View Full Version : (CONFIRMED) Waiting for other civilizations...


Pitboss
Jul 20, 2007, 10:45 AM
When I'm 99 years away from reaching the time limit (first game in BTS) it gives me "Waiting for other civilizations...", and I wait and wait ... but nothing (playing vs AI) but the game just remaings stuck their (even on closing and reopening civ with that save).

I renamed the savegame so it could be upped, please rename it to a .CivBeyondSwordSave

edit : Just read about the "Patch_302", installed it, retried it, but the problem still remains.

ainwood
Jul 20, 2007, 04:58 PM
Confirmed. Thanks very much!

Steps to reproduce:

Download save, and rename it to a .CivBeyondSwordSave extension.
Load game. It will simply sit with "Waiting for other civilizations".

taketounwanted
Jul 20, 2007, 05:42 PM
guess my bug might be the same, but here it goes:
savegame 3.8MB, downloadable from
http://vincent.dreamhosters.com/AutoSave_AD-2058-September.CivBeyondSwordSave

lockups
found error as well:
plot 52,25
ships of romans attack the city of carthage, CITY!!! located a few plots to the right of the ships, amphibious attack
romans loose the attack, ships move back, 1 plot to the right of their original spot.
carthagians launch counterattack on the ships(didnt figure out which units he used) there we have the lockup!

load this savegame only possible with recompiled DLL 36civs..

and no, that's not the reason of the bug! simply delete those units on plot 52,25 and lockup is gone!


ADD, wrong savegame upload, new savegame: at the turn where it locksup
DLL: http://vincent.dreamhosters.com/CvGameCoreDLL.dll


ADD2:
in that game i also have WANG KWONG 2times, korean, same face..

ADD3:
forget what was here, seems to be a not persistantly! testing some more, sometimes, loading the savegame gets you pass the lockup
have to try to load your savegame several times, and you can pass it randomly...sights..

putting spies everywhere to check what's going on:
1) Carthage get's captured(succesfull amphibious attack) gamelock
2) Carthage doesn't get captured(non successfull attack) no gamelock

ainwood
Jul 20, 2007, 05:47 PM
:ack: Can you please post that DLL as well?

alexman
Jul 20, 2007, 06:02 PM
Thanks Pitboss. The hang will be fixed for the patch, but your save revealed another bug with the Apostolic Palace. Nidaros seems to have minus 2 hammers for its Buddhist buildings, but it's not clear how that happened. Do you remember if it is perhaps because the Vikings had defied a resolution when the Apostolic Palace expired, thus getting an additional -2 hammers?

taketounwanted
Jul 21, 2007, 01:14 AM
Just putting this info once more(structurized) to make sure firaxis catches this one in the next patch>

savegame 3.8MB, downloadable from
http://vincent.dreamhosters.com/AutoSave_AD-2058-September.CivBeyondSwordSave

load this savegame only possible with recompiled DLL 36civs..
DLL: http://vincent.dreamhosters.com/CvGameCoreDLL.dll

lockups error:
plot 52,25
ships of romans attack the city of carthage, CITY!!! located a few plots to the right of the ships, amphibious attack
case 1) Carthage get's captured(succesfull amphibious attack) gamelock
case 2) Carthage doesn't get captured(non successfull attack) no gamelock

btw, the game locks AFTER(in the same next turn though, waiting for civs...) the city has been RECAPTURED.

ADD:
in that game i also have WANG KWONG 2times, korean, same face(either a bug, or just simply because there aren't enough civs, didn't count them :P)

DrewBledsoe
Jul 21, 2007, 09:49 AM
I have the same, in first ever game (sigh), even if I go back a few years, and try different things, always get the infinite loop "waiting for other civs" at turn 695-1600AD:-

http://forums.civfanatics.com/uploads/68217/Sumer.CivBeyondSwordSave

chapel perilous
Jul 21, 2007, 11:04 PM
taketounwanted,

How did you identify what unit was causing the loop? I've had this occur twice in my current game. I fixed the first one by loading a save 10 turns earlier and ending all current wars but this an available option this time.

taketounwanted
Jul 22, 2007, 02:47 AM
@chapel perilous

simpliest solution if you have no programming knowledge, go into the worldbuilder, delete first 1 civ, then another, then another, or 3 at a time also..and narrow it down(make sure when you delete 3civs, to save you change before you press next turn) so if you didnt catch it with those 3, you load the minus 3 civs savegame, and delete 3 more...once you can proceed to the next turn..you delete only 1 of the last 3 you've deleted..once you located the pecific civ(remember, can also have the same bug twice in the same game) you can narrow down by deleting units/cities..

to check if it's a war caused issue(which is mostly the case of lockups in my humble opinion) you might just go into the worldbuilder and first try to force peace among everyone! That'll tell you right away if it's a lockup because of a war action.

if you have knowledghe of programming, then i assume i don't have to go into the deeper aspects of tracking bugs, but, since im not the one going to fix this, i didnt took time nor effort to check which part in the code is causing that...im sure firaxis will fix this pronto and a patch for this is out in a week! :)
Lockup bugs like these will kill any 2nd game most likely..so im pretty sure firaxis will release a patch very soon....i wonder if the beta testers were sleeping or only tested the first 100turns LOL

Im running alot of autoruns to test memory differences right now..between vista 32bit and vista 64bit...and performance issues...

right now im testing a 75civs smartmap(larger then huge!!) for memory usage to see how far i can go before i hit the MAF...the game is awesome stable!!! and very FAST!! alot better then warlords...only this lockup thing..i have it eventually sooner or later in every game...and just have to bypass it by killing that specific unit causing the capturing action..

but i really wonder if beta testers actually do STRESS for performance and memory and AUTORUN to catch AI issues...pretty stupid if they didnt because such issues like this are easy to catch if you TEST a game properly...

Hawkeye2007
Jul 27, 2007, 11:37 AM
I had that problem and the patch fixed it.

caeru71
Jul 27, 2007, 01:42 PM
I've got this waiting for other civs bug at 1876ad. I go back and retry from earlier autosave and it still hangs at 1876 :confused:

Uncle_Joe
Jul 27, 2007, 05:49 PM
Same problem. It hangs up in 1795 in my current game. Restoring from a Save does not help.

I've attached my DxDiag file in case that helps.

ainwood
Jul 28, 2007, 01:23 AM
Same problem. It hangs up in 1795 in my current game. Restoring from a Save does not help.

I've attached my DxDiag file in case that helps.
Posting the save is more help than the dxdiag log. :)

Uncle_Joe
Jul 28, 2007, 01:40 AM
I kept that too but figured there were enough saves already posted.

So here is one more for the pile.

Figaro
Jul 28, 2007, 02:46 PM
And I thought I was the only one with a hangup...

If a patch fixes them, will it corrupt old savegame files? I've been playing at this one for ages.

ainwood
Jul 28, 2007, 06:35 PM
And I thought I was the only one with a hangup...

If a patch fixes them, will it corrupt old savegame files? I've been playing at this one for ages.
Hopefully not. The infinite loops are often where a function somewhere returns a value that causes another function to call the first function which returns a value that ..... etc.

Change the value that the function returns, and it fixes it (without changing the save file).

Can't guarantee that other bug fixes won't break the save backwards compatibility though.

Canicula
Jul 30, 2007, 09:14 AM
Got the same Problem at AD 865. :sad:

1. Use Chiyu's Expanded 1.3 (http://freenet-homepage.de/observer147/Expanded1.3.zip) MOD.

2. Download this Save (http://freenet-homepage.de/observer147/SiriusCanicula.CivBeyondSwordSave).

3. Start mod,load game then end turn = Infinite Loop :cry:

OKScientist
Jul 30, 2007, 09:28 AM
I get the same thing just after a new vassal appeared on the map (I don't know if the vassal has anything to do with this bug, though)

Big and Small, Large Map, Marathon speed, 1788 AD.

taketounwanted
Jul 30, 2007, 12:29 PM
Hopefully not. The infinite loops are often where a function somewhere returns a value that causes another function to call the first function which returns a value that ..... etc.

Change the value that the function returns, and it fixes it (without changing the save file).

Can't guarantee that other bug fixes won't break the save backwards compatibility though.

savegame incompatibility is mostly only due to the change of the savegame itself. As long as you don't change the read/write methods it's loadable(any wrong value stored because of wrong methods however will be read again)

so if the BUG, is caused because of the code itself crashes, and the wrong values are not stored in a savegame, this won't happen(if the bug appears first in the turn after you have saved) ..if it's accumulating over time, most likely will crash later anyway, even if you fixed the bug itself(this is not so common though)

BUT, considering the number of BUGS reported by people, even if this single bug wouldn't cause savegame incompatibility (bet 99,99% on it that it wont) dozens of other bugs reported by people will cause savegame incompatibility( 99,99% it will not be compatible)

even if you load it properly, and cummulative bug is there already..
any display bug won't interfere with what is saved and what not, but if you have for example double tech rate because of some wonder, even if you fix that, the tech you've gained in the game is stored already, the techs you have discovered due to the bug you have already..

so even if it's loadable and playable, i'd advise you to start a new game, even if you didn't see there was a bug, it doesn't mean it wasn't there!

I wouldnt load a savegame with a new patch, really, so many bugs have been reported..firaxis must fix them asap(and they will, if i would be working there, i'd be working 24h/day right now because there are just too many bugs to be left in) and im sure firaxis will do the same....so just play to get to know the game a little bit, and spare you epic REAL games once a major patch has been released...that's my advise..

Jamesds
Jul 30, 2007, 01:04 PM
Yes, let me say I have had the same problem. Game seems to crash during turns.

porkdiesel
Jul 30, 2007, 03:30 PM
After running into the infinite loop at the "Waiting for other civs..." message, I went reading through here. One poster mentioned going into the world builder and deleting civs, then going back into game mode and hitting next turn until it lets you pass the turn.

Easiest way I found to do this was enable show Friendly/Enemy Moves in options, write down what civs I saw move, reload the save, then delete the other civs two at a time (just delete all their cities in the world builder).

I tracked down the cause to a lone city called Aryan (spelling?) that was owned by Roosevelt who was created as a colony by Pacal II (Maya). I think the city may have been barbarian at first. The city was almost on the top edge of the map, next to the ice, and was right next to stone or marble with a quarry, and was on the coast. Deleting that city enabled my game to continue. If anything above sounds familiar in your infinite loop, post it!

I will post the file later, or send me a message with your email if you are interested.

This infinite loop is NOT related to war time. They are at war, but via diplomacy i can make them make peace, and the infinite loop still occured during his turn.

I didn't feel too bad about magically smiting down the city when Roosevelt broke free and then got whupped by 4 other AI's at once. HA!

Jamesds
Jul 31, 2007, 06:38 AM
I have found the problem in my game is due to a city of a Vassal. The vassal (Bismark of Germany) controls 3 cities, given to him by the Khmer when they formed a colony. The turn after the colony was created, the "crash" occured.

Here's some stats:

Infinite loop occurs after 1901 AD - Turn 321.

It is fixed when the German capital city of Vimayapura (remember Germany are the newly created colony of the Khmer, so the Khmer now have 3 colonies I think) is simply erased from the map.

The capital city is shown as in the World-builder in the attached pic.

It contains 2 x longbowman + 2 x warriors.
Population of 5
Culture 174
Building Work Boat (completed in 2 turns)

I hope this helps, please fix this bug soon Firaxis! :goodjob:

Canicula
Aug 01, 2007, 09:16 AM
Solvers unofficial BTS AI fix works perfect for me.
I can continue my game now. :D

http://forums.civfanatics.com/showthread.php?t=235067

ainwood
Aug 02, 2007, 04:16 AM
I kept that too but figured there were enough saves already posted.

So here is one more for the pile.

I can't actually confirm a hang-up in this one. :(

Any steps on how to replicate? how did you respond to the diplomacy when the save first loads?

Gyathaar
Aug 02, 2007, 03:37 PM
I have found the problem in my game is due to a city of a Vassal. The vassal (Bismark of Germany) controls 3 cities, given to him by the Khmer when they formed a colony. The turn after the colony was created, the "crash" occured.

Here's some stats:

Infinite loop occurs after 1901 AD - Turn 321.

It is fixed when the German capital city of Vimayapura (remember Germany are the newly created colony of the Khmer, so the Khmer now have 3 colonies I think) is simply erased from the map.

The capital city is shown as in the World-builder in the attached pic.

It contains 2 x longbowman + 2 x warriors.
Population of 5
Culture 174
Building Work Boat (completed in 2 turns)

I hope this helps, please fix this bug soon Firaxis! :goodjob:

Found this bug:
in CvUnitAI::AI_attackCityMove()
bool bHuntBarbs = false;
if (area()->getCitiesPerPlayer(BARBARIAN_PLAYER) > 0)
{
if ((area()->getAreaAIType(getTeam()) != AREAAI_OFFENSIVE) && (area()->getAreaAIType(getTeam()) != AREAAI_DEFENSIVE))
{
bool bHuntBarbs = true;
}
}


remove the 'bool' inside the if.. so it becomes
bool bHuntBarbs = false;
if (area()->getCitiesPerPlayer(BARBARIAN_PLAYER) > 0)
{
if ((area()->getAreaAIType(getTeam()) != AREAAI_OFFENSIVE) && (area()->getAreaAIType(getTeam()) != AREAAI_DEFENSIVE))
{
bHuntBarbs = true;
}
}


Edit: Tested the remaining saves.. and this fix seems to fix the ones that wasnt fixed by earlier fix

Jamesds
Aug 02, 2007, 03:52 PM
well done Gyathaar! :goodjob:

Can I guess that that code sets whether a Civ will be on the lookout for barbarians, if the Barbarians control some land area (i.e. have at least 1 city)? And if the colony is just created, it will need to determine whether to "HuntBarbs"...can anyone explain fully to a non-modder :) ? Does this code run for every civ, all the time, or just when they are created?

Uncle_Joe
Aug 02, 2007, 04:10 PM
I can't actually confirm a hang-up in this one.

Any steps on how to replicate? how did you respond to the diplomacy when the save first loads?

I honestly cant remember at this point (I've been playing the heck out of the game so it all sort of blurs together... ;) ).

HOWEVER. I did have the same 'waiting for other civs' message come up late in my last game. And it sat and sat and sat. This time, I just let it sit. Eventually (7 actual minutes later), the started back up again and apparently the problem was that the AI was releasing a colony. A new AI started up and I guess it was just taking forever to calculate everything.

I'm not sure if others are simply experiencing the same thing or not, but its definately possible.

Mantees
Aug 08, 2007, 01:57 PM
Edit: Tested the remaining saves.. and this fix seems to fix the ones that wasnt fixed by earlier fix

Not for me :(
I have the latest patch which, accordly to Solver (http://forums.civfanatics.com/showthread.php?t=235067&page=8), includes your fix.
But I still cant END the turn.

My savegame is here (http://forums.civfanatics.com/showthread.php?t=236799)

DrewBledsoe
Aug 08, 2007, 02:14 PM
I honestly cant remember at this point (I've been playing the heck out of the game so it all sort of blurs together... ;) ).

HOWEVER. I did have the same 'waiting for other civs' message come up late in my last game. And it sat and sat and sat. This time, I just let it sit. Eventually (7 actual minutes later), the started back up again and apparently the problem was that the AI was releasing a colony. A new AI started up and I guess it was just taking forever to calculate everything.

I'm not sure if others are simply experiencing the same thing or not, but its definately possible.

I had something very similar. I hit end turn, then waited and waited.....and waited. The machine seemed to be locked up, I couldn't even alt-tab out, I was contemplating just rebooting my machine, when the war trumpet sounds. Apparently someone was attacking me and as it was late game, several pacts etc were kicking in. Almost ten mins b4 I got control again, and very strange, as even right at the end of a huge map game, there's only generally a few seconds between me hitting end turn, and then my next turn.

Similar huge pause/waits of around 5 mins when my enemy eventually capitulated.Again I suppose it must be calculating stuff, but still, I could run a spybot check on my entire machine in 5 minutes...

xatsmann
Aug 09, 2007, 02:09 AM
I played the 1933 Road to War scenrio as Germany up until the II Januray 1940 turn and then it hit. I was able to go back and replay the previous turn and it still hit again.

Unfortuately I cannot load the file right now.

mrt144
Aug 09, 2007, 07:36 AM
I too have been hit 150 turns away from cultural victory on marathon. i am disappointed to say the least. I waited 3 hours and nothing!

this might move me to buy an xbox 360 and play bioshock while I wait for a patch to be released.

DMW
Aug 09, 2007, 05:18 PM
My game also falls into an infinite loop. It happened right after the ottomans made a colony, wonder if that had something to do with it.... anyway it sucks :)

If I recall it correctly it happends in 1545 AD

Schella
Aug 09, 2007, 06:27 PM
hey guys, what an annoying problem... But I got past it!

What I did was, when it looped in jan of 1977 i had saved the turn before and i also saved in 1974, (lucky for me) , so I tried all the patches and fixes that were in this thread and none worked, so I loaded the 1974 games and played through except I only hit the space bar and went through the turns quickly, when I got to the loop year of 1977 I was able to go past it and iam now saved in 1979. Yeah!

my game was on Warlord , Terra, Large.

Maybe a little time travel will help this annoying problem.. and hell isnt hindsight a good thing anyways?

DMW
Aug 09, 2007, 06:57 PM
Gyathaar, I tried what you proposed with the bhuntbarbs thing but it does not seem to work for me, it still chokes somehow.

Venger
Aug 10, 2007, 12:48 AM
Dammit, in 1426 in a marathon game, and it's hanging end of turn on the Waiting message. What a waste of time, this is my first game of BtS, been playing it since I bought it, and it's ending like this. Bah... tried Solver's DLL to no avail.

Mantees
Aug 10, 2007, 02:14 AM
Just wanted to add that also in my case it was a marathon game and the bug happened the turn after a colony was founded (Napoleon)

DMW
Aug 10, 2007, 04:55 AM
It seems like colony founding sometimes makes it all go wrong. Hope this is fixed soon, its such a shame when a nice game can ends like this....

Mantees
Aug 10, 2007, 04:58 AM
It seems like colony founding sometimes makes it all go wrong. Hope this is fixed soon, its such a shame when a nice game can ends like this....

Yep. I can imagine that most of the people who incoutered the bug has quit the game. I have :(

It would be nice, in case Alexam has a fix for it, if he could hand it to the community so that we could include it in unofficial patches while the official one comes out

Annihilat0r
Aug 10, 2007, 07:01 AM
I have the same problem, tried everything mentioned in this thread, but nothing helped. strangely there isnt even a colony founded in my game yet, so this cannot be the only reason for this bug.

Jamesds
Aug 10, 2007, 08:05 AM
Some of you are thinking this problem is completely unsolvable. I fixed mine by a simple process of elimination - just delete whole civs in the world builder, until the turn ends properly. Then narrow it down to cities/units. It might take a little while, but then you can continue your game.

If a colony has just been created, try them first. ;)

Annihilat0r
Aug 10, 2007, 08:16 AM
it solves the problem not really. after eliminating the buggy citiy, i got another 20 or 30 rounds, until i was cought in a loop again.

Mantees
Aug 10, 2007, 08:34 AM
I am sorry but what is the challenge in playing if you start loading the World Builder, you see the entire map, you also enter enemy cities and see the content and maybe you delete one of the enemy cities? O_o

DMW
Aug 10, 2007, 10:10 AM
Well yes, it sort of messes your game up, but at least it "solves" the problem and you can continue. I should try it yea. Point is, worldbuilder doesnt fuction properly anymore during the loop, should I use it the turn before? Hope it will work because the colony is yet to be created then.

Jamesds
Aug 10, 2007, 12:17 PM
Well yes, it sort of messes your game up, but at least it "solves" the problem and you can continue. I should try it yea. Point is, worldbuilder doesnt fuction properly anymore during the loop, should I use it the turn before? Hope it will work because the colony is yet to be created then.

Yeah, load the autosave, do some editing just before the fatal turn. If the colony isn't created yet...:confused: ...post your save and we'll try something (and Firaxis can analyse it).

Mantees: loading WorldBuilder to fix the problem is AFAIK the only way to fix the infinite-turn, and unless you want to forget the whole game (or wait till the patch...), you might as well use this desparate fix. If you are reeeeally nice, maybe one of us could do it for you ;).

mrt144
Aug 10, 2007, 01:23 PM
im waiting till the patch and starting a new game. my only hope is that i dont wind up with 3 or 4 games in unfinished states because of this bug.

Annihilat0r
Aug 11, 2007, 06:39 AM
ok here (http://rapidshare.com/files/48301409/AutoSave_n._Chr.-1788.CivBeyondSwordSave) is my autosave right before the first infinite loop starts. there are no colonies yet. the buggy city here is "Yayoi" from the azteks. deleting it makes me able to continue the game till the next loop about 20 rounds later. again it were the azteks, who are cousing this bug. i hope my savegame can help you.

9RedWing19
Aug 12, 2007, 10:29 AM
Here is my contribution to this bug.

Game context: me (Sitting Bull) and Mehmed at war with Ramses. The turn just completed I vassalized Ramses.

Genghis Khan is at war with Mansa (as a test I bribed Genghis to end the war with Mansa, but that did not solve the problem).

low
Aug 12, 2007, 10:50 AM
Same bug here. It happened right after Shaka & Isabella formed colonies. No fixes in this thread have worked.

Cutwolf
Aug 12, 2007, 03:06 PM
So uh...still no fix to this? This sucks. I wanna play but I'm tired of advancing so far only to get stuck at the infinite loop.

Jamesds
Aug 13, 2007, 03:32 AM
quite amazing that such a commonly recurring bug wasn't caught in beta testing....or maybe it was, and they decided to let it be and work like mad on it for the next few weeks while we all complain about it.

taketounwanted
Aug 13, 2007, 03:40 AM
quite amazing that such a commonly recurring bug wasn't caught in beta testing....or maybe it was, and they decided to let it be and work like mad on it for the next few weeks while we all complain about it.


That's why i always say:"proper beta testing involves 2 systems"

1) have real players playing the game
2) run at least 100games Huge Map, 35Civs(all firaxis has) Marathon game, for at least 2500turns on automode(AI-Autoplay mod!)

all these errors would have 100% been catched then...but I guess running AutoAI for tracking infinite Loop bugs is requesting to performance from the team responsible for testing the game..

Thats why they should have a seperated Beta Players team, under the conditions to run the game for days and days on Automode...I'd volunteer my CPU for it, but firaxis obviously doesn't want people like me setting up their computers to catch infinite loop bugs...
Consider my CPU takes less then 3hours to complete such a game mentioned above on Autorun...pretty stupid from firaxis not using the performance their fans/players community are offering..

DMW
Aug 13, 2007, 07:24 AM
Jamesds, I can continue my game now after some worldbuilder editing :). Problem seems to have been the mother-country's troops that were present during the turn after the colony was created. All I did was change the thing the AI troops were doing and put all the AIattackcity and AIattackblablaIcantremember orders from the mothercountry's troops to AIcitydefense or something and than the problem was gone.

A bit lame, but at least I can continue :)

Schella
Aug 14, 2007, 01:37 PM
I was just noticing that this bug is more about some problems in programming and AI colonization than anything else, I have been playing games on the epic scale "marathon" on the Hemishpere worlds with 4 continents and there is no real room for colonization so iam able to play into modern times and beyond... Not much if any colonization but iam still able to finish epic games with either world conquest, destructive nuclear war, or even a space race victory.. all in all good stuff.

driftinj
Aug 14, 2007, 02:33 PM
It's definitely colony related. I posted my savegame in a separate thread, but it occurs from the save point when I grant colony status to some cities but does not occur if I keep them. Seems pretty clear cut.

keibo
Aug 15, 2007, 01:58 PM
This one does not work with the 3.03 patch.

sveint
Aug 15, 2007, 02:32 PM
Not Vassal related, I have vassals turned off.

Problem in attached savegame is the newly conquered one-tile island city of Vitoria. 3.02 with Solver's fixes.

Please fix. Infinite loops are sloppy, not to mention application-breaking.

sveint
Aug 15, 2007, 03:14 PM
Bug traced to unit AI. See screenshot.

http://forums.civfanatics.com/uploads/102027/counter_bug.jpg

UNITAI_COUNTER

Now please fix, shouldn't be hard. And no I won't look at the code. :)

sveint
Aug 15, 2007, 03:27 PM
Just to be clear, set any unit with UNITAI_COUNTER to anything else and the game continues fine.

Annihilat0r
Aug 16, 2007, 08:47 AM
maybe in your case. :-)
this does not work for me, sorry.

keibo
Aug 16, 2007, 09:41 AM
Doesn't work on my file either. I said in my post the 3.03 update, but Solver's dll is what I meant. Doesn't work with anything I've tried.

Kønti
Aug 16, 2007, 10:43 AM
i've been sitting here all day with the exact same problem. "waiting for other ci..." bla bla, but i think i've solved it. The problem is actually new colonies. Not all, but some. So, i just erased it. Aaand, now it works fine :crazyeye:. It didn't happen to me intil "asoka" suddenly showed. He . .. .. .. .ed it up, and i . .. .. .. .ed him up! yah, good luck everyone! :goodjob:

methane
Aug 16, 2007, 11:21 AM
I started my game without solver's patch. When it hung up, I looked here and installed Solver's patch, but it's still stuck waiting for other civilizations. here's the file:

http://forums.civfanatics.com/uploads/95567/loop.CivBeyondSwordSave

microbe
Aug 16, 2007, 07:57 PM
Here is my save that hangs as well...

angeleyes
Aug 18, 2007, 04:27 AM
Here's a save that will hang also after enter: i solved it by going to Worldbuilder and gave myself some extra trebs so i could conquer the city this same turn i was bombarding and vasselize my opponent and make peace. After this the game didn't hang anymore.

Gandhi_AD-1625.CivBeyondSwordSave"

piratebob
Aug 18, 2007, 10:44 PM
I have the same problem! What is Worldbuilder? I can't find it. Is that the thing that is optional to install when you install Civ4+BTS???

fusinski
Aug 18, 2007, 11:17 PM
Hi all. New here, but I traced down this thread looking for a fix because I have the same problem with the 3.03 patch installed.

fusinski
Aug 18, 2007, 11:20 PM
Here is my saved game (sorry for the two posts... wouldn't let me attach a file until I had one post under my belt!):

http://forums.civfanatics.com/uploads/124133/Rich_AD-1902.CivBeyondSwordSave

Woerkilt
Aug 19, 2007, 04:20 AM
I have the same problem! What is Worldbuilder? I can't find it. Is that the thing that is optional to install when you install Civ4+BTS???

Worldbuilder is only accessed in-game. Load a saved game or start a new session. Then bring up the game menu and you'll see the option roughly halfway down the list.

Worldbuilder is a map editor which allows you to customize your game on the fly. It is very limited--you can't add or subtract Civs, set detailed diplomacy states, or edit unit capabilities, but you can sure mess around with placements. In fact, as limited as it is, the program does enough to let you cheat like the mad dickens, to the point that Civ 4 actually has an option to lock a particular campaign from using Worldbuilder, just so you can't cheat!

Worldbuilder also has some potent features for dedicated modders. You can actually save your game in Worldbuilder, as a World Builder Save (WBS), and then you can open the WBS file with a text editor such as Windows Notepad. Here, you can add or subtract Civs, alter game options and fog of war, mess with the time, and so forth. Check out the Creation and Customization forums for further information.

TracerBullet
Aug 23, 2007, 06:08 PM
Is there an ETA for a fix for this problem? I've been playing BTS since it was released and just this error for the first time in two consecutive games. :(

cgallop
Aug 24, 2007, 09:30 PM
So I hope firaxis' debug team aren't all on vacation or something, people have been posting about this bug for a while now and its a real game-killer. I've played half a dozen games of BTS with no problems, and now this game gets caught in the infinite loop bug. I tried earlier saves but it freezes every time I get back to 1774. My enthusiasm for BTS has now officially waned. :cry:

I'll be leaving Civ for now and getting re-aquainted with the great outdoors until there's a patch for this. I have no patience for trying to track this down in the worldbuilder and I know jack all about programming. I hope this save helps you track the problem down and fix it.

This is BTS 3.02
no mods
no solver patch
standard size big and small map
epic speed

Cosmic_Fist
Aug 26, 2007, 10:28 AM
I have the same problem. I went into worldbuilder and managed to track down the cause to Victoria. If I delete all her cities, the game continues. However, I'm not able to find out what exactly is causing the error. I tried deleting all cities which where not on her main continent, and the error persisted. Then I tried deleting all the cities on the main continent, leaving all the other cities, and the error persisted. I also tried saving a worldbuilder file to edit in wordpad, where I replaced all UNITAI_COUNTER with UNITAI_DEFENSE. Still the same problem.

I'm using BTS v 3.00, no patch at all. I'm scared I won't be able to load old saved games after patching.

If one of you guys has the time to check out the attached saved game and find a solution, that would be amazing. I was really enjoying this game... :mischief:

Campaco
Aug 27, 2007, 09:47 AM
Hi all,

The savegame I will include here will have the infinite wait loop. It coincides (coincidentally?) just after the moment that Elizabeth appears. The current map shows no English cities nor boundaries. That is explained when Elizabeth is declared vassal to Boudica. Ask Boudica for the World Map and see a small area of English territory appear, but with unusual city names. This must be the moment that the AI lets Boudica decide to have a colony. The error is reproducable, so I'm stuck...

Addition, next day: the AI spawning a colony is not the problem. During my next game I encountered the formation of a colony (which was by Sitting Bull granting Washington independence...). The game could be continued normally after this somewhat curious event.

Grey_area
Aug 27, 2007, 10:21 AM
Hi...first post, shame is has to be a problem!

From reading this thread, I think the attached game has the same issue - playing on a huge archipelago map, at 1945AD, the game locks up at the 'waiting for other players'. I have tried reloading at an earlier save and replaying, but the same lock up occurs. Is there any way around this that doesn't involve deleting other civilizations in worldbuilder? I'd rather give up the game than do that.

Thanks :)

Yps
Sep 01, 2007, 07:58 AM
After reading that in some cases the problems are linked to the English civilization and after experiencing similar problems that could only be solved by deleting the English civilization, I assume that it has to do with this specific civilization. I had to delete every city of Victoria / Elisabeth / Churchill, all other possibilities, including the reappearence of the English through modding, have failed. Hopefully this bug can be solved in the upcoming patch!

Cosmic_Fist
Sep 01, 2007, 09:05 AM
After reading that in some cases the problems are linked to the English civilization and after experiencing similar problems that could only be solved by deleting the English civilization, I assume that it has to do with this specific civilization. I had to delete every city of Victoria / Elisabeth / Churchill, all other possibilities, including the reappearence of the English through modding, have failed. Hopefully this bug can be solved in the upcoming patch!

This really sucks, I was on one of my best games ever. If I delete the English, there's no point in continuing the game...

Jamesds
Sep 01, 2007, 09:37 AM
I have the same problem. I went into worldbuilder and managed to track down the cause to Victoria. If I delete all her cities, the game continues. However, I'm not able to find out what exactly is causing the error. I tried deleting all cities which where not on her main continent, and the error persisted. Then I tried deleting all the cities on the main continent, leaving all the other cities, and the error persisted. I also tried saving a worldbuilder file to edit in wordpad, where I replaced all UNITAI_COUNTER with UNITAI_DEFENSE. Still the same problem.

I'm using BTS v 3.00, no patch at all. I'm scared I won't be able to load old saved games after patching.

If one of you guys has the time to check out the attached saved game and find a solution, that would be amazing. I was really enjoying this game... :mischief:

Well, I just loaded your game and the turn completed normally! I have Solver's Unofficial Patch (29th Aug) and BtS ver 3.03. I recommend you download Solver's Patch first, and if that doesn't work try updating BtS. Don't worry about old save game compatibility - I just loaded your game fine in 3.03.

Hope that helps :)

Cosmic_Fist
Sep 02, 2007, 11:16 AM
Well, I just loaded your game and the turn completed normally! I have Solver's Unofficial Patch (29th Aug) and BtS ver 3.03. I recommend you download Solver's Patch first, and if that doesn't work try updating BtS. Don't worry about old save game compatibility - I just loaded your game fine in 3.03.

Hope that helps :)

Whoooohooooo!!! I put on solver's patch and it solved everything!! Thanks a million for trying this for me, I have a couple of hotseat games going and I didn't want to take the chance of loosing those games :)

handy13
Sep 02, 2007, 03:21 PM
Hi all. I am having this problem as well and it is very frustrating to say the least. I went into world builder and was able to get by the lock up by deleting a civilization. I tried 3 different civs to delete and I was able to by pass the bug with 2 of them ... but what fun is it to keep playing after you delete a civ?

Btw I am using Solvers patch

jimbob27
Sep 07, 2007, 03:48 PM
I've got one of these too. I'll post the savegame when I get home from work. Reloaded from an earlier game, and it still wouldn't go past 1195AD.

Loopy
Sep 07, 2007, 10:18 PM
I've run into an infinite in my current game too. It's weird (but nice) that I can save and load games while stuck in a loop.

I'd like to point out that there are probably a couple of different infinite loops happening here. Mine is happening after all the civs have completed their moves (aka not solvable by Solver's patch). Deleting my vassal Victoria's 4 cities did get past it but then I ran into another infinite loop a while later.

Very, very frustrating.

vilemerchant
Sep 08, 2007, 04:32 AM
This bug is just ruined another great game for me, I don't think i'll be starting another one until it's fixed :(

morikaweb
Sep 10, 2007, 09:09 AM
This bug is just ruined another great game for me, I don't think i'll be starting another one until it's fixed :(

I have put the game on the shelf till its fixed as well. This is getting ridiculous though, when Civ IV came out I could not play it due to memory leak and DX bugs. I had to wait months for it to be fixed. Now BTS is out and I cant play it due to this bug, and I have to wait months to play it. I don't think I will buy another firaxis product unless they make come kind of commitment to quality, and releasing products that work.

methane
Sep 10, 2007, 03:16 PM
Here's my 2nd contribution to this thread. While my first one was played without Solver's patch (I checked later, and his patch doesn't solve that problem), this one was played the whole time with his patch.

Of the 3 games I've played that have involved colonies, 2 have gone to infinite loop. Guess I'll avoid maps that require them.

ori
Sep 10, 2007, 03:35 PM
Guess I'll avoid maps that require them.
Or turn off Vassal States in a Custom Game for now - that also gets rid of the colony maintenance :)

eonwe
Sep 10, 2007, 04:00 PM
I've probably got the same bug as everyone else in this thread. I am in war with Kublai Khan and his vassals.
Making peace in worldbuilder between us didn't help. I remember that I've encountered such a problem in
Warlords too: http://forums.civfanatics.com/showthread.php?t=211546
but then I reported it in kind of wrong forum.
I'd think that Firaxis would've fixed this by now...

Oh, and I am runnig Beyond the Sword 3.03 with no extras such as Solver's patch.

dita
Sep 12, 2007, 12:42 PM
Aaaaargh

Looks like I may have this bug as well.

Its 1906 and waiting to end turn. Upon pressing enter to end turn get a blank screen with the windows error message.

If memory serves its a small terra map.
No mods, version 3.3.

Text from the event viewer is--

"Event Source: Application Error
Event Category: None
Event ID: 1000
Date: 12/09/2007
Time: 18:35:33
User:
Computer:
Description:
Faulting application civ4beyondsword.exe, version 3.0.3.1, faulting module cvgamecoredll.dll, version 3.0.3.0, fault address 0x000d0f70."

Save game is attached. I think its this same bug thats on this thread.

tankjock
Sep 13, 2007, 11:06 AM
I am also having the problem of the eternal loop during the "waiting fo other civs" I am not a computer geek so most of what the discussion said , I have little or no idea what folks were talking about. However, do I guess correctly when i infer that the only thing we can do is wait until Civ puts out som patches??? Thanks Greg:confused:

Psyringe
Sep 20, 2007, 05:15 PM
I've got the "Waiting for other Civilizations ..." loop bug too in my game. However, I suspect that the reason for the loop in my game is different from those already mentioned here.

The situation is this: Alexander and his vassal Genghis were in a war against Cyrus. Alexander captured a Persian city, and Cyrus capitulated to him. This also ended the war between Cyrus and Genghis.

The captured city is surrounded by Persian culture. This is not a problem for Alexander (who has units in the city), because as new master of Cyrus he can move freely through his territory. However, there are also units of Genghis in the city. These units are trapped, because Genghis of course hasn't an open borders treaty with Cyrus, they have just been at war against each other.

Now, when the turn processes, the game runs into an infinite loop when it's Genghis' turn to move. However, when I remove the units that are trapped in the city, then the turn processes normally.

So my current guess is that the game cannot cope with units being trapped this way. I'd like to run some further tests, but unfortunately I can only work with the worldbuilder, I can't use or edit worldbuilder saves (I'm using a mod that allows for 34 civilizations, which is great, but has a problem with worldbuilder saves due to too little memory being reserved for leader names).

Apparently, the worldbuilder allows me neither to forge an Open Borders treaty between Genghis and Cyrus, nor to drag-and-drop the units into Alexander's territory (where Genghis can move them), nor to change the culture of some tiles to carve out a corridor for Genghis, nor to bring Alexander's new city out of revolt and add lots of Greek culture to it to push the Persian borders back. Is this correct? (If so, it would be a pity, because all of these methods would be good tests for my hypothesis, it's a bit sad if none of them was possible.)

Also, is there a way to delete specifically Genghis' units from the city in question without having to delete dozens of Alexander's units first? Much to my surprise I haven't found a way to do that - no matter what I do, the worldbuilder always seems to remove Alexander's units first. Am I missing something?

Psyringe
Sep 20, 2007, 05:57 PM
Addendum:

Gah, stupid me didn't find the controls for editing terrain ownership. Now that I found them, I carved a corridor through through the Persian culture, so that Genghis' trapped units have an escape route.

As expected, the turn processes normally now. There is no infinite loop any more. Genghis just moves the units out of the city.

I'm not sure whether this bug got caught with the patch. It apparently wasn't solved by Solver's latest patch, because even after I installed it, the game still caught itself in the infinite loop as long as the units were trapped.

If desired, I can provide savegames from the turn before the infinite loop, another one from the turn before that (when the city got captured and the units got trapped), one from the turn before *that* one (not sure what this would be good for, but I do have it ;) ), and one after the solution of the problem that shows Genghis' units having moved out of the city.

ori
Sep 21, 2007, 05:28 AM
Addendum:

Gah, stupid me didn't find the controls for editing terrain ownership. Now that I found them, I carved a corridor through through the Persian culture, so that Genghis' trapped units have an escape route.

As expected, the turn processes normally now. There is no infinite loop any more. Genghis just moves the units out of the city.

I'm not sure whether this bug got caught with the patch. It apparently wasn't solved by Solver's latest patch, because even after I installed it, the game still caught itself in the infinite loop as long as the units were trapped.

If desired, I can provide savegames from the turn before the infinite loop, another one from the turn before that (when the city got captured and the units got trapped), one from the turn before *that* one (not sure what this would be good for, but I do have it ;) ), and one after the solution of the problem that shows Genghis' units having moved out of the city.
you definitely should provide the saves - but I would do so in a new thread, this seems to be a different bug and to make sure Firaxians read it I'd repost it as a new bug. What you could try though is wait for the patch and load those games to see if the problem is solved in it (since they reported that it is finished I doubt that any fix would make it into this patch anyway).

Psyringe
Sep 21, 2007, 05:41 AM
I already PMed the bug to Solver, who immediately responded (record speed) and asked for the saves. They were a bit large for these forums (partly because I packed them together with the small mod required to play them), so I put them on Rapidshare. If someone else wants to have a look at them, here's the link:

http://rapidshare.com/files/57123495/trapped_units_cause_infinite_loop.zip

The file is a zip archive with two saves included, as well as the mod required to load them. The 1700 AD save is just before the city of Gondar (north-eastern corner of Persian Empire) gets captured by the Greek. I placed a cavalry there for convenient watching. Just end the turn and see how Genghis' units end up trapped in the city.

The 1701 AD save is from the next turn, right before the infinite loop happens. End the turn to see that the game runs into an infinite loop when it's Genghis' turn.

To see that the being-trapped of the units is really the cause of the problem, just load the 1701 save, enter the worldbuilder, and assign some tiles around Gondar to Joao (who is another vassal of Alexander, and who has Open Borders with Genghis). Then end the turn. Genghis will simply move the units out of the city, and the game will not run into an infinite loop.

ChickenSalad
Sep 27, 2007, 08:18 PM
Just got my BTS the other day and this was(?) my first game. Got till 1718 but now I'm stuck in the eternal waiting for other civ's loop.
I played with utd BTS + Solvers patch.
Had hangers like this in the past in different versions w/o mods and usually all it took was going a few saves back and changing some stuff (auto moves, productions, research aso.). However this time, nothing seems to help. *sniff* ;)

ori
Sep 28, 2007, 05:40 AM
Just got my BTS the other day and this was(?) my first game. Got till 1718 but now I'm stuck in the eternal waiting for other civ's loop.
I played with utd BTS + Solvers patch.
Had hangers like this in the past in different versions w/o mods and usually all it took was going a few saves back and changing some stuff (auto moves, productions, research aso.). However this time, nothing seems to help. *sniff* ;)
This will likely be solved in the upcoming patch and you should be able to continue from your save then - so it still *is* your first game, I wouldn't give up on it too soon :) In the mean time: why not start a second game ;)

Wirapuru
Oct 02, 2007, 06:56 AM
To me this worked:

This is just to say that I had this yesterday (also my first game) after more than 150 turns. I always set, on CivilizationIV.ini, before anything:
; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 1
Then after waiting like an idiot for minutes I closed it, downloaded the patch (3.03B) and tried to load my last autosaved game. Same thing. Then, like someone here said, I tried to load my second last and still nothing, it would stop at the same spot. But then when I reloaded my "3rd last" it didn't hang anymore! Like you guys are saying, probably's something specific on the game of each one and some won't have the luck I had but just saying it here because I know how frustrating this was too, and I would try anything.

Good luck there

Psyringe
Oct 06, 2007, 08:11 AM
The "infinte loop" bug I mentioned several posts above was solved in 3.13. I kept a save from just before the bug appeared. I can load this save in 3.13 and continue playing normally, no infinite loop anymore. :)

Jamesds
Oct 06, 2007, 08:30 AM
The "infinte loop" bug I mentioned several posts above was solved in 3.13. I kept a save from just before the bug appeared. I can load this save in 3.13 and continue playing normally, no infinite loop anymore. :)

Yes, I expected that would happen! Hopefully all of these reported bugs are fixed by 3.13.

9RedWing19
Oct 06, 2007, 08:46 PM
The problem that I reported on page 3 of this thread is fixed after the installation of 3.13.

Nick Danger
Oct 23, 2007, 09:21 PM
I've [hopefully] enclosed a savegame where ending this turn hangs at "waiting for other civs". I did some testing in worldbuilder and making peace between Toku and Oranj allows the game to proceed normally. I did not test further which unit(s) and/or action(s) were responsible.

I have the most recent patch (3.13), and only have the HOF mod (for GOTMs).

civ version 313
save version 301
build version 3.0.0.1 (81539) final release

Considering how complicated BTS/Civ4 is, it's remarkably bug-free.

Nicely done to all responsible! :goodjob:

ori
Oct 24, 2007, 05:19 AM
:hmm: proceeds fine for me - is there anything one has to do to make this happen?

Nick Danger
Oct 24, 2007, 04:42 PM
:hmm: proceeds fine for me - is there anything one has to do to make this happen?Is this in response to my post?

If not, never mind ;)

If so, that is strange. I downloaded the file (just in case...) and started the game from it, and when it came up I immediately ended the turn (did nothing else) and it hung at 'waiting for other civs". The cursor remained the spinning globe and the 'waiting for other civs' kept flashing. I waited about 15 minutes, no change.

Interesting points:
-after 5-10 seconds I was able to use the spinning globe cursor to scroll around the map, and to click on some 'buttons' (like 'turn on/off grid' and save/load game, access worldbuilder, city list, research screen, etc.).
-clicking on cities did not open them up, clicking on units did not access them
-clicking on the list of AI (on the right hand side) caused the names to 'depress' but did not bring up the diplomacy screen
-the function keys brought up the appropriate screens, and clicking on 'exit' exited the screens

Also, after I ended the toku-oranj war (which allowed the game to proceed), 2 turns later I turned the war back on and the game continued to work just fine.

I'm curious if the saved game works for others, or if it's just me.

ori
Oct 24, 2007, 04:51 PM
yes this was in response to you ;)
I loaded the save game and ended it and after 20-30 seconds the next turn began, so there was no hanging at all :dunno:

Nick Danger
Oct 24, 2007, 06:56 PM
yes this was in response to you ;)
I loaded the save game and ended it and after 20-30 seconds the next turn began, so there was no hanging at all :dunno:Interesting...

Assuming the same holds true for others, it suggests either a hardware issue or a corrupted file on my end. Perhaps reinstallation is in order...

Thanks for taking the time to check this out :)

cbdude
Nov 01, 2007, 02:08 AM
anyone eles still getting this bug, I've gotten it everytime I've played. I'm using 3.13 and fall from heaven II mod.

Tuvok694
Nov 03, 2007, 03:35 AM
I did not have the "waiting for other civilizations" bug for a long time but today it happened. I already tried to load a savegame from some turns earlier but I always get stuck in January 1958. The attached savegame is from the end of the turn BEFORE the problem occurs.
Can someone test the savegame?

ori
Nov 03, 2007, 07:11 AM
I did not have the "waiting for other civilizations" bug for a long time but today it happened. I already tried to load a savegame from some turns earlier but I always get stuck in January 1958. The attached savegame is from the end of the turn BEFORE the problem occurs.
Can someone test the savegame?

this applies here as well:

:hmm: proceeds fine for me - is there anything one has to do to make this happen?

BigDogNate
Apr 04, 2008, 06:08 PM
Any word on this problem getting fixed. I'd say I get this problem in about 25% of games where It goes long enough to get to the modern age. Kind of anoying, I have good game going right now.

Psyringe
Apr 07, 2008, 06:59 AM
Any word on this problem getting fixed. I'd say I get this problem in about 25% of games where It goes long enough to get to the modern age. Kind of anoying, I have good game going right now.
There have been no reproducible instances of this bug since 3.13 was released, so it appears to have been fixed long ago.

When you go to Advanced->Options, which Civ version and Build version are displayed? Which mods do you use? Can you upload a savegame right before the problem surfaces?

SomeMan
Apr 11, 2008, 01:39 PM
When I'm 99 years away from reaching the time limit (first game in BTS) it gives me "Waiting for other civilizations...", and I wait and wait ... but nothing (playing vs AI) but the game just remaings stuck their (even on closing and reopening civ with that save).

I renamed the savegame so it could be upped, please rename it to a .CivBeyondSwordSave

edit : Just read about the "Patch_302", installed it, retried it, but the problem still remains.

for one, why do you STILL have Swordsmen, Chariots, and Muskets?