Absolute Corruption mod -1 reply

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bigbadE

Slightly cooler than a n00b

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6th May 2008

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#101 10 years ago

Sorry for the bump but does this mod allow for all these add-ons and stuff to be used in skirmish or only for galactic conquest?




ralpho37

Right...

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30th April 2008

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#102 10 years ago

Problem: For some reason, in my ACM mod, my game crashes whenever I try to deploy EWEB Stormtroopers into the game. Its all fine when I build them in the galactic map screen, but whenever I head into a land battle, if I try to land some EWEB's the game crashes. Any ideas on why this is happening?




JC9542

I want to be like the Admins

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27th February 2009

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#103 10 years ago

Could be something wrong with their code if you modified them or maybe something with their model/animations? That's all I can think of off the top of my head. But neither of those two problems should be an issue unless you've been making changes to the mod.

Some of the new units can be used in skirmish, but I'm gonna guess the majority of them cannot (I almost never play skirmish). The build pane is too small and to get around that limitation Mobbmann used a lot of special building and planet restrictions for the units to make it workable in GC.




ralpho37

Right...

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30th April 2008

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#104 10 years ago

Yes, I have been making several changes to the mod. The only ones I changed on the EWEB have to do with their firing rate, projectile type, and maybe some speed and health changes. If it's not too much trouble could someone post the XML thread for the EWEB (just the EWEB, not the entire Infantry thread) so I can reset them back to "default?" Hopefully that would solve my problem.




Mobius13

aka Mobby!

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18th February 2009

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#105 10 years ago

Changing infantry speed means the animation is not in sync with the game speed, it could be wat is causing your exceptions




JC9542

I want to be like the Admins

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27th February 2009

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#106 10 years ago

You can make some speed changes within reason for infantry units. At least I've managed to make some commandos and minor Jedi a little faster than stock infantry units. Doesn't sound like anything you did should crash the game, but maybe there's a typo somewhere.

Anyways here's the base code from acm2.4

Spoiler: Show

5 2 1 2 4 0 2 MuzzleA_00 TURRET_BONE 4.0 60 360 No Yes 1.0 80,80,80, 255 TEXT_UNIT_EWEB Rebel_Trooper Plex_Soldier MPTL Rebel_Infiltrator EI_EWEB_TROOPER.ALO SELECTABLE TURRET,SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING Yes No Yes yes 1.0 i_button_eweb_trooper.tga Generic_Footprint, Good_Ground 2 20.0 .366 .537 0.5 20.0 5.0 5.0 5.0 Land Infantry .5 10 0.05 0.05 2 0.58 Walk Yes Empire0 10 2 20 0 24 0 0 0 No Armor_Infantry 3 10.0, 10.0 B_Chest 1 yes Proj_Hand_Blaster_Green 220.0 4.5 10.0 20 0.15 0 Small_Explosion_Land LandHero, 1.0 Infantry, 0 Vehicle, 5.0 Air, 55.0 Structure, 10.0 Unit_Select_Storm_Trooper Unit_Move_Storm_Trooper Unit_Fleet_Move_Storm_Trooper Unit_Attack_Storm_Trooper Unit_Guard_Storm_Trooper Unit_Speeder_Bike_Fire Unit_Stormtrooper_Death Unit_Assist_Move_Storm_Trooper Unit_Assist_Attack_Storm_Trooper EHD_Reinforcements_En_Route EHD_Reinforcements_Available EHD_Reinforcements_Cancelled Infantry | AntiInfantry | AntiVehicle | AntiStructure | AntiAir Infantry Fodder 1x1 3 5.0, 5.0 Generic_Shadow 99 99 Yes Yes No 100 10.0 AvoidAntiInfantryTurrets 220.0 0.0 200.0 180.0 3.0f .5 Infantry TEXT_TOOLTIP_EWEB TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY TEXT_ENCYCLOPEDIA_CLASS_INFANTRY 0.25 0 DEPLOY

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ralpho37

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30th April 2008

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#107 10 years ago

Thanks to both of you for helping me out here. I'll take a look at my XML thread to see if something is messed up. I'll let you know what happens. Thanks again!




ralpho37

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30th April 2008

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#108 10 years ago

Alright, I finally got it to work. Turns out there was a typo in the XML file under the projectile type. Thanks for the help!




mobbmann

The forums staffers think I'm Cool

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27th March 2006

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#109 10 years ago

heres the bug submission format and pls note the changes for ram and Operating system.

Operating system

How much ram do you have installed

Planet units stuck on

Unit that is stuck

How many game days you are at

How many population points are you using

Which scenario are you playing

Which side are you playing Im really trying to track this problem down regarding the units freezing up over planets, I dont know if it's too many planets, too high a pop cap, or even having ram over 2 gigs installed that is the issue, or it could be that I screwed up somewhere in the custom campaigns... if someone could play a standard game campaign and tell me if they have the same issues or not it would definitly narrow down what the issue is...along with the above requested info...I think it might be specific to the custom galactic campaigns I made but I need to be sure... if it happens at all in the regular campaigns then that rules that issue out... thanks for your patience with this , sorry it took till summer to address but I was really busy up until now... mobbmann




Guest

I didn't make it!

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#110 8 years ago

Since in 2.4 you've noticed (don't know personal, using 2.3 still) missing model\entry for Tri Droid Ground, I have only some things to say about that freezing.

I did somewhat extensive search, found and read couple of threads on petroglyphgames forums, and this what I learned from it, and my own experience: - it freezes faster when AI has high population limit, and high Space_Tactical_Unit_Cap (> 50), - in 9/10 cases it happens when you, or AI calls in for reinforcements in space combat, - 1/10 cases it happens after space combat, on ground, - it can happen on\around any planet, - population, day doesn't have any influence on it, - when it happens those newly arrived starship don't have hard points (to be exact, they have them, and use them, but they're not showing), you can't select them. If it happens on planet, then its similar: all units, or just newly arrived, aren't selectable, - after this happens, newly created units in Galactic View aren't selectable, but you can still select and move old, created before game going belly up, - after this point, it's Game Over - you can't do squat, - it doesn't fix itself, - it doesn't fix after reloading, - it doesn't fix after rebooting, - reinstalling, and starting new game doesn't fix it either, it happens down the line over, and over again.

My guess is similar to one of previous posters - game at some point have just to many things to track of, and goes bibbledy over it. I was able to finish, by increasing big ship population value, to greater than Space_Tactical_Unit_Cap allows.

Or if you want in your bug submission form:

Operating system: Windows XP SP3

How much ram do you have installed: 4 GB psychically, System Properties says: 2.99 GB PAE

Planet units stuck on: Random,

Unit that is stuck: Any that's created after game goes belly up,

How many game days you are at: Random, now with ZC, 190,

How many population points are you using: Random, now with ZC - 546/547,

Which scenario are you playing: Absolute Challenge, with three sides,

Which side are you playing: Empire, Zann Consortium, probably Rebels too.

This is third time I've played GC with ZC, and third time it did what it did. I don't even remember how many times it c-rapt out with Empire... It did that on my old computer also (Barton XP 2600+, 1280MB RAM)