Typhlomence

Typhlomence

Joined Member # 3444644
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Argh, I didn't see your new post until now, Gargabee - I didn't get a new computer yet. Sorry. [e digicons]:S[/e] I probably won't have the same operating system since I'm now waiting for Windows 7 before buying one. Thank you for the information.

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I aplogise for the large bump and the triple post, but I thought this was important. [e digicons]:S[/e] After updating to the newest version GalCiv2 no longer crashes with my custom GC2_Conversations.xml file, as far as I know. I only tried it once, and the greeting message I got from the first race I contacted was wrong, but at least it is now working and reading the new entries. I'll need to do more testing, though, I'll let you know how everything goes.

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I'm thinking of getting a new computer, but I would just like to check first what is the best way of installing GalCiv 2 onto it when I've already got it installed on this one. Actually, I downloaded and installed it onto my external hard drive, but when I get the new computer I would like to install it on there. Would I need to re-download GalCiv2 onto the new computer, or is there another way to do it? Thanks,

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Double-post, I know, but I got a reply back from StarDock support: [quote]Your crash was caused by a bug that I found while loading the custom conversation file... it wasn't checking the max races correctly. I've fixed it for the next update, so after that your conversation file should be able to load in without crashing. Thanks.[/quote] Hopefully the problem will be fixed now.

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As per your recommendation, I gave XML Marker a whirl, and it found some errors in my GC2_Conversations.xml. So, I fixed them up, started up GalCiv2, started a new game... and got the Windows error again. Dang. However, I've sent the ExceptionLog.zip generated by SmartException with a explanation on how I'm getting the errors, as well as my GC2_Conversations.xml, to StarDock, so hopefully they can explain what is going on. Oh, and I'd like to thank you for all your great help

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So I should send this file to StarDock support, [email protected], then? Also, would you suggest attaching the GC2_Conversations.xml file as well? I can also private message the GC2_Conversations.xml to someone if they don't mind looking through it, too. Although the shortened one has a few more fixes than the lengthed one (i.e. some errors fixed in the short one are probably still present in the long one).

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Okay, I already know my PC isn't the best one I could run the game on... indeed, at full detail, if I recall correctly, it wasn't that great. Based on your hypothesis and suggestion, I installed SmartException and ran it twice, the second time with all the custom music moved out, but still no luck, however, now I just got the generic Windows error. When I looked at the GC2TWILIGHTOFTHEARNOR.EXE_1234513952.cra file in the generated ExceptionLog.zip file, I found something intri

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The only registry issues I have had that have caused errors in the game are the same as here: https://forums.stardock.com/331070 (The tips when loading are missing problem), and I followed the instructions to make the game workable. [quote who="Scoutdog" reply="17" id="2056607"]Just copy and paste the parts you messed with.[/quote] Well, that would serve for a pretty long post as I've changed quite a bit of the GC2_Conversations.xml. But I'll do that if it's the best way.

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Well, I moved the Ship Styles that were causing problems out of the way, and I still get the Runtime error. New debug.err attached. (I notice there are no occurances of "Failed to Place Planet" there, but it seems that that is just random.) Also, If I want to let you have a look at my GC2_Conversations.xml, how would I go about attaching it? Debug Message: Version v2.02 Twilight of the Arnor last updated on: Wed Dec 3 09:43:09 2008 Debug Message: Could n

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I think the shipstyle problem is from the ones I've downloaded. Although I haven't had any crashes because of this, only invisible ships. I am using my custom races as seperate ones (eg. .raceconfigxml files in My Documents/My Games/GC2TwilightOfTheArnor), but I don't know about the planets. All the mod folder has is the GC2_Conversations.xml, the ModDescription.xml, and custom music in EventMusic. (Just to clarify).

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Yes, when I move GC2_Conversations.xml out from the Twilight\Mods\Default\Data folder, a new game starts properly (the only other thing I have in the Default mod is custom Event Music), but when I move GC2_Conversations.xml back in, it fails to start a new game with a Runtime error.

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I didn't add or remove any topics, if that's what you mean. (Like, AI_SCOFF_AT_BRIBE, AI_CRY_FOR_HELP, AI_BLACKMAIL_REJECT etc.) And I tried truncating it to the number of races that are defined in the default GC2_Conversations.xml, which also involved re-assigning the Dread Lords ship names one to another race, but I still got a Runtime error.

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I'm not really sure it's that, as the Korath and Krynn have different ID numbers in RaceConfig.xml and GC2_Conversations.xml by default. The game apparently disregards the ID number in GC2_Conversations.xml, instead using the name in quotes in the tag.

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Thank you, but I did use this to help me edit GC2_Conversations.xml, and as far as I know it doesn't have anything about errors. I've also searched their forums with no luck so far.

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Hello, Firstly, I recently purchased Galactic Civilizations 2: Ultimate Bundle Pack, and I must say it is an excellent game. I have tried my hand at a small amount of modding. Firstly, I made my races as custom races within the game, and then tweaked them a bit with an external program (TextPad). They worked fine. I decided then to start making new conversations for them, but that's where I'm having trouble. When I placed GC2_Conversations.xml in the Default m

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