롤 클라이언트 재시작 무반응 오류

윈도우10 사용중이다. 롤 클라이언트를 한 번 시작하고 나서 종료 후, 다시 클라이언트를 시작하려고 하면 롤 로고는 뜨지만 그 이후 클라이언트 로그인 창이 뜨지 않는 오류가 있다. 즉, 클라이언트 실행 후 무반응 오류다. 작업관리자를 켜봐도, 롤과 관련된 아무런 프로그램이 실행 중이지 않다.

컴퓨터를 재부팅하면 이 문제는 사라지지만, 근본적인 해결책은 아니다.

어쩌다가 해결책을 발견했다.

 

  • 롤 설치 폴더에 들어간다. 나의 경우 D:\sw_install\riot\ 이다.
  • 여기에 lockfile  이라는 이름의 파일이 있을 것이다.
  • 이 파일을 삭제한다.

롤 클라이언트를 실행하면 이제 제대로 실행이 될 것이다.

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modifying KOREA trait

trait file location: XXXX/steamapps/common/Sid Meier’s Civilization V/Assets/DLC/Expansion2/DLC/DLC_05/Gameplay/XML/CIV5Traits_Korea.xml

finding the xml files directory to mod civilization 5 in linux version

After install Civ5 to my Ubuntu through Steam, I wanted to mod a leader fit for playing in ‘Diety’ level. First, I needed to find the directory containing the xml files that contains the info of leader traits.

kwagjj@kwagjj-Inspiron-3420:~$ sudo find / -name 'civ*' -type d > civsearch
[sudo] password for kwagjj:
kwagjj@kwagjj-Inspiron-3420:~$ ls
civsearch  Documents  Music     projects  Templates
Desktop    Downloads  Pictures  Public    Videos
kwagjj@kwagjj-Inspiron-3420:~$ cat civsearch
/home/kwagjj/.local/share/Steam/SteamApps/common/Sid Meier's Civilization V/steamassets/assets/gameplay/xml/civilizations
/home/kwagjj/.local/share/Steam/SteamApps/common/Sid Meier's Civilization V/steamassets/assets/ui/civilopedia
kwagjj@kwagjj-Inspiron-3420:~$ cd /home/kwagjj/.local/share/Steam/SteamApps/common/Sid Meier's Civilization V/steamassets/assets/gameplay/xml/civilizations
> ^C
kwagjj@kwagjj-Inspiron-3420:~$ cd /home/kwagjj/.local/share/Steam/SteamApps/common/Sid\ Meier\'s\ Civilization\ V/steamassets/assets/gameplay/xml/civilizations
kwagjj@kwagjj-Inspiron-3420:~/.local/share/Steam/SteamApps/common/Sid Meier's Civilization V/steamassets/assets/gameplay/xml/civilizations$ ls
civ5civilizations.xml  civ5minorcivilizations.xml  civ5regions.xml  civ5traits.xml  civ5traits.xml.orig
kwagjj@kwagjj-Inspiron-3420:~/.local/share/Steam/SteamApps/common/Sid Meier's Civilization V/steamassets/assets/gameplay/xml/civilizations$

* take care on ‘\’ ing the spaces and colons so that it will be recognized as spaces and colons instead of command dividers.

from here, go to ‘civ5traits.xml’ file and mod as much as you want!

Of course, you can move to other adjacent directories to change other things.
This example is done under the basic version of civ5. The very first version without buying any DLCs or higher versions whatsoever. I guess the directories could get a bit complicated if you buy DLCs… then you may need to take a closer look at the directories in order to find the right ‘~trait.xml’ file.

tips on modding trait in civilization 5

workerspeedmodifier: put in high positive number. Ex) 500 -> 500% worker speed.

populationunhappinessmodifier, landunitmaintenancemodifier, navalunitmaintenancemodifier, improvementmaintenancemodifier: works in percentages. put in negative value to decrease value.
 Ex) -99 -> unhappiness, maintenance reduced by 99% making effectively costing only 1%.
P.S. ‘improvementmaintenancemodifier’ doesn’t seem to work.

capitalbuildingmodifier: works in percentages. it means the increased percentage of production rate for a building that is already built in the capital. For new-born cities, the basic production is very low(such as 1~5). Normally even the cheapest building costs about 30 productions. So if you want some significant difference and want to build one building per turn, you should put in a real high value for this modifier.
Ex) 30000 -> Effectively 30000/100=300 times boosted production rate for captial-built buildings. In a new-born city with only 3 production unit, it will be able to build the building at 3*300=900 production unit per turn. Should be enough to build probably any building in one turn.
P.S. I does seem to work but I think this triggers a bug where even the unit production is completed in one turn, and sometimes even wonders are built in one turn. Also the gold income is suddenly boosted to about 10000 gold… Don’t know why and this weird effect comes and goes. Or this effect could have just happened to me only…

Maxplayerbuildingmodifier(team/global): doesn’t work… don’t know why.

obsoletetech, prereqtech: defines when the trait will take in effect(prereqtech) or when the trait effects will wear off(obsoletetech). You can’t specifically manage each detailed trait with this obsolete/prereqtech. One line of obsolete/prereqtech will affect the entire trait. I haven’t used obsolete and prereq at the same time but I suppose it should be possible. Prereq should be useful when you want to set the time when you can enable the your cheat(modded trait) and take on stronger AI that accumulated their strength while you haven’t. Should make the game more challenging and fun. The correct input for techname can be found in the technology xml file in the ‘technology’ folder.