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Game re set - Page 4 - Reverie World Studios Forums

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  #31  
Old 01-30-2012, 06:11 AM
theskeletonking theskeletonking is offline
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Join Date: Jan 2012
Posts: 25
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Default LOG FILE 1 After new install of everything!

SkyRock
0
0
1
4
5
[2]
[3]
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentCity, value=2)
Load army count=1
load army id 1 @613
name[0]
position (0,0)
destination (0,0)
strength 28
camp_level 0
hero 0
region 0
base_army_id 0
garrisoned False
active False
members count 0
OnChooseCity(success)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentRace, value=men)
LOGONLY: SetGameMode(mode=mmo-homeland)
LoadHomeCity()
requesting city inner 1
handle_load_home_city_inner 1
end_multiplayer_game()
Map "" Loaded
MapBin 0 Loaded
Map "" Loaded
MapBin 1 Loaded
Scenario Maps Loaded
Scenario Subfile Loaded "ScenarioProperties.txt"
Scenario Subfile Loaded "MapProperties0.txt"
Scenario Subfile Loaded "MapProperties1.txt"
Scenario Trigger Script Loaded
LOGONLY: Leader Assigned for Gaia-Animals-Wolf Herd at location: 7143.5, 4821.4
LOGONLY: Leader Assigned for Gaia-Animals-Wolf Herd at location: 4704.6, 5827.3
LOGONLY: Leader Assigned for Men-Units-Swordsman Battalion at location: 7297.7, 6931.7
LOGONLY: Leader Assigned for Men-Units-Swordsman Battalion at location: 7380.6, 7059.7
LOGONLY:TownHall CityLevel 1
LOGONLY:TownHall Task 0
LOGONLY:TownHall WallsConstructing false
LOGONLY:TownHall AddBuiltTime 0
LOGONLY:TownHall WallCount 0
LOGONLY:TownHall Palisade1Obtained 0
LOGONLY:TownHall Palisade2Obtained 0
LOGONLY:TownHall Wall1Obtained 0
LOGONLY:TownHall Wall2Obtained 0
LOGONLY: CityLevel 1 detected code 14
LOGONLY: Leader Assigned for Men-Units-Peasant Battalion at location: 7702.5, 6975.8
LOGONLY: Leader Assigned for Men-Units-Peasant Battalion at location: 7678.8, 7112.5
LOGONLY: Leader Assigned for Gaia-Animals-Wolf Herd at location: 4523.8, 8978.1
Scenario AI Bounding Infomation generated
PortalCount=2425
PortalCount=3567
Scenario PathMaps Generated
Scenario Loaded
LOGONLY: CallBack.OnFinishedLoadingScenario() | GameMode: mmo-homeland
LOGONLY: CallBack.OnChangeCiv(playerID=nil, Race=Men)
LOGONLY: OnChangeCiv() finished
LOGONLY:Season on start is 2
PortalCount=2412
LOGONLY: WorldMap.Create()
LOGONLY: WorldMap.Initialize()
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=homeCityArmyID, value=1)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentResourceCap, value=7000)
LOGONLY: WorldMap.AddArmyForPvP(armyID=1, forceRegister=nil)
LOGONLY: CallBack.SetArmyRegion(armyID=1, region=Men_1)
LOGONLY: CallBack.ResearchTech(playerID=1, techID=115)
LOGONLY: CallBack.ResearchTech(playerID=1, techID=113)
LOGONLY: CallBack.ResearchTech(playerID=1, techID=118)
LOGONLY: Scn CallBack.SetResourceCap(playerID=1, resourceCap=7000)
LOGONLY: CallBack.SetArmyRegion(armyID=1, region=Men_1)
LOGONLY: CallBack.ScenarioInitilizationScriptsRun() | GameMode: mmo-homeland
LOGONLY: GetGameParameter(1) returned < 1! Using 1 as NextArmyID.
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentResourceCap, value=7000)
LOGONLY: MapGUI.QuickHide()
LOGONLY: Scn CallBack.SetResourceCap(playerID=1, resourceCap=7000)
LOGONLY: Homecity Reload: Minutes Away = 0
LOGONLY: GetHomeCityGatherRates(): f=0, w=0, g=0, s=0
LOGONLY: Gathered While Away Without Decay: f=0, w=0, g=0, s=0
LOGONLY: --> Gathered While Away With Decay: f=0, w=0, g=0, s=0
LOGONLY: Old Resources: f=0, w=0, g=0, s=0
LOGONLY: --> New Resources: f=0, w=0, g=0, s=0
PortalCount=2416
LOGONLY: SCN CallBack.AddScenarioPlayer(playerID=1, race=men, fortification=nil, researchedTechIDs=nil)
LOGONLY: Researched techs for Player 1: [113|115|118]
LOGONLY: Setting Default Player Data
LOGONLY: CallBack.OnChangeCiv(playerID=1, Race=Men)
LOGONLY: OnChangeCiv() finished
LOGONLY: CallBack.GetNextBattalionIDs(playerID=1, amount=15)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Gelmeerim,N ewName=Gelmeerim - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Uttal At'ros,NewName=Uttal Atros - Neutral)
LOGONLY: CallBack.AddTradePartner(cityName=Dagbor)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Dagbor,NewN ame=Dagbor - Allied Trade)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Illas Tiltos,NewName=Illas Tiltos - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Illas Tort'ra,NewName=Illas Tort'ra - At War)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Darssen,New Name=Darssen - At War)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Denwall,New Name=Denwall - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Nokkrasol,N ewName=Nokkrasol - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Makkada,New Name=Makkada - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Ral Nistro,NewName=Ral Nistro - At War)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Thorndale,N ewName=Thorndale - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Pultak,NewN ame=Pultak - At War)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Bilt'rana,N ewName=Bilt'rana - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Gel Rans'ta,NewName=Gel Rans'ta - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Freelantal, NewName=Freelantal - At War)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Mistra,NewN ame=Mistra - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Bastra,NewN ame=Bastra - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Galehock,Ne wName=Galehock - At War)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Valen'Tal,N ewName=Valen'Tal - At War)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Bringen,New Name=Bringen - At War)
LOGONLY: CallBack.AddTradePartner(cityName=Durian Foss)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Durian Foss,NewName=Durian Foss - Allied Trade)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Ma Tintro,NewName=Ma Tintro - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Serepha Moota,NewName=Serepha Moota - Neutral)
LOGONLY: CallBack.AddTradePartner(cityName=Doredale)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Doredale,Ne wName=Doredale - Allied Trade)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Welgeth,New Name=Welgeth - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Felsing,New Name=Felsing - Neutral)
LOGONLY: CallBack.AddTradePartner(cityName=Silicia Mas)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Silicia Mas,NewName=Silicia Mas - Allied Trade)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Westerdale, NewName=Westerdale - Neutral)
LOGONLY: CallBack.ChangeWorldMapBannerName(Name=Dintalla,Ne wName=Dintalla - At War)
LOGONLY: SCN CallBack.SetNextBattalionIDs(playerID=1, ids=[1|2|3|4|5|6|7|8|9|10|11|12|13|14|15])
LOGONLY: Expansion: State 1
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=BattleResult, value=nil)
LOGONLY:New Season is 2
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=1, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=2, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=3, template=Men-Units-Swordsman Battalion, UnitHealthsAsBarString=[360|360|360|360|360|360|360|360|360|360|360|360|36 0|360|360|360|360|360|360|360])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=4, template=Men-Units-Swordsman Battalion, UnitHealthsAsBarString=[360|360|360|360|360|360|360|360|360|360|360|360|36 0|360|360|360|360|360|360|360])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=5, template=Men-Heroes-Mmo-Player, UnitHealthsAsBarString=[3000])
LOGONLY: CallBack.HomeCityBattalionsSent(playerID=nil)
LOGONLY: CallBack.CloseLoadingScreen(playerID=nil)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentResourceCap, value=3060)
LOGONLY: Scn CallBack.SetResourceCap(playerID=1, resourceCap=3060)
LOGONLY: Playing Sound Sound/vo/men/economy/worker_idle_1.ogg For Player 1
PortalCount=2410
LOGONLY: CallBack.OnBeginCinematic() | GameMode: mmo-homeland
LOGONLY: WorldMap.PausePvP()
UnregisterArmyForPvP(-1)
UnregisterCityForPvP()
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=FatigueCapUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=CrushResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=HitPointUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=HealRateUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=DamageUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=FletchingUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=MemberCap, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=PierceResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=ScriptName, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=SlashResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=HitPoints, newValue=1800)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=Unconscious, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=1, attributeName=ImprovedEyesUpgrade, newValue=0)
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=1, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=FatigueCapUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=CrushResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=HitPointUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=HealRateUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=DamageUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=FletchingUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=MemberCap, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=PierceResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=ScriptName, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=SlashResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=HitPoints, newValue=1800)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=Unconscious, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=2, attributeName=ImprovedEyesUpgrade, newValue=0)
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=2, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=FatigueCapUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=CrushResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=HitPointUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=CurrentlyGathering, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=HealRateUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=Members, newValue=20)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=DamageUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=FletchingUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=MemberCap, newValue=20)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=PierceResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=ScriptName, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=SlashResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=HitPoints, newValue=7200)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=Unconscious, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=HitPointCap, newValue=360)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=3, attributeName=ImprovedEyesUpgrade, newValue=0)
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=3, NewHealthsAsBarString=[360|360|360|360|360|360|360|360|360|360|360|360|36 0|360|360|360|360|360|360|360])
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=FatigueCapUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=CrushResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=HitPointUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=CurrentlyGathering, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=HealRateUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=Members, newValue=20)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=DamageUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=FletchingUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=MemberCap, newValue=20)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=PierceResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=ScriptName, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=SlashResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=HitPoints, newValue=7200)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=Unconscious, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=HitPointCap, newValue=360)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=4, attributeName=ImprovedEyesUpgrade, newValue=0)
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=4, NewHealthsAsBarString=[360|360|360|360|360|360|360|360|360|360|360|360|36 0|360|360|360|360|360|360|360])
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=FatigueCapUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=CrushResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=ExpCap, newValue=4)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Hero, newValue=true)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=HitPointUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=CurrentlyGathering, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=HealRateUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Members, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=DamageUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=FletchingUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=MemberCap, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=PierceResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=ScriptName, newValue=Hero)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=SlashResistUpgrade, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=HitPoints, newValue=3000)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=Unconscious, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=HitPointCap, newValue=3000)
LOGONLY: CallBack.BattalionAttributeChanged(playerID=1, battalionID=5, attributeName=ImprovedEyesUpgrade, newValue=0)
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=5, NewHealthsAsBarString=[3000])
LOGONLY: SCN CallBack.ToggleCinematicOn(IsOn=true)
LOGONLY: SCN CallBack.SetArmyAttribute(armyID=1,attrName=streng th,newValue=28)
LOGONLY: CallBack.OpenDialog(MessageText=During the War Without Kings, after King Hamilon was murdered, the Menthorns and their allies rose up. They savaged many areas of Southmont, but were defeated by the king's son, Erian. The following summer, Erian himself was crowned, and to spur economic revival, the new king has now opened up many lordships in this region, encouraging the most able and ambitious lords to settle in Southmont., Choices=[], WaitTime=28, TriggerToEnableName=, TriggerToResumeName=Cine01Scene01Cam)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentTime, value=10.217)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentSeason, value=2)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentTime, value=10.471)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentSeason, value=2)
LOGONLY: CallBack.OpenDialog(MessageText=You were one of many chosen for this undertaking, for in you the royal court sees the kind of leader who can face the challenge of this troubled time. You shall restore these lands to their previous glory!, Choices=[], WaitTime=13, TriggerToEnableName=, TriggerToResumeName=Cine01Scene01Cam)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentTime, value=10.725)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentSeason, value=2)
LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Greetings milord! I pray the Great Lake was kind on your journey from Dagbor - the roads are still littered with renegade Orcs and Menthorn bandits. Terrible times if you ask me., Choices=[!CENTER!- Continue -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=Cin01_Dailogue_1)
LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Well, then, first and foremost - welcome to thy new estate, milord. Oh the village folk are quite pleased to have such a noble knight as thee leading us. And if I may introduce myself - Fred Firkinson, son of Basil. Your true vassal and loyal servant., Choices=[!CENTER!- Continue -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=Cin01_Dailogue_1)
LOGONLY: CallBack.OnEndCinematic() | GameMode: mmo-homeland
LOGONLY: WorldMap.ContinuePvP()
LOGONLY: MapGUI.Show()
LOGONLY: SCN CallBack.ToggleCinematicOn(IsOn=nil)
LOGONLY: CallBack.OpenDialog(MessageText=!SMALL!Characters may be conversed with by moving your hero near them and selecting them while a symbol is above their head. Talk with Fred now., Choices=[], WaitTime=9999, TriggerToEnableName=, TriggerToResumeName=Cin01_Dailogue_1)
LOGONLY: CallBack.ShowGUI()
LOGONLY: CallBack.OpenDialog(MessageText=nil, Choices=nil, WaitTime=nil, TriggerToEnableName=nil, TriggerToResumeName=nil)
LOGONLY: CallBack.OpenDialog(MessageText=nil, Choices=nil, WaitTime=nil, TriggerToEnableName=nil, TriggerToResumeName=nil)
LOGONLY: CallBack.OnBeginCinematic() | GameMode: mmo-homeland
LOGONLY: WorldMap.PausePvP()
UnregisterArmyForPvP(-1)
UnregisterCityForPvP()
LOGONLY: MapGUI.QuickHide()
LOGONLY: SCN CallBack.ToggleCinematicOn(IsOn=true)
LOGONLY: CallBack.OpenDialog(MessageText=FRED FIRKINSON: Some things require thy attention, milord, Choices=[- Welcome! Welcome, milord!|!CENTER!- Farewell -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=QuestBranch)
LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Let me say, your lordship, that the peasants and I have the utmost faith in your ability to protect this estate and lead us to prosperity. To, ahem, move things along, if I might make a suggestion, milord.... it would be a good idea to build a house or two and recruit a few more peasants...?, Choices=[!CENTER!- Continue -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=Expansion_Init)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentTime, value=10.979)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentSeason, value=2)
LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Building a house and adding more workers to the estate would make the lads here extremely grateful. In fact, the peasants might even donate a few cows to your household to express their thanks., Choices=[!CENTER!- Accept -|!CENTER!- Later -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=Expansion_Init)
LOGONLY: Quest Expansion stepped from state 1 to 2
LOGONLY: CallBack.AdvanceQuest(questGiver=Fred Firkinson, questName=Expansion, newState=1, dontFlash=nil)
LOGONLY: Quest Goblins and Outlaws stepped from state 0 to 1
LOGONLY: Quest Healing Well stepped from state 0 to 1
PortalCount=2410
LOGONLY: CallBack.OpenDialog(MessageText=FRED FIRKINSON: Some things require thy attention, milord, Choices=[- Your peasants require assistance...|- May I advise you?|!CENTER!- Farewell -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=QuestBranch)
LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Milord, you'll notice that in the course of duty, your soldiers will sustain wounds. As their lord and master, it would be wise to tend to those wounds. Otherwise, you know, you're simply going to have to pay good money to replace them! As it happens, we have a Healing Well right here by our Town Hall. Any time you bring your soldiers near this well, their wounds will slowly be healed., Choices=[!CENTER!- Continue -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=HealingWell)
LOGONLY: Quest Healing Well stepped from state 1 to 2
LOGONLY: CallBack.OpenDialog(MessageText=FRED FIRKINSON: Some things require thy attention, milord, Choices=[- Your peasants require assistance...|!CENTER!- Farewell -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=QuestBranch)
LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: Milord, it is good to see you settling into your new duties so well. Reassured by your leadership, the peasants have asked me to bring a very important issue to thy noble attention. The land surrounding our glorious village is infested with goblins and outlaws, causing the peasants great misery., Choices=[!CENTER!- Continue -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=GoblinsOutlaws_Init)
Saving Outer
LOGONLY: CallBack.OpenDialog(MessageText=- FRED FIRKINSON: If you would be willing to use thy brave soldiers to scout the area right around our village, and cleanse the land of these cursed goblins and outlaws, thy peasants would be truly grateful. They will present you with a brand new Horse Cart to add to thy household. A most worthy present, if you ask me., Choices=[!CENTER!- Accept -|!CENTER!- Later -], WaitTime=nil, TriggerToEnableName=, TriggerToResumeName=GoblinsOutlaws_Init)
LOGONLY: Quest Goblins and Outlaws stepped from state 1 to 2
LOGONLY: CallBack.AdvanceQuest(questGiver=Fred Firkinson, questName=Goblins and Outlaws, newState=1, dontFlash=nil)
LOGONLY: CallBack.AdvanceQuest(questGiver=Fred Firkinson, questName=Goblins and Outlaws, newState=1, dontFlash=true)
LOGONLY: SCN CallBack.RemoveQuest(questGiver=Fred Firkinson,questName=Goblins and Outlaws,displayName=Goblins and Outlaws)
LOGONLY: CallBack.OpenDialog(MessageText=nil, Choices=nil, WaitTime=nil, TriggerToEnableName=nil, TriggerToResumeName=nil)
LOGONLY: CallBack.OnEndCinematic() | GameMode: mmo-homeland
LOGONLY: WorldMap.ContinuePvP()
LOGONLY: MapGUI.Show()
LOGONLY: SCN CallBack.ToggleCinematicOn(IsOn=nil)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentTime, value=11.233)
LOGONLY: CallBack.SetLocalPlayerValue(playerID=1, key=CurrentSeason, value=2)
LOGONLY: MapGUI.Hide()
LOGONLY: CallBack.HideInGameWindows()
LOGONLY: SCN CallBack.ExitingScenario(playerID=1)
LOGONLY: CallBack.CloseInGameWindows()
LOGONLY: SetGameMode(mode=Menu)
LOGONLY: WorldMap.Initialize()
send_save_home_city_inner 14476
Saving Outer
end_multiplayer_game()
Map "" Loaded
MapBin 0 Loaded
Scenario Maps Loaded
Scenario Subfile Loaded "ScenarioProperties.txt"
Scenario Subfile Loaded "MapProperties0.txt"
Scenario Trigger Script Loaded
LOGONLY:Stairs could not find stair marker, location: 1425.8, 7022.6 Removing Stairs!
LOGONLY:Men-Walls-Bastion Adopted Men-Upgrades-Trebuchet, with Distace of 38.769, Teleporting to location.
LOGONLY:Men-Walls-Bastion Adopted Men-Upgrades-Trebuchet, with Distace of 47.623, Teleporting to location.
LOGONLY:Men-Walls-Bastion Adopted Men-Upgrades-Trebuchet, with Distace of 27.163, Teleporting to location.
LOGONLY:Men-Walls-Bastion Adopted Men-Upgrades-Trebuchet, with Distace of 37.195, Teleporting to location.
LOGONLY:Stairs could not find stair marker, location: 3444.3, 7341 Removing Stairs!
LOGONLY:Men-Walls-Tower-Round Adopted Men-Upgrades-Trebuchet, with Distace of 362.79, Teleporting to location.
LOGONLY:Men-Walls-Bastion Adopted Men-Upgrades-Trebuchet, with Distace of 36.696, Teleporting to location.
Scenario AI Bounding Infomation generated
PortalCount=1729
Scenario PathMaps Generated
Scenario Loaded
LOGONLY: CallBack.OnFinishedLoadingScenario() | GameMode: Menu
LOGONLY: SetGameMode(mode=Menu)
LOGONLY: CallBack.OnBeginCinematic() | GameMode: Menu
Connecting to Server 50.28.14.234|30841 Failed
LOGONLY: CallBack.OnAppExit()
LOGONLY: SetGameMode(mode=startup)
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  #32  
Old 01-30-2012, 06:13 AM
theskeletonking theskeletonking is offline
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Join Date: Jan 2012
Posts: 25
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Default

i posted above part of log file for someone in the dev team to look at and help? I have re installed to windows 7 ultimate after a total format of my drive, and installed i have re installed game! But still it wont save any progress after exititng online kingdom game! Please help!
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  #33  
Old 01-31-2012, 01:55 AM
Neinth Neinth is offline
Elven Sect:
Mounted Grand Master
 
Join Date: Dec 2011
Posts: 356
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you havent changed anything yet,if not get with me will try and find the problem
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  #34  
Old 01-31-2012, 12:18 PM
theskeletonking theskeletonking is offline
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Join Date: Jan 2012
Posts: 25
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Default It Works!!!

I FIXEDDD IT!!! IT WORKS! I had to change a setting on my orange modem! Will give full details to follow, so it wasent an issue your end after all! YAYY IT WORKSSSS!!! thanks for all you help!!!!
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  #35  
Old 01-31-2012, 06:39 PM
Joseph Visscher's Avatar
Joseph Visscher Joseph Visscher is offline
Reverie World Studios - Lead Level Designer, Senior Gameplay Programmer, 3D Animator, 3D-2D Artist.
 
Join Date: May 2007
Location: Canada B.C.
Posts: 1,279
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please post what you did so we know better how to fix the problem if other people down the road run into the same issue?

Glad to hear you figured it out.
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Bugs aren't the problem, figuring out how to fix them is.
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PEGI 16
EUROPE
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