Results 1 to 14 of 14

Thread: Temporary fix for early-game CTD

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    EB insanity coordinator Senior Member khelvan's Avatar
    Join Date
    Sep 2002
    Location
    Oakland, CA
    Posts
    8,449

    Default Temporary fix for early-game CTD

    Some of you have experienced an early-game CTD which you cannot get past. This was caused by the removal of a script which was placing a building essential to the game's stability. As we have "naval ports" which allow the building of fleets, and the vanilla port buildings for their economic effect, and the game still requires the vanilla port building to be present when a ship is built, removing the script which placed this building causes bad things.

    Whenever the Ptolemaioi build a ship in Kypros, or whoever owns the city at the time, without that port building present it results in an immediate and unavoidable CTD.

    So here is the (temporary) solution, until the next version is up (we want to make this as stable as possible, and unlike in the past we've been able to pin down a number of CTD bugs, so we're working hard to get you quick fixes). First, edit the Kypros entry in descr_strat.txt - you can simply replace it with this entry:

    Code:
    settlement
    {
    	level town
    	region Kypros
    
    	year_founded 0
    	population 1590
    	settlement_tax 51
    	plan_set default_set
    	faction_creator greek_cities
    	building
    	{
    		type core_building governors_house
    	}
    	building
    	{
    		type barracks muster_field
    	}
    	building
    	{
    		type market trader
    	}
    	building
    	{
    		type amphitheatres game_field
    	}
    	building
    	{
    		type navy_port naval_bay
    	}
    	building
    	{
    		type port_buildings port
    	}
    	building
    	{
    		type defenses wooden_pallisade
    	}
    	building
    	{
    		type temple_of_farming temple_of_farming_shrine
    	}
    }
    This is the only change, the addition of this building:
    Code:
    	building
    	{
    		type port_buildings port
    	}
    Once you have done that, restart your campaign, and voila! No more CTD.

    Edit: Unfortunately, there is no way to fix this in a current campaign; the script fix creates the building improperly, and thus will still cause a CTD.

    In addition, we have identified at least one CTD bug present in the new animations we're using in this version, so we're working hard to fix that. Unfortunately, this may mean reverting to the old animations for now, until the problem can be fixed, or until the 1.5 version is ready. Incidentally, a fan (nikolai1962) has been making great progress in digging through our files in preparation for porting to 1.5, so there is light at the end of the tunnel now, where there was none in the past.

    Edit2:

    THIS IS THY QUEST - SAVE THYSELF FROM CERTAIN CTD DOOM

    The only way to avoid certain crash to desktop doom for your existing campaign is to sail to Kypros and take it before the AI builds a fleet there. Then you can build a port, and all will be well.

    Your future is in your own hands. Good luck and godspeed.
    Last edited by khelvan; 03-12-2006 at 20:30.
    Cogita tute


Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO