Inganno
Jun 18, 2008, 06:09 PM
I am having a huge problem loading a saved game.
It won't let me. The game always crashes.
Any ideas?
It won't let me. The game always crashes.
Any ideas?
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Inganno Jun 18, 2008, 06:09 PM I am having a huge problem loading a saved game. It won't let me. The game always crashes. Any ideas? Civ Fuehrer Jun 18, 2008, 07:28 PM @Inganno Well, there could be a number of problems: Did you by any chance upgrade the game and tried to reload it? Are you on a Giant or Gigantic Map with an incompatible map script? did you have a faulty installation? etc, etc, etc, you get my point... you need to put at least some data about the game, or anyone trying to help won't be able to Maatissi Jun 19, 2008, 03:27 AM I am having a huge problem loading a saved game. It won't let me. The game always crashes. Any ideas? - I'd bet my chips on corrupt save file - something went wrong during the saving process. If this is the case, only solution would be to load an earlier (auto)save. :sad: Inganno Jun 20, 2008, 12:03 AM @Inganno Well, there could be a number of problems: Did you by any chance upgrade the game and tried to reload it? Are you on a Giant or Gigantic Map with an incompatible map script? did you have a faulty installation? etc, etc, etc, you get my point... you need to put at least some data about the game, or anyone trying to help won't be able to Scratch faulty installation and upgrading complications, I've checked that already. Scratch the map issue, I'm playing the map that comes with RoM. I didn't include data, because I didn't see much of a need to... If it were a problem with the installation, etc., then I should have had problems in-game... I was wondering if it could be something wrong with, not how I installed the files, but the files themselves. If I could have input from others who have had this problem, that would be great. Civ Fuehrer Jun 20, 2008, 01:37 AM - I'd bet my chips on corrupt save file - something went wrong during the saving process. If this is the case, only solution would be to load an earlier (auto)save. :sad: in that case, :agree: why don't you upload the save file and let others check it out. It might also be that the save file is too big... earthwulf Jun 20, 2008, 11:34 AM I keep getting a CTD every time I try to start a new game... I'm taken it out & reinstalled, I've usedKalimakhus' Revolution & DCM addon for RoM 1.0.x, I've taken it out, I've tried various map sizes... Since I'm no tech person, not sure what info you'd need to be able to help out. I've patched to 3.17, too... Any help would be appreciated; I played this mod a couple of times a few months back and I enjoyed it immensely. Kalimakhus Jun 20, 2008, 11:43 AM RoM is not updated to work with 3.17 yet. You can try to install RoM2.12 and remove the CvGameCoreDLL.dll file (or rename it). This may get it to work. Don't however install RevDCM as it won't work with 3.17. earthwulf Jun 20, 2008, 11:58 AM Thanks Kalimakhus! The min reason I was going to play this mod again was to check out your addon, heheh. JosEPh_II Jun 20, 2008, 08:05 PM Well guess RoM2.12 is on the shelf then. :( JosEPh RobO Jun 21, 2008, 12:50 AM I get CTD's now as well. I haven't had those before with RoM or any of the addons. I use RoM 2.12 + the RevDCM addon. I'm usign a Standard map (Islands IIRC) - I usually play Small maps, but I just got an extra 1G RAM. The crash is repeatable. Just end the turn on the enclosed save and you will get it. The log file is from loading this save and hitting end turn - no other action was done. Edit: The larger Logs zip goes a few turns back - I don't know if it's useful. And I should add that memory usage wasn't the problem. I had Windows task manager running, and the total pagefile usage didn't exceed 1Gb - I have 2Gb RAM. Civ Fuehrer Jun 21, 2008, 02:11 AM Not saying Kalimakhus did a bad job or anything, but I find that i get those crashes too whenever i play RevDCM:cry: RobO Jun 21, 2008, 02:14 AM Well, merging that stuff is a complex operation. I'm glad that he takes on the job. It's just a matter of finding the cause(s) of the crashes. JosEPh_II Jun 21, 2008, 04:51 PM RoM is not updated to work with 3.17 yet. You can try to install RoM2.12 and remove the CvGameCoreDLL.dll file (or rename it). This may get it to work. Don't however install RevDCM as it won't work with 3.17. Kali, which CvGameCoreDLL.dll. In the main assests folder? :confused: help! JosEPh :religion: Kalimakhus Jun 21, 2008, 06:39 PM "mods\Rise of Mankind\assets\CvGameCoreDLL.dll" i.e. the one inside the mod itself. It is the part of RoM that is not compatible with 3.17. Of course this won't work with RevDCM add-on. It would work only with a stand-alone RoM2.12. JosEPh_II Jun 22, 2008, 02:19 PM Works now. Thank you. JosEPh :) pat4 Jun 24, 2008, 08:24 AM Hey i read through the first few pages of this thread and couldn't find a solution to the ctd problem. I start any map and it begins to load but when the green barr is about one quater of the way there it just crashes straight to desktop. Any help would be gratefull and your mod sounds amazing. Potatosfool Jun 25, 2008, 01:03 PM This was a duplicate post thing Potatosfool Jun 25, 2008, 01:04 PM I need some help! Whenever I load the mod It seems fine showing all the options (play game, load game, etc...) but when I fill out all the options for my game it just crashes and gives me an error report. I tried every possible game combination and I get an error that shuts off the game. (tried gigantic and tiny both crashed) Please someone help I really want to play! I think this is the same problem Mr.Johnny had. If someone could help that would be great. Thanks:) highlander668 Jun 26, 2008, 12:45 PM Hi, I just started playing this mod and it's great. I noticed something odd though. I started a hotseat game and as of yet we can't trade resources. I could trade resources in my single player games just fine. I don't actually know which tech you need to trade resources (I couldn't find that info in the civlopidea it might be missing), but we both have alphabet and can trade techs but not resources. Is this a bug or am I just stupid and missing something obvious? JosEPh_II Jun 26, 2008, 06:20 PM Zappara has stated that the mod has only been tested for SP. So playing MP it can have problems. Something to do with how MP is programmed. JosEPh sw99 Jun 28, 2008, 01:48 PM I'm getting no interface bug again with 3.17 and 2.20, no other addons installed. The cvpath file doesn't seem to do anything for me, but it wasn't required for me before the new patch either. I looked into the code and it seems to just look for civ complete in registry? I have just regular civ4 and bts in registry and their installdir entries are fine. I'm running vista 32bit and have redownloaded the full 2.2 twice to make sure. Oh and interface is fine in normal BTS so I dunno what to think :/ (like I could play vanilla BTS after these mods!) 0100010 Jun 28, 2008, 02:16 PM Are you using Vista? I had a no interace bug and had to fix it by editing some python files see this post: http://forums.civfanatics.com/showthread.php?p=6924868#post6924868 However that was using the Rom 2.1 w/ RevolutionDCM & BTS 3.13 zappara Jun 28, 2008, 02:47 PM The cvpath file doesn't seem to do anything for me, but it wasn't required for me before the new patch either. I looked into the code and it seems to just look for civ complete in registry? I have just regular civ4 and bts in registry and their installdir entries are fine.the default CvPath.py actually checks from which folder the BtS executable is launched and uses this info to locate the mod folders, it doesn't check windows registry. In folder 'Rise of Mankind' there's RoM 2.0 CvPath.zip which contains older version of CvPath.py file that actually looks BtS install location from windows registry. You can try overwriting the default CvPath.py file with the one found in this small zip file. It might fix the problem or it might not. sw99 Jun 28, 2008, 03:03 PM Sorry if I wasn't clear enough, I meant to say I tried swapping the cvpath files in the iniparser folder but it didn't help. I even tried what someone else mentioned on here about putting it in the python folder too but same deal. Edit: I also tried editing it as suggested two posts up but no change. Have reverted back to the original. zappara Jun 28, 2008, 03:10 PM @sw99 Are you by any chance using any other language setting than English in BtS at the moment? That's another cause for missing UI problem. Mod works properly on English setting. I can't think of any other reason now why it's not working right for you. sw99 Jun 28, 2008, 03:47 PM Nope, definately English, I set it to french and then back to english to make sure but nope. Been snooping around and found the python error log which may help, I don't know. sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale' , '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\co lourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ed itor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\fl oatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ma sked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mi xins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\og l', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tes ts', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM'] sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>} sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport') load_module CvEventInterface load_module CvUtil load_module traceback load_module CvCustomEventManager load_module CvEventManager load_module CvScreensInterface load_module CvMainInterface load_module ScreenInput load_module CvScreenEnums load_module time load_module CvConfigParser load_module ConfigParser load_module CvPath load_module _winreg load_module CvModName Install dir: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword Application Name: Beyond the Sword Install dir: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword Application Name: Beyond the Sword load_module GodsOfOld load_module CvDomesticAdvisor load_module CvTechChooser load_module CvForeignAdvisor load_module math load_module CvExoticForeignAdvisor load_module IconGrid load_module DomPyHelpers load_module PyHelpers load_module TechTree load_module CvBUGMilitaryAdvisor load_module IconGrid_BUG load_module UnitGrouper load_module CvFinanceAdvisor load_module CvReligionScreen load_module CvCorporationScreen load_module CvCivicsScreen load_module string load_module CvVictoryScreen load_module CvEspionageAdvisor load_module CvOptionsScreen load_module CvReplayScreen load_module CvHallOfFameScreen load_module CvDanQuayle load_module CvGameUtils load_module Popup load_module zCivics load_module CvUnVictoryScreen load_module CvDawnOfMan load_module CvTechSplashScreen load_module CvTopCivs load_module random load_module CvInfoScreen load_module CvIntroMovieScreen load_module CvVictoryMovieScreen load_module CvWonderMovieScreen load_module CvEraMovieScreen load_module CvSpaceShipScreen load_module CvPediaMain load_module CvPediaScreen load_module CvScreen load_module CvPediaTech load_module CvPediaUnit load_module CvPediaBuilding load_module CvPediaPromotion load_module CvPediaUnitChart load_module CvPediaBonus load_module CvPediaTerrain load_module CvPediaFeature load_module CvPediaImprovement load_module CvPediaCivic load_module CvPediaCivilization load_module CvPediaLeader load_module CvPediaSpecialist load_module CvPediaHistory load_module CvPediaProject load_module CvPediaReligion load_module CvPediaCorporation load_module UnitUpgradesGraph load_module CvWorldBuilderScreen load_module CvWorldBuilderDiplomacyScreen load_module CvDebugTools load_module CvDebugInfoScreen load_module CvMapGeneratorUtil load_module CvGFCScreen load_module CvPopupInterface load_module CvScreenUtilsInterface load_module CvScreenUtils init-ing world builder screen load_module CvWBPopups load_module CvCameraControls load_module CvAdvisorUtils load_module pickle load_module CvEnhancedTechConquestEventManager load_module EnhancedTechConquest load_module CvAlertManager load_module SettlersEventManager load_module Civ4lerts PY:OnInit load_module CvAppInterface eptv Jun 29, 2008, 02:18 PM Hi! Windows XP Prof. SP3; latest DirectX. None of CvPath.py helped to show UI with RoM 2.2. same as sw99 problem. Please help, and what other info can we send to You to help solve this problem? P.S. Sorry! Im stupid! It was Bts 3.13 instead of 3.17. There is no more problem with RoM 2.2 UI on my pc after latest patch install . Preytor Jul 01, 2008, 07:27 AM Not sure where I should mention this... I get a CTD everytime I try to complete The Manhattan Project. The Manhattan Project shows no icon, and the civopdia is empty on it. I'm pretty sure everything else is fine, it's just the The Manhattan Project is missing stuff and my game can't deal with it. What can I do? Please help me. I'm using ROM+ REVDCM + NAM. EDIT: Never mind. It's definitely NAM messing up The Manhattan Project. I've posted more in that thread... Juni Jul 02, 2008, 11:48 AM The UI isn't showing for me. I have Windows XP Home Edition, BTS v. 3.17, English version. I tried overwriting the .py file-doesn't work... Bezhukov Jul 03, 2008, 09:16 PM Sigh, another CTD. Almost finished this one. Maybe the problem is playing Deity causes the AI to build too much stuff.... Latest Version. Standard Map. No customization. Some other thoughts: River Port should be available with Trade to accord better with history and give it a longer life. Maybe also add some science benefit to it (cheaper Uni?), as universities tended to pop up near river ports before roads were safe. More stuff like Paved Roads/Artesan Well. The more each resource can be made strategic, the better game play, including better replayability. sickre Jul 03, 2008, 09:22 PM Still getting the 'no HUD bug' :-( I used the extra file that came with the download. code32 Jul 04, 2008, 09:06 AM Mistake when making the city by Colonist At plays through Internet (Direct connect IP). If one of the players creates the city at Colonist, show the following inscription: The game has gone Out Of Sunc. Please check OOS values (next to scores). The player with different values should reconnect in order to resync. The Problem to manage "crudely" solve the having deleted special abilities of the colonist. Poshu farewells for mistakes in writing, I do not know english. I use translator. zappara Jul 04, 2008, 09:19 AM @code32 Out of Sync error is known issue in multiplayer mode. At the moment there is no way to make Colonist or Architect work correctly in multiplayer game (with preset buildings). However, just like in your posted SettlersEventManager.zip it's possible to disable special features of those units so they work in multiplayer too - but new cities built with Colonist or Architect don't start with preset buildings then. strategyonly Jul 05, 2008, 02:56 AM EDIT: nevermind, i changed a few python files with # in front and i just changed them back, and now works, sorry. Aden Jul 05, 2008, 10:35 AM Hi Zappara, your mod is just the greatest ! thanks for it :thumbsup: Hi everybody else... I have a problem, if currently playing i try to load a saved game :each time i got a "memory allocation failure" message during the loading and the game close. If i want to load a saved game i need to close BTS/RoM and launch it again. (and sometimes the game crash and i go directly to dekstop.) I check on other threads but i do not find answers to fix this problem. I have a p4 3ghz win xp sp2, ram 3gb, radeon 3600 - i play with the bts 3.17 and RoM 2.2 i do not understand why i got this problem, is there any config/patch to get ? Is there anybody who got the same problem ? thanks for any help ! zzz SHADOW-XIII Jul 05, 2008, 10:48 AM No UI at all, not even with alternative CvPath :( not even a single button :/ Windows Vista Home Premium [ENG], SP1 Beyond the Sword [ENG], 3.17 Mod 2.2 with multiplayer fix zappara Jul 05, 2008, 10:51 AM @Aden Memory Allocation Failure is common error in late games when you know most of the map and there's plenty of stuff going on, the bigger maps you play on the more likely these errors are going to happen. The error is caused by Civ 4 game engine (not the mod). You might want to check Slyflyer's thread: I Fixed The Maf Error... Here Is How!! (http://forums.civfanatics.com/showthread.php?t=224178). Basically it's little modification to Windows which allows it to use more than 2GB memory. Bezhukov Jul 05, 2008, 12:40 PM Got the nuclear fallout again, this time 1200AD (Marathon, industrial era). I think its trying to do global warming, as I have extensive unhealthiness. Changing tiles to desert. Suggestion: No pillaging for Galley (reserved for War Galley/Trireme), for flavor/balance. Recently had my capital nets barb-pillaged before I'd even gotten to Weaving (Marathon). Rarely worth it to research Naval Warfare, as it is more expensive than Seafaring and doesn't buy you that much. zappara Jul 05, 2008, 06:49 PM @Bezhukov Apparently it's caused by the new BtS Global Warming features which were added in v3.17 so it's not mod bug. :) I'll have to check if the default BtS values are suitable for RoM since the mod adds lots of unhealthiness to various places. Bezhukov Jul 05, 2008, 11:37 PM @Bezhukov Apparently it's caused by the new BtS Global Warming features which were added in v3.17 so it's not mod bug. :) I'll have to check if the default BtS values are suitable for RoM since the mod adds lots of unhealthiness to various places. Frequency isn't that bad, its just the turning to desert which is major hit for RoM. Been noticing that civic changes are always redded out even with friendly civs in the diplo screen. One exception: peace negotiations. With Free Market nerfed, AI's are sitting in Mercantilism (until Enviro or State Property). With all the trade routes in RoM, this kinda takes the fun out of things, while also making the AI even slower in tech progress. Looking forward to the Colonization thing, but AI teching (and starving themselves) issues need some love too. RobO Jul 06, 2008, 01:04 AM @Bezhukov Apparently it's caused by the new BtS Global Warming features which were added in v3.17 so it's not mod bug. :) I'll have to check if the default BtS values are suitable for RoM since the mod adds lots of unhealthiness to various places. Actually, there are examples of people creating local ecological disasters quite far back in human history. So it may not be that unrealistic (depending on how it works, I haven't seen it happen). The effect could well be to make a patch of land uninhabitable for a while. zappara Jul 06, 2008, 07:04 AM Frequency isn't that bad, its just the turning to desert which is major hit for RoM.Don't know why they (Firaxis) took the most simple route to implement global warming. I mean land doesn't just turn to desert immediately. It should be more gradual change: If square doesn't have forest/jungle then grassland first turns to plains, then plains turn to desert. Flood plains shouldn't change at all because it's the river that floods and brings more fertile soil to that square, but rivers should be able to dry out completely due to global warming and if that happens then also the flood plains would vanish. Global warming should also boost forest/jungle growth since there's more CO2 in the air for the trees to use, in BtS global warming removes forest/jungle from squares which is just the opposite what would actually happen - human is the reason why forests vanish, not global warming. arkham4269 Jul 06, 2008, 02:44 PM I have mentioned before on other bug threads that I keep getting this issue where I'll be playing and usually right after I've hit "end of turn" right before my turn comes up after the AI is through computing all of the AI civ's turns I'll get this: File:\main\Civilization4\SDKs\Gamebryo2_0\NiDX9Ren derer\NiDX9SourceTextureData.cpp.Line:321 This error message is followed by a Runtime error for the basic Civ.exe. I've noticed that in this thread others have gotten this error, with only the Line# at the end being different. I have done everything I can. I've update Direct-X, I've updated my ATI Mobility Radeon card as much as I can and often times, I turn the graphics down to the minimum which used to help, but doesn't seem to anymore. I'm wondering if it might have something to do with the fact I have a full keyboard laptop (with 10-key pad) since some older games freak out over this. I'm using fully updated Windows XP so I know it isn't a Vista issue. While playing the Fall From Heaven Mod, I used to get this error when there was a lot of Burning Sand in the game (very graphic intensive), but now I get it halfway through a game with Hell Terrain turned off. Today, I had it happen for the first time in a Rise of Mankind game, standard size, graphics set to low and the game was at the 1840's time frame. As I said, previously I'd just get this error playing either Fall From Heaven or Fall Further. I just finished a game with the new BtS 3.17 Next War mod and I had no problems. So it was a bit of a shock to find it happening in Rise of Mankind. In reading these CivFanatics forums, I've seen that often times a code used early in a mod will cause problems later in the mods build. Is it possible that something got written that now isn't needed and causing problems? When I first started playing FfH around build 2.02-ish, I never had this problem but now as the mod changes, the crash is happening earlier and earlier and I don't think it's just my system not being able to handle the game. Please, any help will keep my forehead in good health so I can stop banging it against the desk after trying to get this to work! JosEPh_II Jul 06, 2008, 03:38 PM arkham4269, Now that I see your post I do remember turning the Graphics settings down to medium from High. There was something else I turned off. I'll have to look at my Graphics settings again. Hope this gets sorted out as I think you'll find RoM to be an attention grabbing Mod. :cool: JosEPh :) arkham4269 Jul 06, 2008, 03:49 PM arkham4269, Hope this gets sorted out as I think you'll find RoM to be an attention grabbing Mod. :cool: JosEPh :) Oh don't worry, I've been playing this since Civ III Double Your Pleasure and then Rise & Rule. I pretty much never play the vanilla Civ; it's either RoM or Fall From Heaven. Well until they get the Alpha Centauri "Planetfall" mod working and all the Final Frontier mods (like B-5 & Star Trek) get working more to my liking. Well since I've been having all of these problems with my BtS so I figured I'd do what everyone seems to do, re-install and try again. When I do I get this. Feature Transfer Error Component: Warlords Component File: E:\data2.cab Error: Cyclic Redundancy check ...and the installation crashes at this point. So I uninstalled Warlords, reinstalled, patched with the up to date Warlords patch and then tried again. Same problem. I already have PTSD from combat; I can't take this . .. .. .. . as well. UPDATE: I uninstalled Civ 4, patched to Final, uninstalled Warlords, patched to Final and I still get this error. I get it at the same place too. C:\Civ4\BeyondTheSword\Assets\Art\Movies\Intros\BT SIntroFinal.bik Paktu Jul 07, 2008, 02:07 AM Hello there, I recently installed this mod (very impressed, btw) and anytime I try to load a saved game while playing I get a message saying "memory allocation failure" and then a CTD. The one time I can load saved games ok is when I'm first starting the mod and loading the saved game for the first time. I can't find anything about this issue while looking through this forum. Any ideas? Is there any more info I should provide? Edit: I read through this entire thread and it looks like Aden is having the same problem as me. The thing for me is that it doesn't have to be late game, loading a new game (or even regenerating the map on the first turn!) will always cause this crash. I tried setting my boot ini to 3gb but this makes the game freeze (though not actually CTD) while loading. tyranny12 Jul 07, 2008, 11:50 PM I read earlier that the railroads not adding production/commerce to towns on down was fixed in 2.0. From what I can tell, it's still (not) happening in 2.2. Anyone else encounter that? SHADOW-XIII Jul 08, 2008, 04:20 AM No UI at all, not even with alternative CvPath :( not even a single button :/ Windows Vista Home Premium [ENG], SP1 Beyond the Sword [ENG], 3.17 Mod 2.2 with multiplayer fixthat's fixed. I am ashamed - I completly forgot to actually install the 3.17 patch :blush::mischief: tyranny12 Jul 08, 2008, 10:09 AM I read earlier that the railroads not adding production/commerce to towns on down was fixed in 2.0. From what I can tell, it's still (not) happening in 2.2. Anyone else encounter that? Tried to post the below update last night, but the forums appeared nonresponsive. As a followup - a lot more things were funky. Are these features I don't know about or is something messed up? I pulled the below from turn 440 of an epic, huge game. 3.17, current RoM. Chart - production values from different setups. Didn't have the missing ones in the savegame in question. Key: Plains/Grassland? Hill/Flat? Forest/No? Impr Road/Rail? Actual Calculated P H No SM R 5 5 P H No SM RR 5 6 G H Yes SM R 5 5 G H Yes SM RR 6 6 G H Yes SM+Iron R 7 8 G H No SM R 4 4 G H No SM+Sulph RR 4 5 G F No V R 1 1 G F No V RR 1 2 P F No SM+Cp R 7 6 P F No M+Iron R 5 5 P F No SM RR P H Yes SM R 6 6 P H Yes SM RR G F No SM+Gems R 2 4 G F No SM RR Food/prod/commerce values from towns and villages: Villages (Financial Leader, Printing Press, US) Status Plains/Grass FW Road/Rail Actual Calculated V G N R 3\1\6 3\1\6 V G N R 3\1\6 3\1\6 V G Y R 4\2\7 3\1\6 V G N R 3\1\6 3\1\6 V G Y R 3\1\7 3\1\7 V G Y R 3\1\7 3\1\7 V G N RR 3\1\6 3\2\7 T G Y R 4\3\8 3\2\8 T P Y R 3\4\8 2\3\8 V P Y R 3\3\7 2\2\7 T G Y R 3\2\8 3\2\8 T G N R 3\2\7 3\2\7 V P N R 2\2\6 2\2\6 T G Y RR 3\2\7 3\3\8 T G N RR 3\2\7 3\3\7 T P N RR 2\3\7 2\4\7 In most circumstances I found multiple cases of each one. Some other misc things: At some point my food requirements shifted to 3 per pop. Is that normal? My map gen'd with no gold or rice. Some other odd things: Hills/Grassland/SM/FW/Road – 2/4/3 Hills/Grassland/SM/FW/Road – 1/4/1 Aden Jul 08, 2008, 05:47 PM MAF with RoM (same issue than Paktu...) Thanks Zappa for your advices, I read the full tread recommended and also connected treads (http://forums.civfanatics.com/showthread.php?t=225205)... i downloaded the explorersuite.exe and check in the bts.exe file, but it was ok. The /3gb fix in the boot.ini file seems to be the best solution for winxp pro....but aargh i got xphome :(! (it also seems to be fixed for vista...) so i think i could not play the RoM mod with huge map (my savefile is 1,6gb - 1850), I also stoped the blue marble pack and decrease grahism level. even with 1 gb more, i do not know if it will fix the MAF... may be next time... you got the mod , i need a machine !:badcomp: (if someone got a solution for me, i'm still open to see) zzzz zappara Jul 09, 2008, 09:08 AM Hello there, I recently installed this mod (very impressed, btw) and anytime I try to load a saved game while playing I get a message saying "memory allocation failure" and then a CTD. The one time I can load saved games ok is when I'm first starting the mod and loading the saved game for the first time. I can't find anything about this issue while looking through this forum. Any ideas? Is there any more info I should provide? Edit: I read through this entire thread and it looks like Aden is having the same problem as me. The thing for me is that it doesn't have to be late game, loading a new game (or even regenerating the map on the first turn!) will always cause this crash. I tried setting my boot ini to 3gb but this makes the game freeze (though not actually CTD) while loading.I'd assume Civ doesn't clean up memory correctly when you load a save game while playing and you'll run into meory allocation failure if the saved game requires more memory than there's currently available. Basically you have 2 games in memory at one time: current game and just loaded save. This is just my guess, I do not know for sure how the game engine handles these situations. MAF with RoM (same issue than Paktu...) so i think i could not play the RoM mod with huge map (my savefile is 1,6gb - 1850), I also stoped the blue marble pack and decrease grahism level. even with 1 gb more, i do not know if it will fix the MAF... may be next time... you got the mod , i need a machine !:badcomp: (if someone got a solution for me, i'm still open to see)My advice to someone else to similar problem was to try smaller maps first with fewer civs and increase settings for each game by one. Once you get MAF, you'll know what the maximum settings are for you. Huge or bigger maps require high end computer. Graphics card with 512MB is also recommended instead of 256MB card. RoM has several hundred new units and many new building graphics so having most of them loaded in late game requires lot of memory. Running other mod components with RoM might cause problems as well (even those in custom assets). I read earlier that the railroads not adding production/commerce to towns on down was fixed in 2.0. From what I can tell, it's still (not) happening in 2.2. Anyone else encounter that?Checked from civilopedia and production values are same for roads/railroads in those improvements. What might make the difference is the civics you choose - some of them effect different improvements. @tyranny12 Check also what civics you are running, some of them change the effects of towns/villages etc. Also it's possible that some events add extra bonuses to some plots. Bezhukov Jul 09, 2008, 01:46 PM @Bezhukov Apparently it's caused by the new BtS Global Warming features which were added in v3.17 so it's not mod bug. :) I'll have to check if the default BtS values are suitable for RoM since the mod adds lots of unhealthiness to various places. Any tips for a quick fix? I've got a nice Deity, Small, Archipelago game going, and since I drew a start with no rivers, I can't afford to lose any tiles. It's bad enough that I've lost two towns three times in one game to the same volcano event (needs to be adjusted for marathon), but I can rebuild those - desert tiles are bad news. BTW, I do have about as many ice/tundra tiles as I do plains/grasslands - why don't I get some of those "warming up"? I've noticed that aside from river forest tiles, railroads are now largely a waste of time - how about a commerce boost for farms/pastures, as railroads reduce spoilage on the way to market? NooneLifes4ever Jul 09, 2008, 02:06 PM I just installed revolutiondcm 2.12 and NAM 2.1x, with fixed Manhattan Project, but I still keep gettin CTD whenever I reach the modern ages. Once I wait for next turn, the game crashes. It even happens when I start the game in late ages. I added some modern units myself, but I have already tested them, and there is nothing wrong with them. I've added a savegame where I keep getting this CTD, where I have made a huge civ just to provoke it, but I can't figure out the reason. Hope some of you guys, who are way smarter than me at this know what to do, 'cause this is the greatest mod ever. Sto Jul 09, 2008, 02:23 PM There is a bug in the Multiplayer Fix at the import of SettlersEventManager : (PythonErr2.log) load_module SettlersEventManager Traceback (most recent call last): File "<string>", line 1, in ? File "<string>", line 52, in load_module File "CvEventInterface", line 16, in ? File "<string>", line 52, in load_module File "CvCustomEventManager", line 23, in ? File "<string>", line 35, in load_module File "<string>", line 13, in _get_code File "SettlersEventManager", line 20 def _addBuilding(pCity, szBuilding): ^ IndentationError: expected an indented block You should also comment these two lines. If not the code expect for some code after : class SettlersEventManager: def __init__(self, eventManager): eventManager.addEventHandler("cityBuilt", self.onCityBuilt) def onCityBuilt(self, argsList): 'City Built' city = argsList[0] # pUnit = CyInterface().getHeadSelectedUnit() # if pUnit: # RoM 2.2 multiplayer fix # All additional buildings removed for multiplayer fix # this effectively removes special features from Colonist and Architect The OOS comes from the pUnit = CyInterface().getHeadSelectedUnit() with the original file. Since it is different for each computer, the game goes OOS. Tcho ! aender Jul 09, 2008, 09:29 PM just finished a snail large game using the asynnians, think i spelled close to right, and the only bug i found was when i built knights i had no icons or command buttons for them...whenever i was "on" them it showed the icon and commands for the previous unit type i was on...wasn't that big a deal just kept a horse archer in each grp so i could use em and all but well thats only bug i found...btw won it with a space race vic and was researching ft # 29 and that was only bug so good job Kalimakhus Jul 10, 2008, 07:10 AM The issue reported by aender is usually caused by bad 3D graphics of the unit (It prevents displaying the unit's model in the lower left corner of the main interface and interrupts displaying control buttons). Replacing the graphics files or linking the unit to a different art_define should solve the problem. zappara Jul 10, 2008, 10:40 AM Seems there's some issue with african style knight and PlotListButtons - checked logs after trying to use this unit and there's this error message: File "CvScreensInterface", line 720, in forceScreenRedraw File "CvMainInterface", line 921, in redraw File "CvMainInterface", line 1266, in updatePlotListButtons RuntimeError: unidentifiable C++ exception ERR: Python function forceScreenRedraw failed, module CvScreensInterface I compared the plotlistbutton python section with the one in BUG mod and they're the same except on points where I use my variables and BUG's version gets config variables with its own method. So for the moment I don't know why the screen redraw fails with this unit. Graphically the unit seems to animate just fine. Kalimakhus Jul 10, 2008, 11:08 AM It is not python related otherwise it would have been consistent along different units. Python code has nothing to do with rendering 3D models or 2D images to the screen it just prompt C++ code to do so. The C++ exception was triggered because of failing to redraw the unit's image into the bottom left corner, which happens right before rendering the plot list and is prompted by the forceRedraw call that happend to be within updatePlotListButtons. Any other function that calls forceRedraw while this unit is selected will trigger the same exception. zappara Jul 10, 2008, 11:24 AM Thanks for clearing that up Kalimakhus - I guess I'll have to disable those graphics or find new african knight unit. Kalimakhus Jul 10, 2008, 01:52 PM If you have Varietas Delectat 3.6 you can find at least one good African Knight. In general this pack has a lot of nice unit graphics. Mister Giggles Jul 10, 2008, 04:13 PM Encountered a rather consistent crash to desktop that seems able to occur in every era (Happens more in later eras) on RoM 2.2. I've uninstalled then reinstalled the game (Both Civ IV and BTS) to ensure a bad CivIV/BTS file wasn't the cause, then put in a fresh copy of RoM 2.2. I've attached the save that crashes one turn before it does so, along with log files. It's on a standard sized Pangaea Map, and set in options to start in the Modern Era - as it seems to occur with almost 100% rate in this era. Needless to say it's a bit of a game killer. :D Note the save exists only for the purposes of burning through the turns to get to the crash - thus why I have just one little worker on Deity. :D As no one else has experienced this (Something so...naughty should be pop up more than with one person), I will say I use Vista. Normally it shouldn't be important, but some mods have something written just so that causes the game to crash on Vista (Overlord had this problem). Anyway, thanks for any help you can provide. I feel no desire to play the game until it's fixed, one way or another. D: zappara Jul 10, 2008, 04:27 PM If you have Varietas Delectat 3.6 you can find at least one good African Knight. In general this pack has a lot of nice unit graphics.Yeah, I have varietas delectat - swapped african knight unit graphics and it started working correctly so this will be fixed in next patch. zappara Jul 10, 2008, 05:18 PM @Mister Giggles Seems it does crash on that save. I couldn't find yet anything wrong with it - according to logs there was some AS3D sound define missing which I investigated. Nothing in the mod references to that sound define so it was bit odd, looks like there's sound bug in BtS 3.17. Anyway, I fixed it for the mod and tried again and crash again. On 3rd try I added one worker unit to one civ and could get pass the turn - so I'm puzzled what causes ctd if nothing is changed on first turn. I went through cities and checked their buildings, some cities already had the buildings that other cities were just building so those can't be the cause of ctd. Adding that one worker unit may have changed AI behaviour for that civ, so maybe there's some bug in AI which might be hard to track down since I don't do SDK modding (and it sounds like bug in BtS). tyranny12 Jul 10, 2008, 05:37 PM Checked from civilopedia and production values are same for roads/railroads in those improvements. What might make the difference is the civics you choose - some of them effect different improvements. @tyranny12 Check also what civics you are running, some of them change the effects of towns/villages etc. Also it's possible that some events add extra bonuses to some plots. Yea I listed everything (civics, techs) I had that has an effect at the time, and factored in techs to. What I didn't factor in were the canals and dikes - however to my knowledge they don't affect railroads or commerce. And the railroads are still very odd, as are the non-FW tiles. Railroads are having effect on *some* things... just not all. However, at this point I'm willing to pass it off as a messed up game/map. I leave for two weeks tomorrow and when I get back, well, I won't have time to play for four months, so by that point everything will be different (and maybe I'll finally resurrect my FFH modmod instead - your mod was inspiring.) Mister Giggles Jul 10, 2008, 06:13 PM Zappara, I've done testing using a similar format with just plain old BTS to see if the problem occured, but it did not. It could be the AI is choking on something ridiculously specific/obscure to/in your mod (As in, stupidly hard to find and fix)... I'm also using the 0.19 unofficial patch by Solver...could it be possible it introduces some kind of incompatability with RoM (As it works fine with vanilla BTS)? Though if you're using it as well... zappara Jul 10, 2008, 06:35 PM Checked the assets folder and didn't have Solver's dll or any other dll on my RoM 2.2 version on which I ran the tests. So I was using just normal BtS DLL. Mister Giggles Jul 10, 2008, 07:23 PM So it crashes on both... Bah. :( Why am I lucky sop that always run into these bugs? I swear, every bug that this game has I've encounterd in spades... Anyway, if you can find anything and stop the crash, great. If not, don't worry about it too much. I just can't play RoM (And in a greater sense, Civ IV). :\ Edit: I've tested out several other mods, and none of them have this sort of crash. Bezhukov Jul 11, 2008, 08:32 PM The AI won't trade Salt even when friendly and having extra ("don't like you enough") The AI will give away Dye/Incense and won't trade anything for it. Mister Giggles Jul 12, 2008, 01:13 AM Assuming it's perhaps something to due an event, I kept saving before a crash, going back and adding in a unit to prevent it. That plan went tits up when it began crashing every other turn before crashing no matter what I did, followed by the blue screen of death. D: Why do I fail so much. :( 0100010 Jul 12, 2008, 09:47 PM Double check the tech order for Great Prophets. I seem to recall being able to pop meditation before monotheism, whose prereq order is now reversed for RoM. Edit the feature and resource info so that it is possible for map scripts to generate forests/jungles on top of minable and quarryable resources. The Civopedia info for City Planning still says it enabled Hanging Gardens, even though now you only need Dualism for it. RobO Jul 13, 2008, 12:28 AM Double check the tech order for Great Prophets. I seem to recall being able to pop meditation before monotheism, whose prereq order is now reversed for RoM. Also, when you get into the 1900's they can pop strange stuff like Motorized Transportation (and several other things). Motorized Transportation might help in a Holy War, but other than that I fail to see the connection to religious issues. ggalindo001 Jul 13, 2008, 11:54 AM Zappara, I have been getting CTDs pretty consistently in the Modern age. This is occurring in both plain RoM 2.2 and RoM 2.2 + the RevolutionDCM addon. The link below goes through my experiences with the addon...but I am having similar issues with standalone RoM2.2. http://forums.civfanatics.com/showpost.php?p=7029323&postcount=264 (http://http://forums.civfanatics.com/showpost.php?p=7029323&postcount=264) I started a game at the Modern age, pretty light settings (7 civs, low graphics settings, standard map size, normal speed), and within about 30 turns, I got another CTD. The above post goes through many of the specs that I have been running/testing this mod on...with consistent errors. Any thoughts? I really love this mod, as a stand alone and with RevolutionDCM.....the best I have played....so I am frustrated that I cannot get through a full game. I'm attaching the autosaves leading up to the latest CTD. UPDATED--The autosaves are in the other posting...please look on that post for the autosaves. Mister Giggles Jul 13, 2008, 02:38 PM Oh man, I've been getting the same thing! I'm finally not alone!! Bezhukov Jul 13, 2008, 03:23 PM Unfortunately, you're not close to alone. ggalindo001 Jul 13, 2008, 03:29 PM Good....I was starting to think that somehow I was the problem which is why I posted. :) It is a shame because this is the best mod bar none -- and when merged with RevolutionDCM.... Hopefully a fix can be found. Any workarounds that you have found? jackehehe Jul 13, 2008, 04:26 PM reporting two bugs: When playing customgames the mod sometimes fails to load the maps and instead of getting what you wanted (pangea map, terra, earth, continents whatever, I've tried many, problem still occurs occasionally on every one of them) you get this map below: http://img142.imageshack.us/img142/2156/civee2.th.png (http://img142.imageshack.us/my.php?image=civee2.png) This is frustrating since I cant even start a new game now, leaving me unable to play RoM whatsoever. The problem didnt occur untill lately which just makes it all more strange since it was working perfectly first. And when it occured it just happened seldom and now it happens all the time. I've also tried it on my brother's computer but the problem still appear. Also another quick bug; you cant exit "to main menu" the game crashes and window forces it to close. This is extremely annoying since you have to restart the game and THEN load the mod. Sto Jul 13, 2008, 06:23 PM reporting two bugs: When playing customgames the mod sometimes fails to load the maps and instead of getting what you wanted (pangea map, terra, earth, continents whatever, I've tried many, problem still occurs occasionally on every one of them) you get this map below. All the maps you talk about aren't compatible with a bigger size than Huge. Look like it's the case in the screen shot (big map with all generated except plot types). If you want to play a size bigger than huge with these map script, check out The Full of Resources script (http://forums.civfanatics.com/showthread.php?t=151629) that include changes for these maps and bigger sizes. Also another quick bug; you cant exit "to main menu" the game crashes and window forces it to close. This is extremely annoying since you have to restart the game and THEN load the mod. This happen with all big MODs and it seems there is nothing to do for that. If you want to load the MOD directly , you can copy your short cut of BtS, renaming it RoM. Then right click and change the target adding the red part : "<Install Folder>\Beyond the Sword\Civ4BeyondSword.exe" mod="Mods\Rise of Mankind" Tcho ! Mister Giggles Jul 13, 2008, 08:39 PM Ggalindo001, Well, I do notice I haven't had a crash since I put in the RCM+BUG mod component... I suspect that problem lies somewhere in the python since I can't find it anywhere else, and since RCM+BUG mostly changes the python... I can't say it'll work for you or not, but at this point I'm sure you're desperate for the smallest chance you have of enjoying the best mod ever. :D Caveat: I haven't finished an entire game nor played on any giant world with many different AIs for an extensive period of time to see if the crash still occurs, but I've managed to go more than 10-30 turns on a modern start which simply didn't happen beforehand, so... Edit: Well, I've finished an entire game without crashing, so it's all good, I guess... zappara Jul 14, 2008, 02:37 AM Also, when you get into the 1900's they can pop strange stuff like Motorized Transportation (and several other things). Motorized Transportation might help in a Holy War, but other than that I fail to see the connection to religious issues. Tech flavors were adjusted for all techs and what you experienced is caused by this change because great people found techs based on flavors. All movement change techs and techs that benefit cultural growth are now flavored by religions. These changes were mostly made to help AI players choose their goals better. Originally in late game there wasn't any techs flavored for religions. jackehehe Jul 14, 2008, 08:01 AM All the maps you talk about aren't compatible with a bigger size than Huge. Look like it's the case in the screen shot (big map with all generated except plot types). If you want to play a size bigger than huge with these map script, check out The Full of Resources script (http://forums.civfanatics.com/showthread.php?t=151629) that include changes for these maps and bigger sizes. This happen with all big MODs and it seems there is nothing to do for that. If you want to load the MOD directly , you can copy your short cut of BtS, renaming it RoM. Then right click and change the target adding the red part : "<Install Folder>\Beyond the Sword\Civ4BeyondSword.exe" mod="Mods\Rise of Mankind" Tcho ! Thanks for the script I will surely try it out. However, you are saying that all the maps I've tried aren't compatible to play in any sizes larger than huge. This isnt true because I AM currently playing a gigantic pangea map alone. Like I said, sometimes it works sometimes it doesn't but now it doesnt seem to work at all but I have done it previously... Me and my brother are currently trying to start a custom single-player map and save it as a scenario and play it as hotseat but its impossible since the problem occurs all the time now. so it IS possible to generate random maps as gigantic size. I think the problem might be caused by something else because I do have a saved game of a gigantic pangea map since previously. And yes, this problem is driving me nuts as well, I thought I might had activated some option that bugged the maps but it isnt the size of the maps, I know that for sure. ggalindo001 Jul 14, 2008, 09:38 AM Ggalindo001, Well, I do notice I haven't had a crash since I put in the RCM+BUG mod component... I suspect that problem lies somewhere in the python since I can't find it anywhere else, and since RCM+BUG mostly changes the python... I can't say it'll work for you or not, but at this point I'm sure you're desperate for the smallest chance you have of enjoying the best mod ever. :D Caveat: I haven't finished an entire game nor played on any giant world with many different AIs for an extensive period of time to see if the crash still occurs, but I've managed to go more than 10-30 turns on a modern start which simply didn't happen beforehand, so... Edit: Well, I've finished an entire game without crashing, so it's all good, I guess... I autoran a game last night (I'm working out of town and just let it run all night). Happy to report, no crashes yet through 540 turns (standard size, standard game). This is of the merged with BUG as well. My laptop almost overheated...but, it is the company's and not mine :D I'm planning on running a few more tests tonight to see if I can get through the crashes (including starting in the modern era). Mister Giggles Jul 14, 2008, 05:11 PM Sexcellent. Firzerker Jul 14, 2008, 06:35 PM I have RoM with RevolutionDMC+BUG, and I still have the random CTDs while in modern times. History of events: - I first had just RoM, and had the CTDs. - Then I downloaded the RevolutionDMC patch for RoM, installed it according to the readme. Still had CTDs. - At last I deleted teh RoM from my mods folder, and downloaded and installed whole RoM with RevolutionDMC+BUG. No change. :( Any ideas, anyone? Mister Giggles Jul 14, 2008, 06:55 PM Hmm. It seems to be fine on smaller worlds... But when I just tried on a Giant world, there was a crash 20 turns in. DCM+BUG made it BETTER, but didn't FIX it. Bah. ggalindo001 Jul 14, 2008, 08:59 PM Hmm. It seems to be fine on smaller worlds... But when I just tried on a Giant world, there was a crash 20 turns in. DCM+BUG made it BETTER, but didn't FIX it. Bah. I just tried on Huge (the larger than standard), starting in the modern era and crash. I was able to restart the game and play another 15-20 turns and then crash again. I went back to standard, starting in the modern era, and after 15-20 turns, crash again. :confused: I will try to play another standard game, starting from scratch tonight and see how it runs. Are you using the extra patch released today? I loaded that in at first, then did a complete reinstall without the extra patch and am getting the same results. I'll let you know how it goes. Mister Giggles Jul 14, 2008, 09:48 PM Yup, using the RCM+BUG patch. taxman80 Jul 14, 2008, 10:22 PM HI!!!! i love this mod a lot!!! from the begining!!.. but with this update dont work well for me..... i install the full version 2.2 without the DCM, and the extra civs pack all for BTS 3.17.... but when im playing it in multiplayer i cant see the science i discover. I mean when i finished a technology cant see the window with the new technology like before saying me with sound what i had discover, it goes directly to the advisor window to choose another technology ... and when i finished a world wonder (like the pyramids) i cant see its video why???????????? damn bts 3.17.. before it, it works all fine!!! anybody happend the same?? can anyone helps me??? im running it in windows vista x64. but i dont think is the OS.. cos its only happend with the mod. thanxx!! ggalindo001 Jul 15, 2008, 07:22 AM Autoran a game last night -- standard settings, standard speed. Again, CTD around 2000. Cannot get past the CTD this time, even preloading an autosave from a few years before and new random seed on. I keep thinking it is some building or wonder that is causing the CTD.... Will run a few more tests today to see if I can pinpoint. zappara Jul 15, 2008, 08:09 AM Cause for CTDs in modern era has been and is hard to track down (in those cases where it isn't caused by MAF). I have gone through the mod files many times and all those bug fixes that have been found past months haven't really helped to this problem. The cause of crash is not recorded to log files either so it makes it even harder to find. One reason for it could be random event, bugs in those seem to close the game without any errors so if you want to test it more, try disabling events and see if you still get crash. Edit: sound problems can also crash the game without notice but these usually get recorded to log files. @taxman80 Could you please post log files from your game so that I won't have to try guess what might be the cause of your problem. Instructions for how to enable logging are on the 1st post in this thread. sickre Jul 15, 2008, 08:32 AM I'm also getting crashes in the future age when starting a game in future age - which is a shame because with it enabled it almost like a complete AOC mod :-S Sometime I can reload an earlier autosave and play differently, and I don't crash for another 10 turns or so. I will try turning off random events and all the other frivolities and see what happens. BTW I'm using a C2D e8200, 2gb RAM WinXP SP3 8800GT. I don't have warlords installed, only latest patch BTS (legit). sickre Jul 15, 2008, 09:12 AM One reason for it could be random event, bugs in those seem to close the game without any errors so if you want to test it more, try disabling events and see if you still get crash. Just started a future era game with no random events, and I got a crash about 30 turns in. This was shortly after a war that a neighbour declared on me. Btw using integarated DCM Rev mod, with starting as mini civilization disabled and civnames disabled. zappara Jul 15, 2008, 09:55 AM I guess that rules out events for being the cause for those crashes. Can you enable logging and then reload the save and after crash post the logs here? Kalimakhus Jul 15, 2008, 10:37 AM @sickre You can also have a look in world builder right before the CTD and see if you can notice anything that might be relative. Examples are a a unit, building or a wonder about to be built for the first time. If someone is at war and some stack is expected to attack on next turn. Some units may have bugged attack or fight animation so they won't cause any CTDs until the take part in a combat. Something less probable is some improvement built for the first time. These also have 3D models and animations that sometimes have bugs. ggalindo001 Jul 15, 2008, 11:22 AM Cause for CTDs in modern era has been and is hard to track down (in those cases where it isn't caused by MAF). I have gone through the mod files many times and all those bug fixes that have been found past months haven't really helped to this problem. The cause of crash is not recorded to log files either so it makes it even harder to find. One reason for it could be random event, bugs in those seem to close the game without any errors so if you want to test it more, try disabling events and see if you still get crash. Edit: sound problems can also crash the game without notice but these usually get recorded to log files. @taxman80 Could you please post log files from your game so that I won't have to try guess what might be the cause of your problem. Instructions for how to enable logging are on the 1st post in this thread. Zap -- will do....I have not been logging to date, but will do so on my next game. I ran a game this morning (small map, blitz speed), no problem, all the way through with AutoAI play (300 turns, got to Future Tech 17). Will run another this afternoon, same settings, starting with Modern age to see if it crashes. Then I will run small map, Epic speed tonight (starting in Ancient) to see if it crashes, and then keep moving up the map size until I get consistent crashes. I've pretty much ruled out many things like memory, events, etc....tho map size seems to be a common denominator (but not due to the # of units on the map, as it has crashed with a small # of units). Memory and OS are not issues as I have been running on 4GB and 8GB machines, both XP and Vista. Sound may be the culprit, tho it usually is happening during an AI turn, so it would not be blaring any music that it would already in the earlier times (trumpet of war, peace, religion, etc.) I've even disabled all of the IDW and Tech Diffusion mods, etc., but to no avail. The only common denominator seems to be map size. :confused: Thanks for helping out....and I will start logging as well. Firzerker Jul 15, 2008, 12:39 PM Sadly, turning off the random events did not solve this problem for me. Bezhukov Jul 15, 2008, 06:23 PM This one from Standard Map. ggalindo001 Jul 15, 2008, 07:33 PM Ran another game, on small map, epic speed....no crashes through 1000 turns (year 2150something). I have yet to have a crash on small map size. Now running on standard map, blitz speed. Will keep updating this post until I get a crash and can put the autosave and logs in. I have yet to complete a game on standard map. UPDATE -- ON the standard map, blitz speed, got a crash in 1992, accidently reloaded (before saving off the logs), but the reload completed the game without a further crash. Now running a game, standard size and epic speed. UPDATE 2 -- Got a CTD approximately 1900AD on the epic speed. Here are the logs and the last autosave before the CTD. I tried to reload from this last autosave, and got another CTD. I loaded from the 3rd newest autosave, and have been able to go further (still running right now, tho my AI controlled civilization was conquered, and I had to switch). Just got another CTD -- so I will attach the logs and all auto-saves from the second CTD. I had to truncate the MPlog as it was HUGE. UPDATE 3 -- Ran a small map, snail speed game. No crashes, on Autoplay got to Future Tech 157 or something insane like that (nice that I can run this in my sleep....almost tempted to keep the sound going, but that would have been too tempting to stay up all night). Zap -- I really think the issue is directly related to map size, not from a memory issue, but something else going screwy because of the size of the map. I'm tempted to change the "small" map size dimensions to equal that of "standard" in the XML just to see if I still get errors. I wonder if there is some naval logic that goes haywire on a unit based on the size of the map. I'm just grasping at straws here to figure out the cause of the issue. sickre Jul 17, 2008, 06:00 AM I'm also getting crashes in the future age when starting a game in future age - which is a shame because with it enabled it almost like a complete AC mod :-S BTW I'm using a C2D e8200, 2gb RAM WinXP SP3 8800GT. I don't have warlords installed, only latest patch BTS (legit). I have the logs and save from this original game. This has randevents and a lot of other things turned on. I'm using the bundled Rev+bug mod, latest release. Other players might want to load and play this too, not only to see if it crashes for them, but also because I have a really good starting location :-) Its a future era game about 20 turns in. zappara Jul 17, 2008, 07:57 AM @Bezhukov and sickre Your log files indicate that crash comes during AI players war but can't be sure if that's the real reason because it's possible some entries are not recorded to logs during the crash. So it could be unit animation related problem as Kalimakhus said which also could explain why some people are able to complete games without problems - they just happen to have civs in-game that don't have those problematic unit graphics. To test this, need to try every single unit type on modern/future era and trigger all possible animations for each unit to find out possible problems - huge task. I'll try to check those saves this week to see if there's any similar things happening in them, that could give hints if it's specific civ's unit art style problem. Feeling like Sherlock Holmes when trying to solve this puzzling bug :D zappara Jul 17, 2008, 08:31 AM Examined bit closer sickre's save file and from log files figured where the "war" was going to happen. Turned out that there was barbarian uprising near one AI players city - lots of Guerrillas attacking the city when you click end turn button. I deleted all barbarians and the turn progressed without problems. Then I gave myself Guerrilla unit, it seemed to work correctly. Then after that I removed defense from my city and placed barbarian unit next to the city so that it would take over the city when I hit end turn - the game crashed when barbarian entered the city. So maybe the problem has been Barbarian player taking control of cities in modern era - now the question is to why barbarian city causes crash. Don't know if it's graphics problem (barbarian still being on ancient era so city graphics must be changed) or AI problem (what techs barb can research? or what units to build?).. or is it python problem (EnhancedTechConquest or Revolution for example)... Edit: EnhancedTechConquest certainly wasn't the problem - even when modified it to skip barbarian player, the game crashed at the same point. Checked also all barbarian artstyles (they use same as european style) and didn't see anything wrong with it anywhere. Kalimakhus Jul 17, 2008, 10:27 AM @Zappara BarbCiv can be suspected in this particular CTD. Unfortunately it can't be disabled within a game that started with it in the first place. I hope someone can start a game with BarbCiv turned off and see if this game will CTD or not. Firzerker Jul 17, 2008, 10:52 AM I just played a game without barbarians. Still a CTD :( Mister Giggles Jul 17, 2008, 12:25 PM It happens even with most optional options disabled (No barbarians, no Revolution mod, no espianage, etc). It happens >less<, but this may be because whatever is bad just isn't loaded as often. ggalindo001 Jul 17, 2008, 01:57 PM It happens even with most optional options disabled (No barbarians, no Revolution mod, no espianage, etc). It happens >less<, but this may be because whatever is bad just isn't loaded as often. Yeah -- I am thinking it may have to do with one of the new animations (not from vanilla BTS) for a custom unit/building in the modern age -- it makes sense....and could account for why we aren't seeing it in a smaller map game...there isn't as many contestants....it could be one civilization (or maybe a few) mucking the whole thing up. Thoughts? g Firzerker Jul 17, 2008, 03:01 PM I just played a game with Animation Frozen (graphics option) turned on. Starting in Modern Era, and it's all well after 80 turns. I can't guarantee this will work, 'cause maybe it's just a one-timer, but this may be a big clue =) gruffydd Jul 17, 2008, 07:13 PM I just played a game with Animation Frozen (graphics option) turned on. Starting in Modern Era, and it's all well after 80 turns. I can't guarantee this will work, 'cause maybe it's just a one-timer, but this may be a big clue =) Well, I just froze animations and had crash 3 turns into industrial[I] era. I did, however, notice a most curious and strange thing: with animations frozen, Early Destroyer units when at rest (i.e., sentry, fortified, or even just when another unit is selected) revert to the (I believe) vanilla Destroyer model. So, if you select the unit it displays the RoM E.D. model, and as soon as you select something else it reverts to the vanilla destroyer. This was not noticeable until I froze animations. On another note, I'd just like to point out that I love and hate RoM (+ all nifty addons from Kal) with a passion. It's the only way I enjoy [I]trying to play CivIV anymore, but I've only managed to win one game (2.2 before RevDCM+Bug was patched) without the dreaded CTD. I keep trying to play the game with this mod, I don't care for vanilla or any other megamods, but it's become so frustrating because of CTDs that I actually registered for these forums after lurking for the last several Civ games just to weigh in on the issue. Mister Giggles Jul 17, 2008, 08:00 PM Ggalindo001, Seems ridiculously obscure enough to work. Gruffydd, Welcome aboard, son. 0100010 Jul 17, 2008, 09:21 PM After you build a port to replace the harbor, the river port becomes available to build again. Bezhukov Jul 17, 2008, 10:58 PM I don't think its barb related, as I got the crash twice on the 28civ world map where barbs really don't spawn much (except in Siberia and Alaska, and Genghis/Monty are pretty good at wiping them out, then killing their economy with unit costs). I managed to finish a game with a tiny map (just Justinian and Charlemagne). I did notice several purple units during this game (heavy swords, maybe?), but it didn't crash. The first crash I got happened as I was building my first UU (Redcoat) for England on the world map - Boudicca conquered Paris early for me so I was actually close to the tech lead. In other words, I'm pretty sure that crash was pre-modern. It's also likely civ-specific, which would explain why larger maps (more civs) crash. ggalindo001 Jul 17, 2008, 11:43 PM I don't think its barb related, as I got the crash twice on the 28civ world map where barbs really don't spawn much (except in Siberia and Alaska, and Genghis/Monty are pretty good at wiping them out, then killing their economy with unit costs). I managed to finish a game with a tiny map (just Justinian and Charlemagne). I did notice several purple units during this game (heavy swords, maybe?), but it didn't crash. The first crash I got happened as I was building my first UU (Redcoat) for England on the world map - Boudicca conquered Paris early for me so I was actually close to the tech lead. In other words, I'm pretty sure that crash was pre-modern. It's also likely civ-specific, which would explain why larger maps (more civs) crash. I'm going to start testing with specific civs, and without the revolution+DCM mod working...I think it may be civ-specific, and don't want new civs launched. I'll post results as I go through this testing. g [to_xp]Gekko Jul 18, 2008, 09:24 AM Well, I just froze animations and had crash 3 turns into industrial[I] era. I did, however, notice a most curious and strange thing: with animations frozen, Early Destroyer units when at rest (i.e., sentry, fortified, or even just when another unit is selected) revert to the (I believe) vanilla Destroyer model. So, if you select the unit it displays the RoM E.D. model, and as soon as you select something else it reverts to the vanilla destroyer. This was not noticeable until I froze animations. On another note, I'd just like to point out that I love and hate RoM (+ all nifty addons from Kal) with a passion. It's the only way I enjoy [I]trying to play CivIV anymore, but I've only managed to win one game (2.2 before RevDCM+Bug was patched) without the dreaded CTD. I keep trying to play the game with this mod, I don't care for vanilla or any other megamods, but it's become so frustrating because of CTDs that I actually registered for these forums after lurking for the last several Civ games just to weigh in on the issue. yes, Rom DOES have a problem with frozen animations turned on, I'm pretty sure it is caused by ethically diverse units. I noticed it when I played with the zulus with frozen animations... my settler/worker would be black-skinned when selected, but would go back to the regular settler/warrior avatar after being de-selected. dunno if it may be the cause of the late-game CTDs, but worth checking... Kalimakhus Jul 18, 2008, 09:38 AM Any re-skeined model will behave in this way when turning Frozen Animations on. It is not RoM specific. It is a glitch in the Civ engine. On the other hand if turning this option on (Eliminates) CTDs then we can be sure that the problem is in the animation of some unit or (less probably) an improvement. If you still get CTDs but less often then the problem is not animation related but it tends to happen more often with more stress on memory (Frozen Animation reliefs the memory a lot. gruffydd Jul 18, 2008, 01:02 PM Unfortunately, freezing animations hasn't eliminated repeatable glitches from saved games for me... I'm working on testing new games to see if starting with frozen will prevent late-game ctds (seems to me unlikely if freezing doesn't prevent saved-games from avoiding the same crash... ) ggalindo001 Jul 18, 2008, 03:12 PM I am thinking that the barbarians in the modern age are what is causing the CTDs. I have been running controlled tests, and have been seeing some interesting things. First, I have been running a series of games with revolution, IDW, and tech diffusion turned off. On a standard map (7 civs), have yet to have any CTDs, on quick speed, after 400 turns (which goes to 2100 AD) So far, I have run 5 different games -- without a CTD. Only England, Egypt, Korea, Maya, Vikings and Zulus not been tested yet. (that will be test game 6) So, on a different machine, I thought I would start looking at larger maps instead of the standard map. I launched a game on a huge map, starting in the modern age....CTD within a few turns. I then launched a game on a duel map, again starting in the modern age, just with Abyssina and America, and no CTDs. Ran all the way through the remainder of the tech tree without any problem. Then ran a game with just Abyssina and America, on a huge map, starting in the modern age....and then again, within about 20 turns, CTDs. Decided to start a game, same as above, with just Abyssina and America, on a huge map, starting in the modern age, but with no barbarians....and no CTD. I'm about to launch a game now with 15 civilizations on a huge map, starting in the modern age, with no barbarians, to see if that runs without a CTD. Updated -- I did launch a 15 civilization game on huge map -- CTD within 15 turns. This is one strange bug.... TkTb Jul 18, 2008, 03:45 PM i posted this in the wrong forum last time so I apologize for the repitition. 1st off its a great mod :goodjob: i recently upgraded to 3.17 bts and downloaded 2.2 of the mod with dcm but now the civic screen seems to not have enough space to include all the great stuff you've added the military adviser also doesn't have the comprehensiveness it used to. Kalimakhus Jul 18, 2008, 06:45 PM @TkTb Have you looked into your installation folder to see if everything is installed where it should be. It appears that you are missing the whole python folder. This is not the Civics screen by Zappara. Your main interface behind the Civics screen doesn't have any of the BUG Mod's features. TkTb Jul 18, 2008, 06:49 PM there was a sentence that said delete the python folder i guess that ddnt apply to me. I'll re-download and leave intact and see if that helps. TkTb Jul 18, 2008, 06:53 PM wow terribly sorry for not trying that before posting muuuuuch different :goodjob: there's a little message this time saying that revolution.ini is missing though TkTb Jul 18, 2008, 06:59 PM Again i apologize for bothering you when the problems were apparently my own. i renamed the folder to what it should have been rather than RoM plus all issues are resolved. Im sorry for wasting your time. GREAT WORK! Please forgive me :/ Kalimakhus Jul 18, 2008, 07:40 PM There is absolutely no need for apologies. I hope you will enjoy the mod. Colonel Kraken Jul 18, 2008, 08:27 PM I cannot get the UI to work. I have tried the python file that came with the mod and the one at the beggining of this thread. I have Windows XP, SP3. I have BTS 3.17 with Solver's unofficial patch for 3.17. For some reason I cannot upload my error logs (zipped). I could PM them to anyone who would like to take a look. Thanks for your help. [to_xp]Gekko Jul 18, 2008, 08:53 PM solver's 3.17 could give problems, it gave som to me, my 2 cents is to re-install the game and NOT install the unofficial patch this time ( it's already built-in in kalimakhus add-on anyway) Colonel Kraken Jul 18, 2008, 08:58 PM Yikes. I hope I don't have to re-install the game. :( Mister Giggles Jul 18, 2008, 10:13 PM Kalimakhus, I can assure you it's not memory related. The most Civ IV has taken from me is 1.1 gigs, and I have 2 gigs worth of memory. And before you ask, my total memory usage was under 1.5 gigs. Aerdan Jul 19, 2008, 06:14 AM I'm experiencing the missing UI issue as well, and none of the replacement CvPath.py files have fixed it. Here are the logs. (http://www.aerdan.org/Logs.7z) EDIT: Running Windows Fundamentals for Legacy PCs on a Sempron64 2600+, BtS 3.13 Kalimakhus Jul 19, 2008, 06:23 AM @Colonel Kraken If you have Solver's patch installed in Beyond the Sword\assets folder then it shouldn't affect the mod. You don't need to re-install the game. Just make sure that you installed the mod correctly. First RoM2.2+RevDCM full. Then the update patch. Changing the CvPath.py is usually needed if you use a non-English version of windows. Kalimakhus Jul 19, 2008, 06:26 AM Kalimakhus, I can assure you it's not memory related. The most Civ IV has taken from me is 1.1 gigs, and I have 2 gigs worth of memory. And before you ask, my total memory usage was under 1.5 gigs. I don't remember saying that the CTD in modern era is a memory problem. However BTS is bad in handling memory so it becomes more and more unstable as you keep playing and as you reach the late game. This might not cause a CTD but makes it more likely to happen. Colonel Kraken Jul 19, 2008, 07:27 AM @Colonel Kraken If you have Solver's patch installed in Beyond the Sword\assets folder then it shouldn't affect the mod. You don't need to re-install the game. Just make sure that you installed the mod correctly. First RoM2.2+RevDCM full. Then the update patch. Changing the CvPath.py is usually needed if you use a non-English version of windows. Thank you for your help. I only installed the RoM2.2 Full, not the "+RevDCM." I originally downloaded the Rev version but noticed that the patch was in RAR format, and I did not want to download a whole program I would probably never use again just to open the patch. So, I decided to just use the version without the expansion (so to speak). I simply deleted the mod folder for the Rev version (which I had unzipped into the Mods folder) and unzipped RoM2.2Full to the Mods folder. Since I do not believe these mods change the registry, deleting a folder should be sufficient to get rid of the previous contents. This all seems very odd to me because I've never had a UI problem with Civ IV. I even have History in the Making loaded, and it works just fine. I really wanted to try this different mod, but I'm at a loss as to what to do. You mentioned to make sure I installed it properly. My understanding is that you simply have to unzipp the mod contents into the Mods folder. If there is something I need to do beyond that please let me know. Thanks for your help! zappara Jul 19, 2008, 08:03 AM I'm experiencing the missing UI issue as well, and none of the replacement CvPath.py files have fixed it. Here are the logs. (http://www.aerdan.org/Logs.7z)Checked logs and there's something wrong when mod tries to load python files: Traceback (most recent call last): File "<string>", line 1, in ? File "<string>", line 52, in load_module File "CvEventInterface", line 16, in ? File "<string>", line 52, in load_module File "CvCustomEventManager", line 21, in ? File "<string>", line 52, in load_module File "CvEventManager", line 12, in ? File "<string>", line 52, in load_module File "CvScreensInterface", line 3, in ? File "<string>", line 52, in load_module File "CvMainInterface", line 11, in ? File "<string>", line 52, in load_module File "CvConfigParser", line 26, in ? File "<string>", line 52, in load_module File "CvPath", line 226, in ? File "<string>", line 7, in write Boost.Python . ArgumentError : Python argument types in CyPythonMgr.debugMsg(CyPythonMgr, unicode) did not match C++ signature: debugMsg(class CyPythonMgr {lvalue}, class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >) Failed to load python module CvEventInterface.First time I see this kind of error so at the moment I have no clue why this happened. @Colonel Kraken If you have Solver's patch installed in Beyond the Sword\assets folder then it shouldn't affect the mod. You don't need to re-install the game. Just make sure that you installed the mod correctly. First RoM2.2+RevDCM full. Then the update patch. Changing the CvPath.py is usually needed if you use a non-English version of windows.Now that I remembered that I had borrowed some code blocks from BUG mod to my CvPath.py, for the next patch I can remove CvPath.py file from the mod and use BUG's BugPath.py file instead since BUG is now fully merged. It probably works better in all situations and on all computer configurations. Kalimakhus Jul 19, 2008, 10:29 AM @Zappara You may give it a trial though looking into the file I can see it is using the same method used in CvPath.py. About the error you listed above all I can say is that for the last function (some function in C++). It expects a normal string but the passed string is in unicode (Used in non-English Windows). I am not sure if there is a difference between BTS (US version) and the International one it seems that this may arise when trying to use the US version on non-English Windows. This is just a long shot however. Edit: Looking again in the alternate CvPath.py. Is there any reason why that in the print statements starting at line #226 some add a variable to a string with str(...) while the others add the variable directly? These are debug messages you may try commenting them out and see if this would solve the problem. zappara Jul 19, 2008, 11:35 AM @Kalimakhus Just made RoM version that hasn't CvPath.py anymore. Instead it uses now BugPath.py file from BUG and its methods. Was bit tricky to get Revolution part to use this but it seems to work fine now. How it will work on those users that have previously have had problems with CvPath.py file remains to be seen once I have the patch released. I have also suspected that problem might be non-English windows or more specifically OS that uses non-english fonts for file/directory structures. [to_xp]Gekko Jul 19, 2008, 11:38 AM Thank you for your help. I only installed the RoM2.2 Full, not the "+RevDCM." I originally downloaded the Rev version but noticed that the patch was in RAR format, and I did not want to download a whole program I would probably never use again just to open the patch. So, I decided to just use the version without the expansion (so to speak). I simply deleted the mod folder for the Rev version (which I had unzipped into the Mods folder) and unzipped RoM2.2Full to the Mods folder. Since I do not believe these mods change the registry, deleting a folder should be sufficient to get rid of the previous contents. This all seems very odd to me because I've never had a UI problem with Civ IV. I even have History in the Making loaded, and it works just fine. I really wanted to try this different mod, but I'm at a loss as to what to do. You mentioned to make sure I installed it properly. My understanding is that you simply have to unzipp the mod contents into the Mods folder. If there is something I need to do beyond that please let me know. Thanks for your help! I guess you are running BTS 3.13? Amom Jul 19, 2008, 01:01 PM Hello. It is the first time that game to multiplayer and says the following error to me: out of sync. Score does not appear. What I must do? Thanks. Kalimakhus Jul 19, 2008, 01:32 PM @Kalimakhus Just made RoM version that hasn't CvPath.py anymore. Instead it uses now BugPath.py file from BUG and its methods. Was bit tricky to get Revolution part to use this but it seems to work fine now. How it will work on those users that have previously have had problems with CvPath.py file remains to be seen once I have the patch released. I have also suspected that problem might be non-English windows or more specifically OS that uses non-english fonts for file/directory structures. While this is quite a good effort you made I still think that if neither versions of CvPath.py worked for this specific player (or any others), the one from BugPath.py won't work for them either. It essentially uses the same technique to retrieve paths. The problem as outlined in the log you posted earlier is not about retrieving the right path it is just a debug function chocking on an argument of the wrong type. I suspect that in the following code line: print "activeModName = " + str(activeModName) str returns a unicode string rather than an ANSI one (unicode 2 bytes for a character ANSI=normal one byte fo character). Anyway, the Print function passes the string to another debugmsg that doesn't like the unicode string. To make sure that this is the problem we can comment out the line and let it be tested. It will still fail but if it fails on line#227 then the Print function will fail everytime and it has nothing with the str function. However if it fails on line#230 then the str function is where the problem comes from and removing it (like in the other lines of the same code area) should solve it. I've attached a CvPath.py where I commented out this code line. I hope someone who has this problem can try it and posts his log files after. It will still fail as I said but I need to know where it will fail. Colonel Kraken Jul 19, 2008, 09:01 PM Gekko;7049419']I guess you are running BTS 3.13? You know, I thought for sure I had the latest version (3.17), but you made me think I had better check for sure. When I looked, I saw 3.13. :blush: I installed 3.17, and now it works. To zappara and Kalimakhus I would like to offer my apologies for suggesting there was a bug when none existed, due to my error and not yours. I'm very sorry. :sad: I sincerely look forward to playing this version of Civ! Thank you, CK [to_xp]Gekko Jul 20, 2008, 04:41 PM I'm posting my current experience with the late game CTDs everyone's talking about... first of all, I don't know what a MAF is and would be grateful to the person that could explain that acronym to me :D anyway, in my current game I stumbled upon a repeteable CTD ( by repeatable I mean that it would CTD every time I reloaded the game and hit "end turn"... at the start of the next turn it would crash) I suspected that it was somehow due to one of the things that would get built ( I mean completed) in my cities that turn, so I delayed the production of my first broadcast tower, and of the modern national wonder theatre BY ONE TURN. and just to be sure, since the turn that was crashing upon start would start with the discovery of a new technology, I delayed that too by one turn. then I hit "end turn" again, and it DOES NOT crash! so I was pretty convinced by now that the CTD was caused by one of those 2 buildings, or that technology... so I hit "end turn" once more WITHOUT delaying those buildings or tech further, thinking " it's gonna crash again, but at least we're gonna know what's causing the problem" . and guess what? NO CTD. so I played on for a while and got no more CTDs, which make me pretty happy. but still, that's one very strange bug occurring... could my saved game affected by the problem help in bug-tracking if posted? BigEvil Jul 20, 2008, 05:28 PM I am sorry if this has been resolved in another post and I've missed it. I have successfully updated BTS to 3.17. I removed all prior installations of RoM and installed 2.2 RevelutionDCM. The mod loads fine. I can even start a game, however I always get the same map thats just a continuous piece of land. If I try to load a scenerio however, the game crashes as it is initializing. I am running Vista and my computer exceeds the necessary specs. If anyone can shed some light on this, my only other option I can think of is reinstalling the game from scratch... Kalimakhus Jul 20, 2008, 05:37 PM @BigEvil What size are the random maps you try to play and what type of map (Terra, Continents, etc.)? If you try Giant or Gigantic sizes the problem might be that the specific map script doesn't work with these sizes. See if you will get a sensible map with a smaller size. What scenarios you try? Are they the ones released with RoM or not? Scenarios bundled with the mod should work and were tested by Zappara (at the very least he tested that they load fine and they don't crash I guess he didn't have the time to play a full game with each one of them). Any other scenarios are not expected to work with RoM. MrEmu6 Jul 20, 2008, 07:24 PM i've been the CTD that a couple other people have been getting when starting a game when you go to start a game the screen freezes on the picture of the globe thing for a few seconds then goes to initializing and always crashes before the next loading thing bts is up to date with version 3.13 i followed all the instructions for extracting the mod my computer is reasonably new as in i can play civ4 no problem i tried uninstalling and reinstalling BTS that didn't work and i tried re-extracting the mod several times still no luck i really want to play this mod and i would appreciate any help at all BigEvil Jul 20, 2008, 07:25 PM Kalimakhus Thank you for your response. As you suspected, it was incompatable maps/scenarios that was the issue. So I guess the question now is, when will there be more maps available? Thank you again for the help. zappara Jul 20, 2008, 08:24 PM bts is up to date with version 3.13 i followed all the instructions for extracting the mod my computer is reasonably new as in i can play civ4 no problemYou need to update your BtS to version 3.17. That should fix the problem you're having. You can get the patch from this thread (http://forums.civfanatics.com/showthread.php?t=279381). QuoVadisNation Jul 20, 2008, 11:29 PM never mind. sickre Jul 21, 2008, 03:11 AM I'm even getting CTDs in the modern age when scrolling across the map to look at my enemies' lands. I imagine that when a particular unit is loaded, it fails and crashes. CMKMStephens Jul 21, 2008, 09:32 PM The harbourmaster quest (at least on huge map size) seems buggered. It says it wants 11 harbours and 6 caravels, well I have about 30 of each and nothing has happened yet. This has happened before. zappara Jul 21, 2008, 10:55 PM The harbourmaster quest (at least on huge map size) seems buggered. It says it wants 11 harbours and 6 caravels, well I have about 30 of each and nothing has happened yet. This has happened before. The text fields for this quests are incorrect in RoM 2.2. The quest actually requires Ports, not Harbors. Text elements from this quest has been fixed for next version. Bezhukov Jul 24, 2008, 02:19 AM Gekko;7052744']I delayed the production of my first broadcast tower, and of the modern national wonder theatre BY ONE TURN. I'm pretty sure I've built broadcast towers in games that haven't crashed, but the Modern Art Museum might be it, since I never research Realism and some AI always gets it around the time of the crashes I've experienced. The crash always happens on the interturn, with the globe freezing, then the game closing as someone else described. TheDisco Jul 24, 2008, 11:37 AM 1) How come many of the civics say "No State Religion" (like despotism for example) but it lets you have state religion anyway. I have state religion and despotism. I'm glad, because not sure why you couldn't have state relgion in that case but just curious why it says you can't but lets you anyway. Hereditary rule same question, maybe other civics as well I didn't test them all. 2) I noticed that when a barb civ goes regular civ, it is at war by default. I then started massing troops in his territory and then he finally switched to a not at war mode and kicked all my troops out of his territory. I didn't agree to end the war so I think this is a bug to kick me out of territory. 3) Which are building upgrades and which are just new buildings? For example, I though the doctors office would replace healers hut but when I built it I got benefits for both of them. It didn't remove benefits for healers hut. Is this also the case with harbors->ports->international ports etc? Do you get benefits additive to all of them or do ports replace harbors for example. Seems kind of weird to have a healers hut and a doctors office both giving benefits, but I guess it might make sense that healers huts represent herbal medicines maybe? Note: I'm just getting into this mod so I'm still getting used to the differences which are significant. Most of them I like though. Thanks! HdS Jul 24, 2008, 04:57 PM UI got a CTD in modern age too - i want to continue the game so i tried the following solutions: 1. Deleting all Barbs - doesn'T change anything 2. ending the war between Dawa and some other nations - doesn'T help. 3. There are three civs who get a technology that turn - i give these techs to them the round before - that changes nothing. 4. Delaying the production in my cities - doesn'T help- 5. Deleting all cities who will produce something this round - doesn't help. 6. Deleting Mali because the crash seems to happen there - that prevents an "early" crash, the game don't crash instantly when pressing "enter" and goes on to the player, then i crashes :( Obviously the bug isn't an war, barb or producing issue -i think it happens because of an random event or city growing. On the other hand i don't think taht the problem is occouring due to graphic issues because i load a save 4 turns before and the game went down in the same moment - i don't think the AI would do exactly the same things ober 4 rounds. P.s.: There are lot of errors in the log files - it is useful to post them? It would be nice if you try to help to solve the problem - its really annoying because i spend so much time for that game. In fact RoM is a great mod but the steadily occouring ctds mak it nearly unplayable :( . P.s.: Excuse my bad english - it isn't my native language, it would be nice if you can correct mistakes. HdS Jul 24, 2008, 05:27 PM Addendum: I go back 8 turns and make some things different (building another buildings and so) and get in the turn before 1634 an event i don't get before - eventually this happened to the ai, who couldn't handle it? it was in fact the "darwin event" - some person sailed around the world and make a new theorie and gave me research points for bio warfare Furex Jul 24, 2008, 06:09 PM Hi there, I'm also experience the missing UI Problem under Vista (non-english) and RoM2.2+RevDCM. None of the replacement files worked. I installed the last CvPath.py Kalimakhus posted; my logs are attached. Thanks in advance, guys. Greetings, Furex Kalimakhus Jul 24, 2008, 07:13 PM @Furex I looked into the log files. First of all you don't have the same problem with python loading, so the alternative file I posted doesn't actually help. The only thing that doesn't seem to be normal is a huge number of "None is not defined" in XML files loading log. I don't know if this is the cause of the problem. I hope Zappara can find something in these log files that clarifies the issue. Furex Jul 24, 2008, 07:33 PM Just wanted to say thanks for taking a look at the logs. Anyway, I forgot to mention, but just to be sure: BtS is 3.17 and works normal. About the XML stuff, I have no idea why there are these errors. I thought the whole missing UI problem had something to do with Civ being unable to find the right paths for the fonts. At least my ThemeParseLog.txt says: Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement Greetings, Furex aender Jul 25, 2008, 10:20 AM hey all finally got around to getting a new system...got a 64 bt pro but gotta wait on the 64 op for another check and spent the night checking the forums for the command that helps alleviate the maf for vista but maybe was too tired or just blind but couldn't find so came bk to my fav forum to ask Hyronymus Jul 25, 2008, 11:03 AM I'm running into a crash in 1906 AD. I checked the logs but I cannot find anything exceptionnel. I'm due to finish the Eiffel Tower and I'm in war with 5 nations (thanks to the constant splitting of nations). The crash occurs when ending my 1906 turn to advance into 1907. I've attached the savegame for further scrutiny, no idea if it's of any use. EDIT: playing v2.2. and by trial and error ruled out that the Eiffel Tower causes it. Seems to be something with the city of Bremen. bigriggs Jul 25, 2008, 08:57 PM First off, this mod has given me a lot of fun from the start. the complexity makes for great gaming.. but like many others I inevitably get the CTD just about the point of reaching the modern age. I can understand that this is the more strenuous time on a PC, but I've checked all my performance numbers and civ is about 20% of 55% total physical memory used on my 2.8 ghz, 3 gig ram, vista machine at the time it crashes. its just slightly choppy in-game because my video card isn't great, and loading times between turns are 10-25 seconds. ive also found it doesn't make much difference what size map i use.. close to the modern age kills me every time. since i have so much fun playing rom, its especially disappointing not being able to finish let alone the time investment. The log files don't seem to indicate anything wrong.. if there are particular log files that might help ill post them though. one thing I noticed on the crashing turn is that minor civ japan is destroyed. Otherwise it would seem business as usual. if anything, i would like to see if someone could play this savegame past the turn its saved on.. because at least I would know its on my end. this is the latest versions of rom and bts. hope i didnt leave anything important out of the post here. most importantly, thanks for putting such a kickass mod out. you guys keep these games alive. Hyronymus |