For some reason whenever i try to play as any side in skirmish it will say internal error on the loading screen
Did you try this?
Tore wrote:
You downloaded the mod then the patches?
1.00
1.01 (patch)
1.02 (patch)
if so read this:
j4m3sb0nd wrote:
It is important to note that you should only play version 1.02 with unit count 1, with no value above 1, or else you will get an internal error. This was changed so that each of the new sides could start off with one unit (being their own MCV), this balances each sides starting attributes and ensures that the new sides will always recieve their own MCV without extras.
As well as using unit count 1, no bases and no short game enabled, you might try setting your game.exe to win95/98 compatibility in properties. QUICK_EDIT
i cant play dying world at all i can load it up but thats it. it always shows internal error when i load a mission
only version 1.02 works and some of the units and building are invisable
version 1.00 and 1.01 dont work Last edited by DeathlyRose on Fri Oct 24, 2008 9:00 pm; edited 1 time in total QUICK_EDIT
Great mod and great work, people.
But I've got a problem with an internal error. It appears if I change the tech level of the skirmish, from 10 to 9 for example. I would like to play your mod without superweapons, but if i change the tech level... I've installed the mod like Tore said. I tried with TS and Firestorm, but same results with both.
Great mod and great work, people.
But I've got a problem with an internal error. It appears if I change the tech level of the skirmish, from 10 to 9 for example. I would like to play your mod without superweapons, but if i change the tech level... I've installed the mod like Tore said. I tried with TS and Firestorm, but same results with both.
Unit Count: 1
Credits: 10.000
Tech Level: 9
AI level: 1
AI Players: 1
Game Speed: 2
If I play with Tech Level 10, the mod goes fine.
I would like to build a good base without this superweapons bombardment.
Thanks for pointing this out, the issue was actually that I had set the GDI/Nod MCVs to a tech level of 10, thus easily fixed with some simple unit cloning to distinguish between the starting MCVs and the buildable MCVs, as I had done with the Mutant and CABAL MCVs.
I've attached a quick fix rules file to this post which you can overwrite the original rules file with to fix the issue, enjoy.
Sorry to say this, but this mod sucks. It has story, but it doesn't have a campaign. Playing Skirmish against AI is the most boring experience I've ever had... sometimes they don't even attack!!!!!!!
The only things in this mod that I really like are the maps, maybe some units, and the music extracted from Dune 2000... and that's nothing!!!!!!!!
I suppose that this mod is dead from a long time ago... _________________ Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war QUICK_EDIT
Hey!!!!! I thought about something!!!!! Now that I have more experience in TS modding, maybe I could help to make this mod better!!!! I can make a good AI, but I can't make missions at the moment. _________________ Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Mar 07, 2011 4:28 am Post subject:
Try playing in another map, specially smaller ones. AI's behaviour varies for each map and it's usually more agressive when it's closer to you and in maps with more harvestable resources. QUICK_EDIT
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