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Topic: !!!! ERROR with med mod beta 5.0 !!!! WES Help me |  |
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MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted June 14, 2000 08:07
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Oh well just an idea. |
Ganja Chieftain
Jun 2000
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posted June 14, 2000 08:08
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I did a complete reinstall, even downloaded the med mod again.... but still I get the crash to desktop when using cruise missiles. Has anyone else tried to see if the game crashes on them ? start a new game and use the cheat mode, but make sure you have the latest med mod beta 5.0 download. |
skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted June 14, 2000 14:43
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Okay, this is an intermittent problem that stems from trying to kill a unit off that is not there any more. It all has to do with the timing of the bombardment and how much time (spaces) is left.The real question is why is this unit a bombardment unit. All missles are designed to attack and not come back. If a unit is only to bombard then that dictates it is able to return and start over. Being used like this means it is no longer a missle but simply an unmanned bomber which should be able to land at an airport, get refitted and take off again. I suggest you keep the missle a missle, or some assemblance of a missle. If you want an unmanned or long-range bomber, make one but don't use the missle for it. Using a unit for something it was not designed for is what got all this cruise missle bug problems started in the first place. There is too many other good uses for the missle. |
Ganja Chieftain
Jun 2000
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posted June 14, 2000 15:31
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Skorpion59 - you have made a really good point, but how do you go about changing the cruise missile from being a bombardment to an out right attack ? And why was this changed in the first place ? if infact it ever was. |
Lord Sigma Chieftain
Jun 2000
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posted June 14, 2000 15:43
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The problem with the cruise missile attacking not bombarding is that if it attacked it could take out a stack of 9 units with just one cruise missile. Or even capture a city..... |
Ganja Chieftain
Jun 2000
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posted June 14, 2000 16:02
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So if I use the // infront of the trigger or fix in the med mod 5.0 beta script.slc file then the cruise missile will once again beable to take out complete stacks and capture cities? |
Paul King Zwolle, The Netherlands Mar 99
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posted June 14, 2000 16:54
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No, you won't be able to do that. The slic trigger only solves the problem that cruise missiles could bombard and then fly back to a nearby airfield or aircraft carrier (and thus be used again in the next turn). The slic trigger will kill the cruise missile after it has bombarded the enemy unit, so disabling the slic trigger allows you to bombard the enemy and then fly the missile back to an airfield or carrier if you have movement points left. |
gemini Warlord camrose,ab,canada Aug 1999
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posted June 14, 2000 20:10
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This is starting to get wacko I didn't really make much sense to me either why it would be a bombarding unit. Is that correct, that it can take out a stack of nine units?? I haven't played the game for quite some time cos I'm still working on my scenario but I did check it out and there are a couple flags you can add in the unit.txt file. SINGLE_USE // after it has attacked it's destroyed CANT_CAPTURE_CITY Won't this fix the problem? ------------------ Gemini |
Ganja Chieftain
Jun 2000
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posted June 14, 2000 21:04
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I just looked in my units.txt file for the med mod beta 5.0, both the flags you have suggested are in the cruise missile section.############## special flags ############################# MOVEMENT_TYPE_AIR NO_FUEL_THEN_CRASH SIZE_SMALL CANT_CAPTURE_CITY VISIBILITY_CLASS_0 VISIBILITY_CAN_SEE_0 CANT_ENTRENCH CANT_PATROL CAN_BEACH_ASSAULT IGNORE_ZOC HAS_NO_ZOC CAN_BOMBARD_LAND CAN_BOMBARD_WATER CAN_BOMBARD_MOUNTAIN BOMBARD_ROUNDS 30 NO_AIR_ATTACK SINGLE_USE SEA_CITY_CAN_BUILD CHEAT_INDEX 3 } What is the bombard rounds flag, and why is it 30 ?
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gemini Warlord camrose,ab,canada Aug 1999
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posted June 14, 2000 21:23
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I think bombard rounds is how much ammo it has for bombarding.------------------ Gemini |
Ganja Chieftain
Jun 2000
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posted June 14, 2000 21:43
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I just used the // to cut out the trigger fix for the cruise missile in the script.slc file. During play the missile does not destroy a whole stack but takes it down by one each time a missile is fired at it. The missile cannot capture cities. The only problem I found was the missile could return to its place of origin after it had bombarded but only if the place it had been fired from was one tile away. Is everyone experiencing the crash to desktop error for the cruise missile in the new med mod 5.0beta ?? It's not just me is it???????? |
WesW King Huntsville, Al., USA b.02-15-99
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posted June 14, 2000 22:26
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The below is an excerpt from Celestial Dawn's readme, which I included in the Medpack readmes. I seem to remember reading a more detailed explanation of the change to bombardment a long time ago, but if it's not in some other protion of the readme, I don't know where it might be. Myself, I think that having it bombard rather than use a normal attack makes the most sense. Cruise Missiles are like guided bombs, not bombers. Since AIs don't use the Cruise Missile, see no problem with leaving this bug in, if it comes to that. If players want to cheat against the AIs, there are much more effective ways of doing it than exploiting this particular feature. I can put a mention of it in the readme, if no one can find a good solution to this problem.The Cruise Missile now uses the Bombard attack, instead of Assault. The Cruise Missile is guaranteed to kill or do significant damage to lone units or a stack containing no Active Air Defenders. It is also cheap (500) its easier (and faster) to get 9 of these produced from multiple cities than to have a single Space Marine (4500) produced from 1 city. Not to mention that 9 Cruise Missiles cause hell of a lot more damage than a single Space Marine. Apart from destruction, it has a number of other uses as a decoy for enemy Air Defense and for Submarines to cripple/sink pursuing enemy Destroyers. Its main drawback of course is its limited range which means an increased emphasis on delivery systems, as it is in real life.
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Paul King Zwolle, The Netherlands Mar 99
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posted June 15, 2000 00:10
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Ganja, I'm not having any errors with the cruise missile and I haven't heard of anyone else having such problems, so I guess it's only you. Could you perhaps e-mail me your script.slc so that I could see if there might be something wrong with it? |
gemini Warlord camrose,ab,canada Aug 1999
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posted June 15, 2000 00:21
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Dumb question but what version are you using Ganja. Did you get the 1.2 patch for ctp. Sorry if you answered this before but I can't remember and it's important to know because some of the slic functions or built in variable may only work with version 1.2 .------------------ Gemini [This message has been edited by gemini (edited June 15, 2000).] |
TheBirdMan Prince Denmark Sep 1999
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posted June 15, 2000 01:02
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From time to time I have the same kind of errors.If I restart the game (even after cold boot of the pc) the game goes crash. Then for a couple of months ago, I noticed a file named save.dat in the ctp_program/ctp folder, typical with a time-stamp short before the crash. I tried to delete this file - and was able just to restart the game. No crash anymore. From that time, I always start looking in the ctp folder for that file. If I see it, I delete it. And the game does not crach half the times it used to. [This message has been edited by TheBirdMan (edited June 15, 2000).]
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Ganja Chieftain
Jun 2000
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posted June 15, 2000 08:34
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Heres what I have installed :1. Call to power  2. 1.2 patch |
Ganja Chieftain
Jun 2000
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posted June 15, 2000 08:37
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Heres what I have installed :1. Call to power  2. 1.2 patch 3. 1.21 patch/hack 4. med mod beta 5.0 |
Ganja Chieftain
Jun 2000
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posted June 15, 2000 08:55
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Birdman - I just looked for a save.dat file and could not find one. I did however have about 6 crash files which I have now deleted. Hasn't cured the problem, but then I didnt think it would  Paul, I have sent you the script file  Thanks |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted June 15, 2000 09:15
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Looks like you have the correct files installed alright.He, you're a chieftain now  |
Ganja Chieftain
Jun 2000
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posted June 15, 2000 09:20
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WOW, today is the greatest day, I'm moving up the ranks Warlord here I come  now hopefully a fix will be found for the cruise missile problem too can I be so lucky???  |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted June 15, 2000 09:34
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I wouldn't put my money on it  |
Paul King Zwolle, The Netherlands Mar 99
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posted June 16, 2000 11:15
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Ganja, I'm sorry but your script.slc works fine for me. I really don't know what the cause of your problem is but it looks like it's something system-specific. Do you have access to any other computer where you could also run CTP and see if you get the same problem? |
skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted June 16, 2000 12:04
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This problem is not specific to Ganja. When I was testing it to find out what was going on I could recreate the problem an endless number of times. Change the fuel setting in units.txt, drop some cruise missles into a game at different spaces from the target and prepare for some crashes. And while we are at it why is the fuel setting 301 and not 300? |
Paul King Zwolle, The Netherlands Mar 99
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posted June 16, 2000 13:11
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You're right. I just tried and the game will crash if I bombard after moving two or three squares. If I bombard after moving one square or not having moved at all everything works as it should. [This message has been edited by Paul (edited June 16, 2000).] |
skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted June 16, 2000 14:08
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Like I said in my previous post, it is a timing issue. The problem is Locutus' trigger requires 2 fuel to work correctly (actually bombardment takes 2 fuel). So, as long as you bombard with 3 fuel, you are okay. If you move around first and then bombard with 1 or 2 fuel, it will crash. Also, Locutus' trigger only fires off when you bombard a unit. If you are bombarding an empty city, it won't trigger thus you won't get an error. I upped the fuel to 6 and the game no longer abends. Of course, if you hit an empty city, the missle doesn't disappear either. The 'single use' entry only works for attacks not bombardments so that is of no use. Possibly a second trigger option could be found to delete the missle if it doesn't bombard a unit. Personally, I use my missle as a missle and attack with it. In any case, I need to know what direction this problem is going to go towards before I can continue with the maps. Wes, how are you going to handle this? Leave it as is or look for another solution? |
WesW King Huntsville, Al., USA b.02-15-99
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posted June 18, 2000 00:17
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To me, the original problem was a pretty rare occurance, since it only happened when you attacked from less than two spaces away. That, and the fact that it is not an AI problem, but only a human problem, since the AI doesn't use Cruise Missiles. Since the fix seems to be causing more problems than the original bug was worth, I am just going to delete the fix from the script. As I said before, if people want to cheat, there are much better ways of doing it than exploiting this particular bug. |
MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted June 24, 2000 05:41
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Hold on WesW, I thought the bug had been fixed by upping the fuel levels to 6, ok it is not killed of when attacking an empty city, but it no longer crashes the game surely that means the bug is fixed.Is there anyway of getting the AI to use the cruise missile??? |
WesW King Huntsville, Al., USA b.02-15-99
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posted June 24, 2000 13:16
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Thinking about it, I mis-read Don's post initially. I confused fuel and movement points, and thought that the game would still crash. Well, it's not worth holding up the maps, and thus the release of the entire modpack, for this one thing. I noted above that it is a human player problem only at this point.Woodster, if you want to experiment with the Cruise Missile, you can probably give the AIs some, and see what they do with them. I am sure that the missile can be added to the aip unit lists, so that the AIs will build them. If you get some good results from your experiments, I would be happy to include it in the med mod 4, which will focus on 20th century units. |