Herennius Volsinius
12-20-2007, 21:53
Thanks, I'll try using fertile tiles...
Herennius Volsinius
12-20-2007, 22:04
Nope, that's not making a difference. (I don't think I want to be changing region colours around just yet either - takes a while!) Why exactly would having the regions' colours similar to each other cause a CTD? The RGB values are all clearly stated as being different in descr_regions.
Makanyane
12-20-2007, 22:25
I think I had problem with that a long while ago but didn't go back to verify - so not sure. Someone else also posted about 'certain' colours not working but thats not verified either.
As simpler test try taking copy of working campaign like vanilla and making one region +1 out from other, delete rwm and see if it reloads ok....
Only other one would be too much sea, if you aren't getting map.rwm at all - as sea is continuous and all round edge its quite large area. IF you aren't getting rwm try putting more land in map_heights around edges to block bigger areas of sea (you don't need to add it to regions game will sort that out.
Red Spot
12-20-2007, 22:37
I also messed around with rebel family members in RTW. What I found though, was that the family members never married nor had children. I did get occasional adoption candidates, but nothing more.
Maybe so but using the method of different "fathers" you can basicly add like near 40 family member to a faction, do that with the slave family-members that also tend to spawn with brigands keeps a nice number of family for the slaugh... er .. reunion ... :D (use it on any other faction and the number of family-members may become game-breaking as they may cause you to go bankrupt ...)
====
Do note about RGB values that the game doesnt seem to like each value, I've had the issue with some of the first versions of my current map that I did a similair thing and just increased RGB-values by 1 for the next region, didnt work ...
G
Herennius Volsinius
12-20-2007, 22:46
I tried it and the vanilla campaign loads up normally. I am getting map.rwm files generated, so its nothing to do with the sea. Our list of options is starting to grow thin...
I might start recolouring the regions soon. Not just now, though. I want to see if there are any more possibilities. I'm quite tired too! :Zzzz:
Herennius Volsinius
12-20-2007, 22:51
Maybe so but using the method of different "fathers" you can basicly add like near 40 family member to a faction, do that with the slave family-members that also tend to spawn with brigands keeps a nice number of family for the slaugh... er .. reunion ... :D (use it on any other faction and the number of family-members may become game-breaking as they may cause you to go bankrupt ...)
G
Named characters that spawn as brigands don't actually become members of the rebel family though do they? They are treated as generals like the ones that can be recruited in BI.
Makanyane
12-20-2007, 22:58
LOL forget our silly explanations......
I just tried loading it - because its same size as vanilla map I think its trying to use the map_heights.hgt in the base folder (unless you deleted yours) if you've still got .hgt file and possibly rwm in there delete them.
Check what you are getting on the corrected_regions file, mine due to ^ came out europe shaped.
Herennius Volsinius
12-20-2007, 23:22
I did have a hgt file in there. I also saw what you meant about the corrected_regions file.
I went ahead and deleted the hgt file and used descr_regions to correct corrected_regions. But it still keeps crashing!!!
This is getting long and arduous now. Sorry for taking up so much of your time!
Red Spot
12-20-2007, 23:25
Named characters that spawn as brigands don't actually become members of the rebel family though do they? They are treated as generals like the ones that can be recruited in BI.
Only CA knows, I guess .. for me they are all family, they all can get traits, and who is who's kid/father doesnt really make a difference to the game.
Anyway there is no difference between family that can be recruited and "born" family afaik, its just that they dont show up in the family tree, at least afaik spawning a family-member than killing the rest will keep the faction alive (actually I do still need to test that ...!!)
=====
lol ..
I'd almost would have put money on that increasing RGB values doesnt work, there has to be a reason I've only used RGB-values that also have been used in vanilla regions .... :inquisitive: :whip:
G
Herennius Volsinius
12-20-2007, 23:35
Only CA knows, I guess .. for me they are all family, they all can get traits, and who is who's kid/father doesnt really make a difference to the game.
Anyway there is no difference between family that can be recruited and "born" family afaik, its just that they dont show up in the family tree, at least afaik spawning a family-member than killing the rest will keep the faction alive (actually I do still need to test that ...!!)
The only real difference is that sons can't adopt character traits from their fathers. This is the only thing that can't be achieved with the rebels. Doesn't matter that much, but it might have made it more interesting.
Also, since destroyed factions' remaining armies automaticaly convert to the rebels, if the rebel faction had all of its family members destroyed, I would guess that the rebel faction would still live anyway as there is no other faction to convert to. Either that or a CTD will occur...
Makanyane
12-21-2007, 09:50
I did have a hgt file in there. I also saw what you meant about the corrected_regions file.
I went ahead and deleted the hgt file and used descr_regions to correct corrected_regions. But it still keeps crashing!!!
sorry I was in a hurry yesterday and didn't explain very well what I meant. Getting rid of the hgts file is at least showing you are getting map.rwm based on your heights/coast shape OK:2thumbsup:
The corrected_regions.tga isn't used by the game so altering IT doesn't do anything, it just exists to show you what your combination of map_heights and map_regions is actually producing in the game rwm. If you check yours (based on files sent) you'll see that at least two of the small islands come out as too small:
https://img167.imageshack.us/img167/3063/correctedregions2no4.jpg
both losing port and ending up with city pixel bordering sea which you can't have!
To change that you need to add more land to those in map_heights.tga, thing to look out for is that only pixels on odd/odd coordinates in heights (3,5 or 111,99 etc) determine which part is land or sea on the corrected_regions, so you need to add enough land to map_heights in the direction that is missing to include odd/odd pixels, otherwise shape won't change.
Herennius Volsinius
12-21-2007, 17:15
Well found, Makanyane. I also spotted the same thing occuring in Stros M'Kai. (The three small red islands in the west). I fixed these but I am still getting a CTD. I think that there must be more around somewhere. I will carry on searching.
Herennius Volsinius
12-21-2007, 17:40
By the way, I have also found a few instances of this in the map_ground_types file. It doesn't occur in the places you pointed out, but it does occur in the western-most island in Stros M'Kai.
Makanyane
12-21-2007, 17:50
ground types doesn't make much difference to loading (unless you put mountains or forest under cities), you don't have to line up coastline in that one; I'd keep land fertile coloured though.
Herennius Volsinius
12-21-2007, 23:01
If corrected_regions is generating a perfect map, does that mean that there are no errors left in map_heights? Or am I completely wrong?
Makanyane
12-21-2007, 23:05
If you're getting map.rwm then there is no landmass/sea area problem, and if all ports and cities look correctly located in corrected_regions then map_heights can't be causing problem.
Herennius Volsinius
12-21-2007, 23:08
I have read that map_roughness and map_trade_routes don't do anything. Is it possible that they could be causing problems?
Makanyane
12-21-2007, 23:15
not unless they are wrong size, but that error messages - is it still CTD just after faction selection screen?
Try posting revised version for others to have a look again - also are you trying on vanilla BI or have any data files been modified?
Herennius Volsinius
12-21-2007, 23:31
Yes, I am still experiencing continuous CTDs shortly after I click the arrow to start the campaign.
And yes, I am trying on the vanilla campaign without modifications to any other data files.
Here is a link to the updated version of my campaign: http://files.filefront.com/test+campaign+updatedrar/;9299289;/fileinfo.html
It has the map_heights corrected.
Makanyane
12-21-2007, 23:58
ah........... :embarassed:
there's always something you forget to say!
when you added slave army, as instructed, as sub-faction huns, you gave them slave name, you should have given them huns name, switch
Aaron to Panu in descr_strat and it loads.
(though map_heights bits would have needed fixing anyway)
when it loads you'll find land is all pink - I think you've used a climates colour instead of a ground_types colour, but at least that proved that part didn't matter!
Herennius Volsinius
12-22-2007, 00:02
Oh!!! I din't think that that was important! The map loads. And yes, it is pink. Would this be why it CTDs when I select a city?
Makanyane
12-22-2007, 00:12
nope problem with that seems to be that you gave the huns capital some stuff like church that they can't build in the descr_strat listing - I used to think you could do that, but have noticed problems when I tried it recently too... not sure why unless they are missing the export buildings text for it... strip that city down to core building, barracks, stable and practice field and you can view it fine.
Herennius Volsinius
12-22-2007, 01:16
Excellent! Thanks for all your help, Makanyane. I'll try not to bother you as much any time soon! :beam:
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