View Full Version : Info Nagot gick fell! build: bad f
Atreidi
April 14th, 2010, 02:27 PM
Any of you know what this means?
I've had to restart a couple of games now because this Error appears after a 20 - 30 turns into a game. It might be one of the mods I've created or added but which one? How can I pinpoint were the problem is whithout having to trouble shoot it by removing mod after mod?
Gandalf Parker
April 14th, 2010, 02:58 PM
try running with the -dd switch on to create a debug file. That should tell you (probably right at the end of it) abit more about the error
lch
April 14th, 2010, 02:59 PM
Has to do with fort building. Tried the forum search?
Maybe involving underwater nations (http://forum.shrapnelgames.com/showthread.php?t=34549), or mercenaries (http://forum.shrapnelgames.com/showthread.php?p=624823#post624823).
Atreidi
April 14th, 2010, 03:05 PM
try running with the -dd switch on to create a debug file. That should tell you (probably right at the end of it) abit more about the error
How do I do this?
Where do I add the -dd?
How were will I find the debug files?
Another question. I created a couple of mod nations that are NOT UW nations, yet I do have the #uwfort 14 and #deepfort 14 command on their respective dm files. Will this cause the error if that AI controlled land nation tried to build a fort under water?
Thanks :)
Sombre
April 15th, 2010, 05:41 AM
Sounds likely.
Gandalf Parker
April 15th, 2010, 10:49 AM
How do I do this?
Where do I add the -dd?
How were will I find the debug files?
This should help explain.
http://forum.shrapnelgames.com/showthread.php?t=44262
To get more specific, particularly about where to find the debug file, we would need to know what operating system you have. Windows? Mac? Linux? and what flavor of that OS?
Atreidi
April 15th, 2010, 11:16 AM
Sounds likely.
I removed the #uwfort 14 and #deepfort 14 commands from the non-UW nations and there has not been a problem. This might have been the problem.
Foodstamp
April 15th, 2010, 11:27 AM
I use #uwfort with a modded land nation and it works fine. I've had the same error you have with a water nation and I figured out how to fix it, but it has been so long ago I can't remember how I did it. Let me think on it a while and I may have a fix for you that will allow you to use those tags again.
In the meantime try using only the #uwfort 14 and see if you get the error.
Mondaiji
April 15th, 2010, 09:31 PM
It's probably unrelated but anyway.
I had a crash wit Nagot gick ... placement or something like that.
A solution for me was to make the log and find out what battlemap is the last to be loaded.
Now i did a backup of the map cave in my case, deleted the original and made a copy of a plain map renameing this one into cave. Now i could make the "bugy" turn and undo my changes to the battlemaps.
Ermor had something like 8k units that didnt work with the cave battlemap so i guess its unrelated :/
Atreidi
April 16th, 2010, 12:02 AM
It's probably unrelated but anyway.
:confused: I hope not. It will suck if the game crashes again once I'm in turn 250. :(
Gandalf Parker
April 16th, 2010, 12:25 AM
There are utilities floating around for making backups of your game. And a mod can be edited in mid-game with varying results. Id be sure to make backups when the game gets that far then if it develops a problem you can change the mod, restore the game to a previous turn, and try to continue.
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