View Full Version : Bug Reports
Tboy Aug 06, 2007, 02:38 PM First of all, I'd like to say this is a great mod, and one of my personal favourites. It covers so much of WWII.
However, as in all things, there is the occasional bug, some of which I have encountered. Since there isn't currently a bug report thread, I thought I'd create one.
2 bugs to report:
1.As Germany, after attacking and invading most of France, for some reason I cannot take Paris with any of my units, and there is only a fighter plane in the city. It is not that it kills my units; it is that I cannot move any unit into Paris.
2.I have noticed as the UK that Canada does not have access to oil, as trade cannot be done over oceans. Is this intentional or an oversight?
Anyway, keep up the good work Dale!
Tboy Aug 06, 2007, 02:53 PM Also, not really a bug report, but I notice the voices are wrong for most nations (e.g. Russian troops use US voices, as do most other nations). If this were tweaked, it'd help the overall feel of the mod.
Dale Aug 06, 2007, 03:03 PM Have a read through here: http://forums.civfanatics.com/showthread.php?t=234668
wotan321 Aug 06, 2007, 07:51 PM I am getting a CTD after I choose my civ and settings, but before the map loads. I am trying to use the 1936 Europe scenario.
Anyone else seen this? The regular BtS works fine.
Tboy Aug 07, 2007, 03:49 AM Originally posted by Dale
Have a read through here: http://forums.civfanatics.com/showthread.php?t=234668
Yup, I've read through it, and downloaded long before these bug reports, but it doesn't seem to solve any of my questions, unless I'm missing something?
wotan321 Aug 07, 2007, 06:08 PM Okay, for all of youz guys losing sleep over my dilemna, here is more information.
The scenario crashes to desktop with an Windows error message asking me if I want to send the error to Microsoft.
The errant file is msvcp71.dll.
It ONLY occurs when loading a scenario in the Road to War mod, all other mods/scenarios load fine.
The RtW scenario worked fine UNTIL I loaded the recent RtW patch.
Any ideas on a fix?
Dale Aug 07, 2007, 08:16 PM msvcp71 is part of the Microsoft C runtime files.
Trying installing this: http://support.microsoft.com/kb/259403
wotan321 Aug 08, 2007, 07:46 AM Thanks, I will give that a try.
What is WEIRD is that when I went back and searched CFC for mention of this file, I found that I had the same error last year when I was trying to mod Paasky's WW2 scenario. There, I just gave up and started over. I had forgotten all about that....
I bought BtS mainly to get to this RtW scenario, ironically WW2 scenarios seem to be a problem with my PC.... <g>. Like I said, all other BtS scenarios work just fine, but the updated version of RtW crashes. Weird.
Dale Aug 08, 2007, 03:40 PM Tboy:
For 1 (in the OP) if you have a save I'd love to see it. :)
For 2, it'll be fixed in the next beta. You are right, ocean trade isn't active.
Farrapo Sep 18, 2007, 01:20 PM Running app version 3.0.0.86, mod 1.0.0.1, I get a fatal crash running any civilization except Germnay and Japan ... offset 001663050, cvgamecore.dll.dll.
Seems odd that the two main civs work in all three versions, no other civ does ... any odeas?
Dale Sep 18, 2007, 02:55 PM Open explorer and browse to: ..\Beyond the Sword\Mods\
Do you see "The Road to War" or "RtW add on pack 1"?
If you see "RtW add on pack 1" then open that folder and you will see "The Road to War". Move that folder down one to "Mods". :)
Eadro Sep 20, 2007, 04:36 AM I'm having a similar problem as TBoy with the innitial add on pack 1 release.
Sometimes enemy air units are blocking movement to the tile they are stationed on. This happenes with cities (especuially if I bombed dead the other land units using navel units) or tiles with air units stationed in some sort of fort (? air base? sorry forgot the name).
What I did, I occupied the enemy city one turn earlier than initially intended to work around this problem. Could never ever capture the other none city tile though. The units disapeared though, once I destroyed the civ they belonged to.
I have encountered another bug: the never ending computer turn bug. No matter how much time I give, the AI will not complete their turn. Ultimateley leading to me abandoning the game and starting a new one.
Will try to confirm this with the beta releases or the add on pack 2, depending on what I can get my hands on first.
Both bugs occured in the RtW in the Pacific theatre.
Dale Sep 20, 2007, 05:13 AM Those bugs are fixed in beta 3. :)
Eadro Sep 23, 2007, 10:00 PM Oh excellent! :goodjob:
Can't wait to get the game going again then.
BTW, best CIV MOD ever! any taregt release date for add on pack 2?
Penguin_Of_Doom Oct 22, 2007, 02:00 PM I'm having a problem loading saved games for this mod, there is a 'fail to uncompress' error message then it crashes to the desk top. I'm running the latest version of add on pack 1 and the BTS 3.13 patch.
Dale Oct 22, 2007, 02:50 PM Download the RtW 1.1 patch off this page here: http://forums.civfanatics.com/downloads.php?do=file&id=7310
Scroll down a little to "Installation" instructions and you'll see the patch DL link.
Penguin_Of_Doom Oct 23, 2007, 12:47 PM Thanks Dale, I've downloaded the patch and everything works fine.
The Mod looks great, looking forwards to playing this now.
Ace of Gold Oct 24, 2007, 08:55 AM I dont know if someone said this or if this is a bug but I was playing as france but the units still talk in English when i click on them or move them. It probubly happens to other countries too.
Anthropoid Nov 03, 2007, 12:54 PM ADDIT: Hallelujah! Un-installing BTS, reinstalling, re-patching to 3.1, and then installing the 1.0 and 1.1 RTW upgrades has brought sound back to RTW!
In short, the problem I describe below in my original post seems to have been fixed conclusively.
I've had two types of problems with RTW scenarios that might constitute bugs.
First, before I installed 3.13 patch, I had the game lockup a couple times in the late game when it was getting to be lots of units. This prevented me from winning at least twice. When I would reload the .sav, it would lockup again. I presumed this was just a processing overload sort of issue, else an accumulated corruption issue?
Second, after I installed 3.13 patch, I had a new problem with no sounds right from the beginning. I have not upgraded to the upgrade pack for RTW. This problem only occurred with RTW mods and all three stock scenarios (both 1936, and the 1939 scenarios).
Here is the procedure I've followed. Load BTS. I hear all the
startup music. Load a Mod. Still hear sounds fine.
Select Road to War. Select Single Player. Select Load a Scenario.
(It works the same if I load the scenarios via the BTS Content screen)
Select RTW Europe 1936. Select Germany. Select Noble Difficulty.
The Signature screen of US troops walking the burning Germany village
comes up (full screen), followed by the smaller popup window of
info about the Mod (no sounds). Click OK to close the smaller window and the game progresses to the game map but no sound.
The signature screen with the air-raid warning pops up to start the game.
I hear the air-raid warning. Close this screen, and no more sounds.
Move an infantry and fortify or sentry it: no sound.
Move a bomber or fighter to another city: no sound.
Zoom the map in or out: no sound.
Click open a city: no sound.
Move a tank and fortify or sentry it: no sound.
Send a plane on a recon mission: no sound.
What I expect to be happening is everytime I tell a unit to fortify or move,
etc., I should hear sounds, plus there should be background sounds (cows,
birds, etc.) and when I go into a city, I should hear town noises. I hear
none of these. I attach a .sav.
Exit to the Main Menu for the RTW Mod. Start another SP game, this time
RTW 1936 Pacific. Follow all the same steps, except play as Japan.
Same problem with RTW 1936 Pacific.
Exit to the Main Menu for the RTW Mod. Start another SP game, this time
RTW 1939 Europe. Follow all the same steps, play as Germany.
Same problem with the RTW 1939 Europe.
This is not happening to me in other scenarios, or non-scenario SP games.
After I diagnosed this this morning as being common to all the RTW scenarios, I uninstalled BTS (and Warlords too since I'm never gonna play it again anyway). I then reinstalled BTS, but have not yet patched back to 3.13, nor have I tried to install the RTW upgrade pack 1.
My questions: (1) am I the only one experiencing anything like either of these two possible bugs (the late game crashes in the original patch, and the no sounds in the 3.13 patch); (2) is it likely that uninstalling and reinstalling has fixed it? If so, then I'd like to go ahead and repatch to 3.13 so I can (a) start a PBEM with some friends, and (b) install the RTW upgrade pack 1.
Figaro Nov 15, 2007, 12:53 PM I'm getting a problem - when trying to play hotseat games, the game removes control of certain powers after they take their turn. So if for example I start the Europe 1936 scenario with humans in control of Germany, Italy, East Balkan and Finland, they'll all take their first turn as normal, but after Finland's turn is finished it just ends turn and goes back to Finland (instead of cycling through to Germany again) and leaves me playing only as Finland. I'm using the Add-on Pack with BtS v3.13.
BillSeurer Nov 19, 2007, 11:19 PM I am almost done with playing the 1936 scenario (as the Germans, pseudo-historical events) and I ran into one oddity, perhaps a bug. The Italians never joined the war. This made fighting Greece very weird because I had to use paratroops to reach Athens and from there the Greek island and from there on into North Africa.
BillSeurer Nov 20, 2007, 02:52 AM I finished the game where I was Germany and decided to try the Pacific scenario as the US. All was going along until "December" 1941 (actually it was November) and the Japanese declare war on me. Suddenly the cost of researching everything increased dramatically (like 3x or 4x) and it is going to take 37 turns to the next discovery. That's like the rest of the war! It didn't do that for anyone else because I can see the other allies research now. Is this intentional?
BillSeurer Nov 20, 2007, 09:54 PM I finished the game where I was Germany and decided to try the Pacific scenario as the US. All was going along until "December" 1941 (actually it was November) and the Japanese declare war on me. Suddenly the cost of researching everything increased dramatically (like 3x or 4x) and it is going to take 37 turns to the next discovery. That's like the rest of the war! It didn't do that for anyone else because I can see the other allies research now. Is this intentional?
OK, after playing around with this a bit I think it is intentional. It appears that all the allies research efforts are now linked. If I choose the same thing as the rest of my allies the time for all of us goes down. If I choose something else then mine is incredibly long. The cost did in fact go WAAAY up. This is still a bit of a problem because I can't control what the others choose to research and they are doing stupid things like tanks before marines!
Dale Nov 21, 2007, 04:03 AM Yes, the research changes are intentional.
After a while you get a feel for what the other Allies research, and you research everything else before joining the war. Remember, ALL allies research is pooled, including what was researched in the past. ;)
sillyspheres Nov 22, 2007, 07:56 AM Yes, the research changes are intentional.
After a while you get a feel for what the other Allies research, and you research everything else before joining the war. Remember, ALL allies research is pooled, including what was researched in the past. ;)
I think this is a bit overpowered. I am playing as Germany, 1936, historical events. Right now it is April 1941 and I am nearly at the end of the tech tree thanks to the combined efforts of Vichy, Italy, and East Balkans. I have Tigers, modern infantry, advanced subs, heavy artillery, chain reactors, etc. The Soviets seem to be in a similar position as they have heavy tanks, upgraded fighters, etc.
For a while I was receiving 1 tech per turn, provided I researched the same as my allies. Once I realized what was happening, I turned my research from 80% to 0% and the tech pace "slowed" to every other turn or so.
Needless to say this adversely impacts the game play.
Dale Nov 22, 2007, 12:53 PM Sounds like you need a higher difficulty level. ;)
Figaro Nov 23, 2007, 10:44 AM Any feedback for the issues with multiplayer?
Dale Nov 23, 2007, 03:10 PM Yeah, I don't support MP. :p
Sorry.
ZooMan2 Nov 24, 2007, 11:05 AM I have had the same problem with Hotseat where the game cycles through all of the human civs and then chnages to single player mode on the last civ with all others reverting to AI control - where can we go for multi-player support?
Dale Nov 24, 2007, 05:10 PM Officially, RtW is not written for MP. It wasn't when I wrote it for Firaxis, and it isn't in the add-on pack.
Sorry guys.
sillyspheres Nov 24, 2007, 08:03 PM Sounds like you need a higher difficulty level. ;)
While the difficultly does affect research, it does not impact it this much. I was running 80% and getting about 1200 beakers per turn. The techs that cost 10,000 or so were being researched in one turn (I don't think Vichy, Italy, and East Balkans contributed 8000 per turn).
I am playing on Monarch fwiw.
Entrecote Dec 01, 2007, 05:25 PM A research bug repeatedly occurs when I ask my allies to research the same thing. One of them can provide all research points for the current tech. First Norway, now West Balkan. US also did this in the previous game.
This results in us getting one new technology every round. By summer '41 we got modern tanks, modern infantry, modern artillery, jet fighters etc. I will finish the research tree before 1942.
My observation is that this happens with the most recent ally who joins the war, whomever it is, as if they have accumulated a hundred thousand research points while neutral.
Vortex79 Dec 07, 2007, 05:03 AM Playing in open play as the soviets in the Europe 1936 scenario. I have a lot going, already nailed Germany before the end of 1939. Attempting to upgrade to industry level 4 from 3 and the game drops to a black screen with the world turning mouse icon and music only, then finally crashes to desktop and gives me an error in the game core .dll. It occurs the very turn after all 3 turns of anarchy for the upgrade completes. I have a ton of cities, but should be good on memory for processing with a gig of ram an athalon 3000 and 256 mb video ram on twin nividia 660s on a dual core card. No other errors to date, runs smooth as a bell through several other industry upgrades up until this point. Any ideas?
All patches, addons, and updates installed and correctly.
Further testing indicates that the upgrade on industry is only coincidentally related. Soemthing else is going on within the world that is causing a crash. It's not related to my country or its changes at all. I even switched all cities to producing culture in case it a was a production related issue right before I started the upgrade process. The reason I know it's not related to the industry upgrade now is because anarchy had not completed before the same crash occured. I am noticing a lot of diplomatic events occurring before the crash, including a war between Italy and France starting.
At this point, since the event causing the crash is in AI control somewhere else on the board, I can only assume it's doomed to being a scenario that never gets completed.
Emp. Killyouall Dec 08, 2007, 12:12 PM You can control allied research efforts by opening the diplo screen, saying "lets dicuss something else," and then saying "we would like you to research..."
civaddict098 Dec 16, 2007, 10:42 AM For some reason I dont get any sound past the opening movie. what gives?
Dale Dec 16, 2007, 01:25 PM Have you got the full add-on pack? No sound was a problem in the 3.13 BtS patch version.
If you haven't already, download and install the add-on pack and RtW 1.1 patch. :)
keli Dec 23, 2007, 05:29 AM Hello, i have some problem with the mod. I tried to play with my friend through multiplayer, and we cannot choose Hitler--> there was no germany on the list.
Any tips?
(we used 1939-hitler mod)
AAjus[LTU] Dec 26, 2007, 03:00 PM Random historical events. Playing as Italy. East Balkans do not join the axis. It is 1941 december already.
"F2 DEC40: East Balkans join Axis (East Balkans allies with Axis, East Balkans DOW Allies)"
Tboy Jun 14, 2008, 07:27 PM This seems like a bug (as in, an error) - the Germans' heavy tank is slower and costs more than the medium tank, as it should, yet it has the exact same strength. Surely it should be higher?
Horizons Jun 18, 2008, 04:08 AM Could someone be kind enough to load up this savegame and see if it crashes on them? I was playing as the USSR from 1936 with the latest (non-beta) version of Road to War. It all started well but now I get constant CTD. I'm using the same computer to play it that I was using last year. :(
Tboy Jun 18, 2008, 06:16 PM Oddly, I've got the same problem as Horizons now - with the USSR crashing on the first turn. I have no idea why, its just started spontaneously doing it.
Emp. Killyouall Jun 21, 2008, 10:57 PM w/ addon pack 2, I am getting this as China (1936 scen.) in 1937. 1st, my ally (Xinjiang) wont change techs for me, then I clicked on the tech bar (not in the tech screen) and no techs to research popped up. I wnet into tech screen, this pops up:
http://img528.imageshack.us/img528/2725/civ4screenshot0003oc4.th.jpg (http://img528.imageshack.us/my.php?image=civ4screenshot0003oc4.jpg)
Up to about heavy tanks, my techs show up as unresearchable (I kept my already researched techs). I had changed my tech before, but I am not sure what is causing this.
EDIT this had been there before I changed techs, may be a loaded game problem... shows how much I check the tech screen
Tboy Jul 12, 2008, 11:28 AM An issue with the AI. As shown in the screenshot, Italy has still not conquered Albania in 1940, despite Tirana being completely undefended! (Accurate Historical mode, BTW). After checking around using my espionage, I discovered it was largely due to Italy's complete lack of landing craft or paratroopers. Surely the AI should be smarter than this?
EDIT: Further enquiry seems to suggest that the AI never builds landing craft, as both Germany and Italy have none, despite the need to invade Norway and Albania respectively.
Firestorm94 Aug 16, 2008, 10:27 PM uhhh in the ultimate version, on the global scenario, the leader name is shown twice in the diplo screen (see attachment)
also, i think there should be some specification, so Mao stops asking me to help destroy China :lol:
wotan321 Sep 06, 2008, 09:51 AM I am having a CTD while using a modded version of the 3.17 version. It mentions in the Windows error Cvgamecoredll.dll file as the failing file.
How do you troubleshoot this sort of crash? The log files don't tell me much, or am I overlooking something? What log file will point to the file that is having the problem?
It occurs about half way through the tech tree.
Any helpful hints on how to troubleshoot this sort of thing?
wotan321 Sep 06, 2008, 02:45 PM Okay, I downloaded the Windows degbugging tools, and I get this error related to the crash;
IMAGE_NAME: CvGameCoreDLL.dll
DEBUG_FLR_IMAGE_TIMESTAMP: 4862a8c4
FAILURE_BUCKET_ID: CvGameCoreDLL.dll!CvCityAI::AI_updateRouteToCity_c 0000094_STATUS_INTEGER_DIVIDE_BY_ZERO
BUCKET_ID: APPLICATION_FAULT_STATUS_INTEGER_DIVIDE_BY_ZERO_Cv GameCoreDLL!CvCityAI::AI_updateRouteToCity+120b
Followup: MachineOwner
Has anyone seen this before? How do I fix it? Is it something I did?
wotan321 Sep 10, 2008, 07:07 AM Okay. So for all of you out there who have had similar CTDs, dissimilar CTD, or just like reading about Crash-To-Desktop incidents, here is what I did to get around my CTD.
I played this scenario for a few dozen hours only to be greeted with a Crash that I could not move beyond. Since no one responded to my request for help, I had a few days to mull it over and be creative in figuring out a solution.
First, I went out and joined a cult, and got a tattoo. Okay, I didn't really get a tattoo, I hear they can be painful. But I did get one of those iron-on transfers you use on T-shirts. It was from some retro website and says "Keep on Truckin", and I applied it directly to my chest, which I guess in the long run was as painful as a tattoo would have been, but the iron-on was only $3.95 plus shipping, which is much cheaper than a regular tattoo.
So then I decided to try saving my game right before the crash in WorldBuilder, so now its a scenario file. I went back and started the scenario/saved file as a differenct civ for 1 turn, then saved it again in Worldbuilder, and opened it again as a scenario back to my original civ. By doing this, I sort of jumped over the crash, and its playing fine now.
Then, to be on the safe side, I made my parents start calling me "The Moog" and I bought a unicycle.
Then I went back and made these changes to the config.ini file.
AllowScreenShots = 0
SyncInput = 1
D3D9Query = 1
LoggingEnabled = 1
and I visited this old thread.
http://forums.civfanatics.com/showthread.php?t=145238
I hope my suggestions and insights can help others overcome the CTDs they may experience.
I am still not sure if the Windows debugging tools actually pointed out a bug in the cvgamecoredll.ddl file, or if some typo in an XML file I made is the cause. Maybe someday one of you python educated types will know what to make of it.
Karjala Sep 12, 2008, 09:31 AM In Europe and global assault missions after first turn when it asks me to choose which way to play the game starts heavy lag and finally my screen freezes. I cant do else but to boot my computer. This doesn't happen pacific mission or in main game.
My computer:
Intel Celeron 2600 MHz
1024 MB RAM
ATI RADEON 9600
Windows XP Professional
SP3
Direct X 9.0c
Can anyone help me ? I am very desperate with this problem :(
Dale Sep 12, 2008, 02:53 PM If it only happens coming into winter, then it's bitter winter causing it.
You can open GlobalDefinesAlt.xml and change the value for BITTER_WINTER to turn it off.
wotan321 Sep 12, 2008, 08:16 PM I had not noticed that my CTD happened during Winter, but I thought I'd give your suggestion a try. But my GlobalDefinesAlt.xml does not mention winter.
Thanks for the feedback though, I am at a loss and very dissappointed that I cannot play this fantastic scenario. I have put too much time into it to give up yet.
Dale Sep 14, 2008, 02:56 AM I had not noticed that my CTD happened during Winter, but I thought I'd give your suggestion a try. But my GlobalDefinesAlt.xml does not mention winter.
Thanks for the feedback though, I am at a loss and very dissappointed that I cannot play this fantastic scenario. I have put too much time into it to give up yet.
RtW-UE (the last version of RtW) has this flag in that file.
wotan321 Sep 14, 2008, 05:36 PM Thanks Dale. I had started modding an earlier version, and when UE came out I was already too invested to start over.... but I went into the python file and took out all mention of the bitterwinter events. I still get a crash every other turn.
The windows debugging software is no help, it tells me nothing useful. The logs tell me nothing useful, as far as I can tell... which files give a clue?? There is no mention of errors, or failures to load.
I downloaded that CivCheck utility, but so far it hasn't helped much, every once in a while, I can get the game to move from turn to turn... but at least ever other turn, when I end a turn and hit enter to go to the next turn, I get a CTD.
How does one troubleshoot these things?
Buncombe Jan 03, 2010, 01:56 PM I've been playing the most current (non-beta) version of rtw in hotseat mode, playing as both Russia and Communist China. I am playing "free play" mode rather than historical events. All add-ons, patches, and updates are installed correctly.
My problem is with Mao's China: Early in the game, as Mao, I could build various city improvements (as would be expected). After a while, Republican China bombed my one city (Yan'aan) into oblivion, destroying most of the buildings in the city and rendering it nearly useless (at one point, I think it was going to take over 300 turns to build a single artillary), so I didn't even contemplate starting new buildings, and didn't notice when the change came...
Meanwhile, Stalin's Russia was finally able to make peace with Japan, and proceeded to conquer Republican China, gifting most of its cities to Communist China. Unfortunately, none of Mao's cities - including its capital - can build ANY city improvements; not even a theater. As a result, the border towns produce next to no culture, and I am stuck wasting my production on culture in order to gain control of vital land squares rather than units or useful buildings, but this meager amount is agonizingly slow. At first, I just thought this was due to the extremely small size of these cities (1 or 2), but as they grew, nothing changed.
My latest hypothesis on why I can't build city improvements centers on the fact that the majority of Communist China's cities have not adopted Communism. Is this possible? If the majority of a nation's cities have not adopted the state "religion" (communism, etc) does this render all cities, including the capital with appropriate religion, unable to build city improvements? Is there anything I can do to regain this ability?
One other thing. In this game, I have been unable to trade technologies with anyone. The foreign advisor says that all techs are untradeable and techs never come up as tradeable items in diplomacy. Is this a bug?
I love this mod, so I hope someone can help
kiwitt Jan 03, 2010, 02:09 PM Have you tried building propoganda units to spread communism to the other cities.
BTW: I will be working on an updated "Pacific War" scenario later in the year.
Buncombe Jan 04, 2010, 08:16 PM Yes, I just finished and yet there is no change. Mao simply cannot build any improvements. Yet all the other civs I am playing can. This must be some kind of bug, but I'm not sure what triggered it or even at what point in the game city improvements became blacked out. I will try to go back through my saves to try to figure it out, but it may take some time...:dubious:
|
|