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Chinese Mission #8 "Light Up and Let Go"... When I build a Gun Tower, the game (usually) crashes to desktop, not so much as even a UE message. Am I the only one who has this problem? I don't think it matters where I build it, but I built it just outside the entrance to the CCA Fortress, and POOF! TRO just exits.
Joined: December 19th, 2008, 9:19 pm Posts: 1156 Location: Mars
Hmm, never heard of a crash like this, then again I've never really focused on making GTs on this mission because I find them quite inadequate. I've never had an issue with using ComSat in mission, everytime I use it there everything is normal.
it IS annoying however. Part of the RTS genre insists on the user being able to play without (reasonable) limitations. You can't release a game to the public saying "Have fun people"! "P.S. don't build any gun-towers on mission 8, trust us"
There probably won't be a fix, unless we somehow got the RO code, and I've contacted 2 of the people that worked on RO, and they either don't have access to the code or didn't respond to my message. I don't actually expect to get the code that easily, but I figured it couldn't hurt to try. Besides, I didn't tell them to give it to me, I told them to give it to Ken Miller who is making BZ 1.5. Yeah, there's basically no chance of a fix.
There probably won't be a fix, unless we somehow got the RO code, and I've contacted 2 of the people that worked on RO, and they either don't have access to the code or didn't respond to my message. I don't actually expect to get the code that easily, but I figured it couldn't hurt to try. Besides, I didn't tell them to give it to me, I told them to give it to Ken Miller who is making BZ 1.5. Yeah, there's basically no chance of a fix.
Was wondering about this as I was reading on the team evolve site that they released the code for their Quake 3 expansion...but then I guess Quake 3's code was set free =/
There is a fix for this out there. I found one years ago. I think on the Battlezone Club maybe even Federation forums. No, I don't have it anymore and I forgot what the fix was. =\
But it exists. I remember never being able to play through the whole mission until I got it.
It's been many years but it may have been editing something in chmisn08.aip - though I could be remembering wrong.
Really? If it's an AIP crash, then we should be able to figure it out. I might take a look later.
EDIT: I don't think it's the AIP. When AIP crashes, that gives "Unhandled Exception" right? Well when mission 8 crashes, there's no error, the game just exits to desktop.
// How often do we recompute the strategy? int recompute_strategy_period = 10;
// PRIORITIES int escort_priority = 50; int min_escort_force = 100; int max_escort_force = 100; int ground_unit_threat = 5; //50 int threat_priority = 1000; int distance_priority = -1; // was -1 int defend_buildings_priority = 3000; int attack_enemy_base_priority = 0; //50 int persistence_priority = 50; int exploration_priority = 50; //50 int scripted_priority = 50; int single_use_group_priority = 30; int perimeter_priority = 500; //50
// When generic troops are called for, what should be ratio of troops that can // shoot ground targets to troops that can shoot air targets? double generic_ground_ratio = 1.0;
int min_building_defense_force = 100; int max_building_defense_force = 100;
int min_exploration_force = 5; int max_exploration_force = 10;
int min_perimeter_force = 1; int max_perimeter_force = 1;
// not implemented 12-10 #define MAX_RECON_GOAL_GOALS 1
#define MAX_RESOURCE_GOAL_GOALS 0
#define MAX_OTHER_GOAL_GOALS 0
#define MAX_ESCORT_GOAL_GOALS 0
/////////////////////////////////////////////////////////////////////////////// // New Construction Program stuff
/////////////////////////////////////////////////////////////////////////////// // The UCP Data // -------------------- // This specifies what type of units to build. UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
#DATA
// Which Account BUDGET BUDGET CAP //---------------------------------------------------- "Slush", UNLIMITED, 40; "Defense", UNLIMITED, 100; "Offense", UNLIMITED, 100;
#END_DATA
/////////////////////////////////////////////////////////////////////////////// // ACCOUNT NOTES. // -------------- // For each line item in an account, you must specify a build type from one of // the following... NUMBER_TO_HAVE, NUMBER_TO_BUILD, RATIO_TO_BUILD, or RATIO_TO_HAVE. // // The "RATIO" items can only occur in the lowest priority level of an account. // Also, all line-items with the same priority must have the same build type
/////////////////////////////////////////////////////////////////////////////// // Slush // -------------------- // This specifies the baseline super-critical account
/////////////////////////////////////////////////////////////////////////////// // DEFENSE // -------------------- // What sort of offensive units and support structures do we want
/////////////////////////////////////////////////////////////////////////////// // OFFENSE // -------------------- // What sort of offensive units and support structures do we want
/////////////////////////////////////////////////////////////////////////////// // FORCE MATCHING // -------------- // Which units do we want to emphasize & target with this aip? // Note that this can be used for BOTH the AI team's unit strengths and // the opponents' FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
#DATA
// Unit Name Multiplier //----------------------------------
// Building Name Multiplier Where to Build //------------------------------------------------------------------ "cvmuf", 2.00, CENTER_OF_BASE; "cvrecy", 2.00, CENTER_OF_BASE; "cvslf", 2.00, CENTRE_OF_BASE;
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