NOTICE: United Planets Crash resolution

One of the third party mods called Labor Unrest causes the United Planets to crash. If you are experiencing it, remove the .event file from your data directory.
2,152 views 31 replies
Reply #1 Top
Also, anyone want to be a moderator on the mods? We really need volutneers who can try out the mods and give them the stamp of approval.
Reply #2 Top
Sure I'd be happy to assist in testing mods.

~SDC~
Reply #3 Top
I'd be happy to serve, if you want me.

I've done this sort of thing before, and am a firm believer in establishing order amid chaos ;)

M
Reply #4 Top
I'd be willing to work on 'em too. I think the mods are a great addition to the game and the more the merrier.
Reply #5 Top
Just wanted to reiterate my mea culpa. I had submitted the Labour Unrest Mod that crashed when the UP convened...LabourUnrest was required in its title, not Labour Unrest. And since it did not crash UNTIL the UP convened, I thought the game ran fine with it when I first loaded it...

My apologies again and I welcome being moderated!
Reply #7 Top
it seems that the game changes a + value to a -
value only on colony events where someone made the
good choice a + value.

Hawaii 5-0 brought this up in the mod forum

Doug

(just for your information)
Reply #8 Top
I'll throw my hat in the ring and say I'm willing to help moderate the mods, if so desired.

Of course testing Random events is a real pain because there's no way (that I know of) to trigger a Random event, short of playing and hoping to eventually hit one. Colonial events are far easier to test.

~SDC~
Reply #9 Top
That's why Norin will be a good moderator, he plays more games than any 5 other players combined. He should run across random events fairly often. *laugh*
Reply #10 Top
There's always the trick of simply removing all events (issues, whatever) other than the one you specifically want to test. :)

~SDC~
Reply #11 Top
Hawaii 50 is the author of the program that makes events and he's found many nuances the program has with
.event files and up issues and also has found some interesting bug files ..

He'd be the perfect guy to do this

Doug
Reply #12 Top
by Veteran HawaiiFive-O - 4/23/2003 10:42:21 PM

Now that I'm more familiar with the base GalCiv data files, I'm noticing there are a few problems with some of the files.

If you are comfortable using NotePad, you can easily fix these files.

The following is the list of discrepancies I've come across, feel free to add your own. Perhaps StarDock will see this list and fix the files listed as well.

FILE: \Data\UP_Issues\AbilityBonus01.upissue
ISSUE: The file says ability bonus, but the UP Issue contained within is a dupe of the UP HQ issue.
REMEDY: Rename the file so it no longer has a .upissue extension, for example .BADupissue

FILE: \Data\UP_Issues\StarbaseTax02.upissue
ISSUE: The file says StarbaseTax02, but the UP Issue contained within is named StarbaseTax01, and there is another StarbaseTax01 out there.
REMEDY: Rename the issue to StarbaseTax02, like so:
//--------------------
UPISSUE StarbaseTax02
//--------------------

FILE: \Data\UP_Issues\TradeFed01.UPISSUE
ISSUE: The Trade Federation is supposed to charge you 10% of your trade, instead it only charges 1%
REMEDY: Change OptionVal01 from 1 to 10. Contrary to appearances, this is not a Yes/No UP Issue, the percent to charge is governed by the OptionVal of the winning choice. In this case Yes should equal 10.

FILE: \Data\UP_Issues\TradeFed02.UPISSUE
ISSUE: The Trade Federation is supposed to charge you 10% of your trade, instead it only charges 1%
REMEDY: Same as above, change OptionVal01 from 1 to 10.

FILE: \Data\SoldieringAbility01.ANOMALY
ISSUE: The Morale anomaly is affecting Ship Defense, not Morale.
REMEDY: Find the ANOMOLY Morale section of the file. Change Quantity from 2 to 4. (Yes, Quantity, kind of goofy, I know).

FILE: \Data\achievements.imp
ISSUE: The Technology capital does not double research as advertised. It's only granting a 10% bonus.
REMEDY: Find the IMPROVEMENT TechnologyCapital section of the file. Change Research_Improvement_Bonus from 10 to 100.

FILE: \Data\bonusevents.event
ISSUE: The event Pods01 is supposed to grant a Research bonus for the Neutral and Evil options, but it does not.
REMEDY: Change GoodAttribute/NeutralAttribute/EvilAttribute from 8 to 9.

FILE: \Data\bonusevents.event
ISSUE: The event MoNatives does not affect your Morality.
REMEDY: Change MoralityWeight from 10 to 5.

FILE: \Data\bonusevents.event
ISSUE: The event PrecursorShip does not affect your Morality.
REMEDY: Change MoralityWeight from 6 to 5.

FILE: \Data\coreevents.event
ISSUE: The event Research01 is supposed to grant a Research bonus for the Neutral and Evil options, but it does not.
REMEDY: Change GoodAttribute/NeutralAttribute/EvilAttribute from 8 to 9.


Reply #13 Top
i didnt have the labor mod but it still crashes before a up meeting... i took out all the .events and it stopped crashing so i guess i will put them back 1 by 1 (theyre are 39 of them)and try reloading the turn.
Reply #14 Top
ok the file that made it crash was called 1man.event i took it out and have the other 38 there and it goes into the up meeting now... till the next crash l8r
Reply #15 Top
Tonmoril..what was in the one man event that made it
crash?

Reply #16 Top
i dunno... i opened it with notepad but i do not know what all that gobbledygook means...
Reply #17 Top
but what the heck ill paste it here fer yer perusal... and if ne1 knows why all my starbase upgrade modules are blank please tell me how to fix it thanks...

begin gobbledygook:

//------------------------------------------------------------------------
EVENT 1man
//------------------------------------------------------------------------
Title "1man"
Description "An idealogue amongst the colonists of (%s%%) has challenged our authority on this planet and is inciting the populous to follow his new political doctrines which are at odds with ours. He has stressed that the colony should seek independence."
Image "Gfx\\1man.pcx"
EventType 0

GoodOption "At times we must realize that all of our colonies are not going to follow the empire. We must allow them to go whatever way they wish. (%s%% Morale bonus)"
NeutralOption "Try to talk with the idealogue. Send in the space police just in case things get out of hand. (%s%% Morale bonus)"
EvilOption "How dare this man question the emperor %s! Kill him right away and any who dare follow spout treason against the empire! (+%s%% Morale bonus)"

GoodAttribute 2
NeutralAttribute 2
EvilAttribute 2

GoodValue -80
NeutralValue -15
EvilValue 60

GoodPopChange 15
NeutralPopChange -15
EvilPopChange -55

MoralityWeight 1
Probability 100

DescStr01 7
DescStr02 0
DescStr03 0
DescStr04 0

GoodOptStr01 11
GoodOptStr02 0

NeutralOptStr01 10
NeutralOptStr02 0

EvilOptStr01 1
EvilOptStr02 9

ENDEVENT

Reply #18 Top
Simple problem with that event, the EventName can not lead off with a numeric.

Change:
//------------------------------------------------------------------------
EVENT 1man
//------------------------------------------------------------------------

to
//------------------------------------------------------------------------
EVENT OneMan
//------------------------------------------------------------------------

and it will work.

Oh, and it won't crash you, but in the description:
...An idealogue amongst the colonists of (%s%%),...

change (%s%%) to %s

It'll read better. Basically that event is telling GalCiv to insert the Planet name in the first instance of %s it finds. So if the planet name is Arcturus IV, the original string would read:
(Arcturus IV%%)

if you change it to my suggestion, it will read just Arcturus IV.

~SDC~
Reply #21 Top
Thanks to HawaiiFive-0 for the list of fixes and to Duglis for reposting it here (I shall have to spend more time reading the Mod forum :) ). Just one query -

"FILE: \Data\SoldieringAbility01.ANOMALY
ISSUE: The Morale anomaly is affecting Ship Defense, not Morale.
REMEDY: Find the ANOMOLY Morale section of the file. Change Quantity from 2 to 4. (Yes, Quantity, kind of goofy, I know)."

In my version, with the latest patch, Quantity is set to 16, was this a change in one of the recent patches?
Reply #23 Top
Whoops..post my replay in the wrong topic. It should be posted here.

I have about 4-5 hrs a day I can devote to testing, let me know if I can help.

Reply #24 Top
Frogboy -- a suggestion: Please fix the mod loading routine so that an incorrect file that cannot be parsed is ignored. As it was, a chain reaction of errors occurred (easily seen by looking at the debug log). Also, a mod parser automagically checking at least the syntax of the file when it is submitted would be a good idea.
Reply #25 Top
Yes! Everything Henrik just said needs to be done. I've got the same cascading errors problem with my GalCiv, and it has given me the same starbase modules error that Tonmoril is experiencing, as well as removing all the resources from my universe.

If not a fix/patch, then a seperate util to auto-check syntax and let you know exactly what part of the file is causing the error(s).