235 Lookup Problem

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Hello all. I've been using the unofficial editor to add some spice into my game and have edited many things successfully and without considerable error, even with such a picky (if wonderful) system. However I have come accross an error that didn't occur until after a helmet error (which is odd, because I didn't touch helmets or make any units require helmets) and had to quit, thereby apparently resetting all my recent unsaved work.

However, I tried to reload the editor and it gave me this error:

Unkown index: 235 Table: Unit Lookup

Unable to load the editor to fix any error apparent I manually looked the index number in the unit lists and discovered that "235" was the players number. Thus I conclude that I probably accidentily left one of my 3 new units created in that stretch not as "outlaws" but as "player faction" thus confusing the system. However I am unable to change it and the vast array of numbers in the files confuses me. :roll:

Is there anybody able to help? I wish to know where and what numbers that need to change these units identity to the "outlaws" faction. Or alternitivley, if this points to a different problem a response would be most welcome.

Yours :cool:

Edit: I've managed to figure out for myself what numbers mean attributes, weapon proficiences, faction and index numbers.
If my guess is right... maybe I can fix this. In the meantime help would be welcome. :grin:

Edit 2: I've just worked out level and discovered my guess on faction identity was wrong. :cry: Which means that the problem lies with the player.... whom I didn't touch. :evil:

Edit 3: I've just thought. It says "unknown index". What is the player's index meant to be? I've tested with 231, 225 (pre-mod) and 235 (post mod). Grr.

Edit 4: I've just realized. "235" isn't even the index number. I don't have a clue what it is. :oops: But it thinks it is wrong. Lets try deleting it. :razz:

Edit 5: "Input string was not in correct format". So; that odd-one-out number is the input string. What's the problem with it then? Why has it changed? Or why doesn't it recognise it?

Edit 6: Wait a second... is index number the total number of units? Hmm. I might be on to something. :smile:

Edit 7: I've counted (with my brother) all of the units in the troops folder. It totals either 235 (me) or 234 (him) where we disagreed. The given was 235 and I tried 234. Both failed. I think the system might be confused. What do I do? Is there a maximum number of units? Hmm. That's stopped me dead. :???:

Edit 8: Just thought i'd let you know: The game works fine, the problem may simply lie in the editor. :S

Please note I may not be able to reply straight away, as I will be on holiday. However I thank you wonderful people in advance for your most welcome assistance.

Yours
 
Thought I might as well give you some background to my mod:

Changing town names to reflect cultural differance more.

Changing "Count" title and names to reflect cultural differance more.

Changing mercenary recruitment. Should be more varied.

Added in several more layers and branches to recruitment and promotion. Very hard to get knights (10 layers from peasents). Change is gradual and logical, units are tougher.

Cultural-based weaponry and armour is being enforced (for vaegirs and swadians mainly).

Most bandits being changed to "tribesman" each with thier own little specialities and quirks.

Chieftens, lords, leaders etc will feature more prominintly.

Price system using homemade item-value system.

Prices adjusted for metal items in general (especially armour) to reflect considerable real life expense. Only the higher tiers of units start to move away from the more advanced leather and into chainmail etc.

Horses are a considerable investment with the prices so raised. Especially those armoured. Should make horseback a more risky business.

Range of all maces, clubs and hammers decreased slighty. I was tired of seeing a club strike me at the edge of it's range and cause considerable damage, which is unlikely to happen with no sharp edge. Non-edged weapons should need to land a fuller blow and thus the reduced range.

New groups for the swadians including swadian rangers, swadian company, swadian royal gaurd, swadian noble contingent etc. Same for the Vaegirs.

Some items are renamed. All units re-equipped, no weapon repeats will have been added. More variety accross the specturm, units are less run-of-the-mill and thier equipment will vary depending on race and tier.

All npc parties re-adjusted.

Nomad bandits have been eliminated. They shall now soley be "khegits".

Uses all "hugemod" items. If this requires permission then I humbly ask for this now.

Enemy units are tougher in general and will be harder to advance to the next tier. You are unlikely to go through the frustrating (and unrealistic) peasent - knight leap while you remain at level 7.

Pay received from rank shall increase considerably.

Increased mercenary recruitment and upkeep costs (help on this anyone?).


If anyone wants my mod just say so. It won't be finished until at least a week (I go away soon on holiday) but it shouldn't take too long. It was intended for home use, but if there is interest I will be happy to upload it.
 
It means that it can't find a unit at index 235. What is the first number in troops.txt? My guess is that it will be less than 236. 235 is a zero based index, so it is trying to find the 236th unit in troops.txt. Somewhere, either in parties.txt, party_templates.txt or troops.txt you are referencing that unit (the one at index 235) and that is what is causing the problem.

To fix it, copy a unit (all 6 lines) to the bottom of the file until you get 236 units and make sure to change that first number to 236.
 
Your mod sounds pretty interesting. I'd ask to try it out, but I can't download anything with the connection I'm using now.
 
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