View Full Version : Version 2.x bug reports


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zappara
Apr 29, 2008, 09:12 AM
Please post bug reports from v2.x to this thread.

About bug reporting:

If you find bug in the mod try to describe it in detail when you post about it. This helps me to locate it more accurately and faster.
About missing UI problem: Please post what Windows type and language version you are using. Also tell which one you are using, Beyond the Sword or complete Edition.
CTDs ie. Crashs To Desktop, try to provide as much information as possible what happened just before it occurred. Even better if you can upload save game file so I can take a look at it. If you are experiencing CTDs in late game, try reducing graphic settings, BtS is known to have crashes when saved games get big and when there's lots of stuff in late game - most common reason for CTD is that Civ 4 can't find enough free memory.
Some Civ4 Map scripts can not make maps for Giant or Gigantic map sizes.


BtS log files

To speed up finding possible causes for bugs, you can enable logging in BtS and attach zipped log files in this thread when you post about your findings.

To enable logging go to BtS folder and open Civ4Config. Check following options to these settings:

; Enable the logging system
LoggingEnabled = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

Now when you start game, it logs everything to log files. When you exit the game, go to BtS folder, there should be Civ4logs, go there. Zip the log files in that folder and attach the zip file in your post so I can take a look at those files.

Known issues list:


Some Civs colors are bit too close to each other (there's only certain amount of viable color choices for Civs, can't really avoid to have similar colors when adding more Civs to game, I'll assume this "problem" gets bigger with the Civ addon I'm making)
CTD issue reported when clicking Start Game (reason unknown), possible reason that player has not updated BtS to version 3.13
Missing UI buttons on some Vista + hardware combinations (CvPath.py problem, alternative CvPath file included in the mod package)
Some wonders are missing movie (community has made movies now but I haven't decided yet if I'll add them because they increase mod download size quite much)
Out of Synch error in multiplayer mode, happens when build Colonists or Pioneers, crashes game.


Here's the current list of changes in the next patch:
Version 2.3
nothing yet to report ;)



Missing UI problem

For better reports about this problem, please download the following attachment CvPathTest.zip and unzip it to folder '..\Mods\Rise of Mankind\Assets\Python\INIParser\' and overwrite the old file. If you have Kalimakhus' addon installed, CvPath.py file is located in folder '..\Mods\Rise of Mankind\Assets\Python\'. Start Rise of Mankind mod with logging enabled (see above for instructions) and post log files on this thread after you have used this CvPath.py file with the mod. It will give me more detailed report in the log files. This CvPath.py file is also slightly different than the one that was included in the initial mod release as I'm trying to figure possibilities to solve this problem - so if you get mod working with this CvPath.py file, please report that too in this thread. :)

Lomion
Apr 29, 2008, 07:00 PM
BTW, did you add in Dale's various combat mods? I know they were an option pack to 1.0

zappara
Apr 29, 2008, 07:08 PM
Dale's mods are not yet included.. Kalimakhus will be making (hopefully :)) an addon for RoM that will add Dale's combat mods with some other mods. See the addon (http://forums.civfanatics.com/showthread.php?t=271390) -thread for more info. Currently addon is only available for RoM v1.03 and it will take some time before new one for v2.0 will be ready.

0100010
Apr 29, 2008, 07:32 PM
How can you get Cavalry before Cuirassier, when Cavalry requires Steam Power, Rifling, Stirrup & Flintlock?

Maybe in a round about tech advancement type of way, but unlikely. I suppose the Stirrup & Flintlock tech reqs for Cavalry should be replaced with Cavalry Tactics to make it more in-line. Though why would Cavalry require Steam Power at all? That pushes them out kinda far.

EDIT: In my version I made Cavalry, Cossack, & Dragoon's require Cavalry Tactics & Rifling only. I will see how that goes.

Also, to not let a tech be findable in a goody hut you edit the Civ4TechInfos.xml and set:
<bGoodyTech>0</bGoodyTech>

I did this to Masonry and Literature. (If you move Islam to an earlier tech check it's goody flag also.)

EDIT2: I just noticed that v2.0 has Christianity founding back on Theology instead of Literature which you had set it to before, was this intentional?

Fundamentalism would probably be a good tech to attaching founding Islam to instead of Divine right. to make it earlier.

0100010
Apr 29, 2008, 08:06 PM
This might not matter but, when you zoom out in world builder and can filter resources by type: Food, Luxuries & General (strategic) I noticed the following.

Oil, Coal, & Salt are considered "food" (salt may be a mater of opinion, Id class it as general)

Whale, Gems, Gold, Silver, Dye, Fur, Ivory, Silk, & Incense are considered general instead of luxuries.

Lomion
Apr 29, 2008, 09:48 PM
Founding Naugulism gives you the Hindi movie / pretty eye candy cutscene

zappara
Apr 30, 2008, 08:55 AM
Maybe in a round about tech advancement type of way, but unlikely. I suppose the Stirrup & Flintlock tech reqs for Cavalry should be replaced with Cavalry Tactics to make it more in-line. Though why would Cavalry require Steam Power at all? That pushes them out kinda far.

EDIT: In my version I made Cavalry, Cossack, & Dragoon's require Cavalry Tactics & Rifling only. I will see how that goes.

Also, to not let a tech be findable in a goody hut you edit the Civ4TechInfos.xml and set:
<bGoodyTech>0</bGoodyTech>

I did this to Masonry and Literature. (If you move Islam to an earlier tech check it's goody flag also.)

EDIT2: I just noticed that v2.0 has Christianity founding back on Theology instead of Literature which you had set it to before, was this intentional?

Fundamentalism would probably be a good tech to attaching founding Islam to instead of Divine right. to make it earlier.Been thinking about the cavalry thing - not sure yet if I should change it, as it is now (maybe wasn't intentional but..) it gives more choices for player when advancing in techs - though I do think that Cavalry needs to have Cavalry tactics as requirement.. so not sure what to decide to do with it :D

I had changed some goody techs long time ago but that didn't cross my mind when I was adding new religions. Now the question is that should I really make change for Masonry - I mean, why can't some barbarian tribe come up with the idea of sun god and they share their ideas when you visit their village with your scout? It's not big chance to get exactly Masonry from goody hut so it could be also nice little random factor with religions. :)

Christianity was changed back to Theology. I had Limited Religions in test versions and was suppose to limit holy city number per player to 1 but wasn't working. With it player could have found only one religion so I had moved Christianity. After I had disabled Limited Religions and did my test game, all religions seemed to spread out more among the civs anyway so I left Christianity to stay in Theology tech. It can be changed if I get enough reports from people that they're finding too many religions... ;)

I've been toying with the idea of finding religions with Great Prophets...

This might not matter but, when you zoom out in world builder and can filter resources by type: Food, Luxuries & General (strategic) I noticed the following.

Oil, Coal, & Salt are considered "food" (salt may be a mater of opinion, Id class it as general)

Whale, Gems, Gold, Silver, Dye, Fur, Ivory, Silk, & Incense are considered general instead of luxuries.That's odd. Have to test this myself and see if I can find what might cause this.

Founding Naugulism gives you the Hindi movie / pretty eye candy cutsceneNew religion have wrong movies as there's no new movies available for these and if I set movie to NONE it causes game to CTD when you find religion. So we're stuck with wrong movies now.

SomethingWitty
Apr 30, 2008, 11:50 AM
CTD problem.

Mod loads fine. Can select custom games, scenarios, play now, etc.

But when I go to start the game, instead of the usual loading screen ("initializing, starting players, starting map, etc.") it just CTD.

RoM 1 always worked fine. Btw, love your work, I look forward to playing with all your improvements.

Oatse
Apr 30, 2008, 12:14 PM
Is the 28 Civ earth map supposed to end so early? (750 AD I think)

zappara
Apr 30, 2008, 01:16 PM
CTD problem.

Mod loads fine. Can select custom games, scenarios, play now, etc.

But when I go to start the game, instead of the usual loading screen ("initializing, starting players, starting map, etc.") it just CTD.

RoM 1 always worked fine. Btw, love your work, I look forward to playing with all your improvements.Could you provide some more info? Like what windows, language, BtS or Complete edition, is BtS updated to 3.13 etc.? Can you start custom game or custom scenario? Did you have RoM 1.03 installed and didn't rename its folder / deleted it before installing RoM 2.0? Just need bit more specific info so I can track it down more easily.

Is the 28 Civ earth map supposed to end so early? (750 AD I think)No, just noticed myself that my map scenario has few little bugs.. Seems BtS saved some extra info to map file that wasn't suppose to go there when I was modifying those new resources and Civ start locations. I need to clean it up again. Also Maya civ is kind of stuck in its position at the moment as there's no route from south america to north america so I have to fix this too.

RobO
Apr 30, 2008, 01:45 PM
It takes A LOT longer to load up the tech screen (F6) than it did in v1. I know you added some stuff, but that may not explain the significantly longer wait. Perhaps there's an unintentional side effect somewhere or perhaps you have hit some internal buffer or whatever forcing the game engine to go into overload. I know that's not helpful, but perhaps it triggers something in the back of your head.

The really annoying thing is that the game does not store the info, it recalculates it every time I hit F6. This could be a gamekiller for this version of RoM on my machine.

SomethingWitty
Apr 30, 2008, 02:09 PM
Could you provide some more info? Like what windows, language, BtS or Complete edition, is BtS updated to 3.13 etc.? Can you start custom game or custom scenario? Did you have RoM 1.03 installed and didn't rename its folder / deleted it before installing RoM 2.0? Just need bit more specific info so I can track it down more easily.


Windows XP. English. BtS. I thought I was fully updated on the patches, before I installed RoM 1.X , has there been a new one in the last few months?

I can select custom games and scenarios, but they don't start.

I renamed RoM 1 as per instructions, that didn't work, so I deleted it just in case. Still didn't work.

zappara
Apr 30, 2008, 02:23 PM
Windows XP. English. BtS. I thought I was fully updated on the patches, before I installed RoM 1.X , has there been a new one in the last few months?

I can select custom games and scenarios, but they don't start.

I renamed RoM 1 as per instructions, that didn't work, so I deleted it just in case. Still didn't work.Thanks for info. Last BtS patch is 3.13 so if you had RoM 1.x working so should RoM 2.0 work. Puzzling bug.. can't think of any reason why it crashes in main menus..

SomethingWitty
Apr 30, 2008, 02:57 PM
Thanks for info. Last BtS patch is 3.13 so if you had RoM 1.x working so should RoM 2.0 work. Puzzling bug.. can't think of any reason why it crashes in main menus..

Alright, turns out I was running RoM 0.8, with the RoM patch 0.9.4

I'm no longer sure I've installed the 3.13 patch. I'll install and check that first.

0100010
Apr 30, 2008, 05:38 PM
Attach are some minor file changes that fixes a few bugs and adds
this small mod:

Ice Breaker Mod (http://forums.civfanatics.com/showthread.php?p=6442175)

Changes: Masonry & Literature can no longer be popped from a goody hut.
Christianity founded back on Literature.
Islam founded at Fundamentalism.
Cavalry/Cossock/Dragoons require Cavalry Tactics & Rifling.
Explore Temple build action will now also remove forest.
(normally they only appear on jungle, but sometimes you get one within the city radius of a "jungle" civ starting position, which swaps jungle for forest.)
Improvements can now be built on Oasis.

The Ice Breaker Mod
(the original version wasn't working for me so I had to fix it)
Sea Ice will grow and disappear randomly, (10% chance, slower than forest growth which is at 16).
Sea Ice provides fresh water.
Work boats can now enter sea ice upon obtaining combustion
Work boats can remove ice. default 5 turns (half the original time value of the mod)

There is an odd bug I found, but it sems avoidable.
If you artificially give yourself Astronomy and Combustion (in order to test the work boats) before researching them normally, the next time you research an old tech (relative to Astronomy/Combustion) the game freezes.

Everything worked ok, however when I game myself all techs by era through Renaissance then normally researched Industrial techs through to combustion.

SomethingWitty
Apr 30, 2008, 10:49 PM
I'm no longer sure I've installed the 3.13 patch. I'll install and check that first.


Nope, 3.1.3 patch makes no difference.

zappara
May 01, 2008, 02:26 AM
@SomethingWitty

On exactly which screen it crashes? Map selection, Civ page etc? By the way, what map type are you using?

Maatissi
May 01, 2008, 04:58 AM
Gee, that was really fast, 0100010!

That Icebreaker-feature you added also seems to make a lot of sense. I guess it is a fine addition.

Is there any chance that Zappara would like to include it in the official pathces as they start popping up? :)

And the most important thing: Many, many, many dear and heartfelt thanks to Zappara for making this brilliant mod available! :worship:


:clap::clap::thanx::beer::clap::clap:

SomethingWitty
May 01, 2008, 04:50 PM
@SomethingWitty

On exactly which screen it crashes? Map selection, Civ page etc? By the way, what map type are you using?


I can select any type of map, and type of Civ.

When I click on "launch" the menus disappear (which they're supposed to do anyway) and I see the background picture of the earth with the sun rising over it. That freezes in place for two, maybe three second. Then CTD.

Any other mod or vanilla BTS, I hit launch and see the little window that reads "initializing," "starting map," "starting players, etc."

That window doesn't pop up at all.

JosEPh_II
May 01, 2008, 05:58 PM
Have you tried reducing your graphics settings under options? I had this happen once with RoM2.002beta after adding that patch. I reduced from high to medium and have had no problem since.

Had a windows error msg also, "Failed to allocate video memory. Please try reducing your Graphics settings. File:\main\Civilization4\SDKs\Gamebryo2_0\CoreLibs \NiDX9Renderer\NiDX9RenderedTextureData.cpp, Line:177"

Rom1.03 runs fine too.

I'm running an ATI Radeon 9550 Graphics card with shader2.0 and 256mb ram. Win XP Pro SP2 with a 2.4ghz PIV and 1 gig DDR 400mhz ram. CPU is almost 5 years old now.

JosEPh

SomethingWitty
May 02, 2008, 12:50 PM
Have you tried reducing your graphics settings under options?

I'm running at low settings now. Doesn't work.

RobO
May 02, 2008, 01:04 PM
Two issues:

1) I think the build limit on the Zoroastric Pantheon doesn't work. I'm pretty sure I can build as many as I want. They also appear rather early - before the tech giving Cathedrals is discovered - but that may be intentional.
Btw, what happened to Ziggurats? I thought they were the Zoroastric equivalents of temples or cathedrals.

2) The enclosed screenshot shows some misplaced Ankhs in the popup.

I'm using the IceBreaker addon but that shouldn't affect these issues.

zappara
May 02, 2008, 07:37 PM
1) Pantheons appear earlier than cathedrals and they are cathedral replacement for few religions. Should be able to build one in every city just like cathedrals... Edit: I think Ziggurat was UU building for some Civ...

2) I know about that icon problem, just can't figure out what is causing it :D Must be those font files but i can't see anything wrong in them.

Empiremaker
May 02, 2008, 08:01 PM
I now get the missing icons for unit actions. ROM 1.x worked fine. Vista, English, 3.13 +Bhuric's patch.

RobO
May 02, 2008, 11:03 PM
1) Pantheons appear earlier than cathedrals and they are cathedral replacement for few religions. Should be able to build one in every city just like cathedrals... Edit: I think Ziggurat was UU building for some Civ...
One in every city? That seems to be the way it works now. That's too many. But I think the Civilopedia says one per 6 temples. One per 4 temples seems reasonable to me. The cost keeps the number down at first, but that will eventually change.

zappara
May 03, 2008, 03:03 AM
Well, those religions do not have missionaries to spread the religion ;)

zappara
May 03, 2008, 04:55 AM
I'm running at low settings now. Doesn't work.So far you've been the only one to report this issue - if it was happening to lot more people it would be easier to track down what's causing it.

This is just a long shot but have you tried defragmenting your hard drive (maybe too long loading times)? How many times have you unzipped the mod? Tried to download and install again (might been corrupt file in zip)? Do you have any custom assets installed (might interfere with RoM and cause crash)? Cleared Civ cache by holding shift key down during start up?

I now get the missing icons for unit actions. ROM 1.x worked fine. Vista, English, 3.13 +Bhuric's patch.
Hmm, try copying CvPath.py file from RoM 1.03 and overwrite that file in RoM 2.0. Let me know if this fixes the issue. Seems it's almost impossible to make CvPath.py file that works in all possible operating systems / native alphabet sets. :( By the way Bhruic's patch is included in RoM 2.0.

zappara
May 03, 2008, 05:06 AM
It takes A LOT longer to load up the tech screen (F6) than it did in v1. I know you added some stuff, but that may not explain the significantly longer wait. Perhaps there's an unintentional side effect somewhere or perhaps you have hit some internal buffer or whatever forcing the game engine to go into overload. I know that's not helpful, but perhaps it triggers something in the back of your head.

The really annoying thing is that the game does not store the info, it recalculates it every time I hit F6. This could be a gamekiller for this version of RoM on my machine.I probably hit some magical number for that tech tree algorithm when I made changes to tech tree. Sorting that many techs might take a while and I've tried to optimize it as much as I can by removing redundant AND and OR requirements from techs. I did add some more requirements for some techs in RoM 2.

Loading time for it could be perhaps reduced if I added all the button icons to single atlas files and make xml files to reference to those buttons instead of single button files (lots of them). Since tech tree has to load every button when you open it, it adds to the delay when you got lots of button files. Making those atlas files and adjusting xml files has enough work for several evenings/days for me so it might take a while before I make it.

Otto.Davila
May 03, 2008, 07:44 AM
Hello there man. Firstable, I love this MOD. You are really doing a great job :goodjob:

I got a little problem while playing RoM 2.0 (with patch 0.006). A great scientist was born on my Capitol and after that it's city screen got . .. .. .. .ed. I could see the unit and building icons but not the rest of it. It only happened on the capitol (where the scientist was born). And the units that are built on that city doesnīt show it's icons. I'll load the save file where the bug is already running. I'll also load the auto-save file before the scientist appears. I'll play another map and hope not to get the same problem. I'm not at home right now so I'll load the save files in about 6 hours. Hope you'll find that bug. :crazyeye::crazyeye:

Empiremaker
May 03, 2008, 09:20 AM
Thanks Zappara. The idea about copying CvPath.py worked. :thumbsup:

Kalimakhus
May 03, 2008, 10:49 AM
This might not matter but, when you zoom out in world builder and can filter resources by type: Food, Luxuries & General (strategic) I noticed the following.

Oil, Coal, & Salt are considered "food" (salt may be a mater of opinion, Id class it as general)

Whale, Gems, Gold, Silver, Dye, Fur, Ivory, Silk, & Incense are considered general instead of luxuries.

The way resources are filtered follows a simple rule -> A resource that gives Happiness once improved and connected to a city is a Luxury resource. A resource that gives Healthiness in the same manner is a Food resources. A resource that is neither A nor B is a General resource. The luxuries you mentioned are listed as general because they give happiness only when you have some building or another in the city. Just connecting them gives no effect. I am a little confused by Oil, and Coal however unless they give negative health once connected in this case they follow the rule as well because Civ4 doesn't differentiate positive numbers from negative ones (Yea it is that dumb!).

Maatissi
May 03, 2008, 02:01 PM
Just some adjusting...

Moved Dualism after Polytheism... (Trying to find a suitable additional prerequistice as it is so close to Polytheism.)

Theology prerequistices seem to be all right now. Divine Right eased a bit (removed that Flintlock or Political Philosophy element). Perhaps it still needs a replacing, bit earlier prerequistice, however? I am against changing the trigger techs for Christianity and Islam, as they seem to be quite fine now.

Increased the cost of Great Wall to 500 shields and Oracle to 300 shields. Reduced the cost of Pyramids to 400 shields, Sphinx to 200 shields.

Added Mathematics as a prerequistice for Masada.

That issue regarding the Cavalry prerequistices still needs some additional testing...

JosEPh_II
May 03, 2008, 02:14 PM
Edison's Workshop completion screen is still Blank. No movie or even still pic as in RoM1.03. Just a Blue screen with Edison's Workshop as a header and a continue button at the bottom.

Am I the only one with this minor problem?

Also the Ank symbol for the different Arun am(sp?) *temples, Set, Isis, etc* descriptions are down 1 line from where they should be.

These are only cosmetic graphical inconsistentcies and are in No way gameplay bugs.

Love the Mod! Thanks again.

JosEPh

Otto.Davila
May 03, 2008, 02:38 PM
Ok ... I promised to load the save file a little later so here am I :mischief:. I've been checking the game and I discovered the bug ONLY appears when I choose to build a HORSE ARCHER. If I build a Horse Archer in one city, that city getīs the bug, but If I stop building that unit the bug disappears. The scientist is not the reason of the bug but the Horse Archer. Hope you can fix that man. I'll keep playing without building those ones. Hope nobody comes with catapults :rolleyes:

Otto.Davila
May 03, 2008, 03:57 PM
Well ... I got some news. I entered the worldbuilder with the English civilization and started building a Horse Archer. No bug appeared. Then, I started another map with the Abyssinian civilization (the same I'm playing with in the save file I loaded) and did the same. The bug appeared again. So, I think the problem is with the abyssinian horse archer. I hope this will help you find a solution. I'll replaced the appearance of the african horsearcher on "\Rise of Mankind 2.0\Assets\XML\Civilizations\CIV4UnitArtStyleTypeI nfos.xml" file with another one (south america). The bug has disappeard now that I'm playing that way. Already playing the same saved game. I'll tell you if there is another bug =)

And once again ... this is the BEST CIV4 MOD I'VE EVER PLAYED. I'll keep watching for news and updates. Good job man :goodjob:

zappara
May 03, 2008, 04:11 PM
@Otto.Davila

Thanks for thorough bug hunting. I'll check it out this weekend. :)

Boris Badinov
May 03, 2008, 08:48 PM
Glad to see RoM 2.0 out. D/L'd and removed RoM 1.x as suggested in initial post. Mod loads but all controls, HUD and eye candy gone (mini map, F-Key icons and unit icons). It's definitly the mod as BtS works fine. Using Civ 4 and BtS with latest patches (1.74 & 3.13). Should I re-install Rom 1.x and copy the *.py file mentiond above or does that fix a different problem?

zappara
May 04, 2008, 02:44 AM
Glad to see RoM 2.0 out. D/L'd and removed RoM 1.x as suggested in initial post. Mod loads but all controls, HUD and eye candy gone (mini map, F-Key icons and unit icons). It's definitly the mod as BtS works fine. Using Civ 4 and BtS with latest patches (1.74 & 3.13). Should I re-install Rom 1.x and copy the *.py file mentiond above or does that fix a different problem?

Download and try CvPath.py file that is attached to this post. Unzip the file to folder "..\Mods\Rise of Mankind\Assets\Python\INIParser". Let me know if this fixes it.

baha
May 04, 2008, 03:19 AM
playing my firs 2.0 game i have found some graphics bugs:

first, the icon of the longbowman is the same as of the archer:
http://baha.skip-rewind.de/upload/Civ4ScreenShot0012.JPG

and the indian swordman lack texture:
http://baha.skip-rewind.de/upload/Civ4ScreenShot0011.JPG

still, having a lot of fun, good work zappara

Boris Badinov
May 04, 2008, 08:04 AM
Download and try CvPath.py file that is attached to this post. Unzip the file to folder "..\Mods\Rise of Mankind\Assets\Python\INIParser". Let me know if this fixes it.

Did as asked.. still no F-Key icons, Order icons, mini-map, or other visual aids, just main map and units (w/o unit data). I'll try a reinstall of Rom 1.x with Rom 2.0 over it and see what changes happen.

Since this doesn't seem to be rampent with other installs, might be a bad extraction. I'll let you know.

Again thanks for the quick response!

zappara
May 04, 2008, 10:32 AM
playing my firs 2.0 game i have found some graphics bugs:

first, the icon of the longbowman is the same as of the archer:

and the indian swordman lack texture:

still, having a lot of fun, good work zapparaTested and can verify indian swordman bug, happens on low graphic settings. Though longbowman had correct icon in my game so not sure why you had wrong button for it.

Did as asked.. still no F-Key icons, Order icons, mini-map, or other visual aids, just main map and units (w/o unit data). I'll try a reinstall of Rom 1.x with Rom 2.0 over it and see what changes happen.

Since this doesn't seem to be rampent with other installs, might be a bad extraction. I'll let you know.

Again thanks for the quick response! You could try CvPath.py from RoM 1.03 as it's slightly different than what I posted in the zip file.
Do you have non-english windows? Trying to rule out different possibilities why CvPath.py can't find mod files...

What you could do is enable logging in Civ4Config. Check following options to these settings:

; Enable the logging system
LoggingEnabled = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

Now when you start game, it logs everything to log files. Exit game, go to BtS folder, there should be Civ4logs, go there. Open PythonDbg.log in notepad and post here the folder path after this line:

os.getcwd():

With the exact path I might be able to figure out what the problem is in the CvPath.py file.

SomethingWitty
May 04, 2008, 01:04 PM
[QUOTE=zappara;6783823]So far you've been the only one to report this issue - if it was happening to lot more people it would be easier to track down what's causing it.
QUOTE]


Alright, I don't know if this means anything to you, but I thought it might.

I was using RoM 0.8, remember, and it worked fine. Couldn't get 2.0 to work.

So I downloaded RoM 1.03 to see if that would work. It didn't, same CTD bug. But... neither would any other mod. Or vanilla BtS, even though I had it working the day before. The same CTD bug as with Rom 2.0.

The problem was the 3.1.3 patch. Removed that, went back to 1.0.1, and most mods worked. I was able to start RoM 1.0.3 without the CTD bug, but I got the missing unit action icons bug. RoM 2.0 still CTDs.

JosEPh_II
May 04, 2008, 05:58 PM
How do you take screen shots with CIV IV? So you can post them?

And where would the game/computer store them?

JosEPh

Commander Bello
May 05, 2008, 04:58 AM
How do you take screen shots with CIV IV? So you can post them?

And where would the game/computer store them?

JosEPh
You just have to press the PRINT button (DRUCK in German version of keyboard).
If you press it with SHFT held down, you can give your screenshot a name.
You will find it somewhere under "...\documents\[user name]\My Games\Beyond the Sword\Screenshots" (Vista, the beginning of the path may be different for XP)

Commander Bello
May 05, 2008, 05:03 AM
Zappara,

did I miss something or is the Amun-Ra missionary missing from the game?

In below screenshot you may see that in the holy city of Islam and Amun-Ra I am able to train the Islamic missionary, but not the Amun-Ra missionary. There is no monastary for any of them, but I have organized religion as civic, which actually allows me to train the Islamic missionary.

http://forums.civfanatics.com/attachment.php?attachmentid=176289&stc=1&d=1209985298

zappara
May 05, 2008, 06:07 AM
The problem was the 3.1.3 patch. Removed that, went back to 1.0.1, and most mods worked. I was able to start RoM 1.0.3 without the CTD bug, but I got the missing unit action icons bug. RoM 2.0 still CTDs.Check the post above how to enable logging. You could then start game and after it has crashed, go to log file folder, zip the files and attach that zip to post in this thread. I can then take a look at what happened in the game by going through the log files.

Zappara,

did I miss something or is the Amun-Ra missionary missing from the game?

In below screenshot you may see that in the holy city of Islam and Amun-Ra I am able to train the Islamic missionary, but not the Amun-Ra missionary. There is no monastary for any of them, but I have organized religion as civic, which actually allows me to train the Islamic missionary. I guess I should write more RoM hints to that pedia section. Amun-Ra doesn't have missionary as doesn't Nagualism. These religions do have access to all religious building types earlier and Amun-Ra has 3 National religious wonders which all do spread Amun-Ra religion. So to spread this religion you'll have to build lots of religious buildings and keep open borders with neighbors. I know this is bit experimental approach for spreading religions. Historically Amun-Ra was quite local which is why I left it without missionary. As a strategy for spreading it you'll have to build Amun-Ra buildings for right spots. ;)

Commander Bello
May 05, 2008, 12:24 PM
I guess I should write more RoM hints to that pedia section. Amun-Ra doesn't have missionary as doesn't Nagualism. These religions do have access to all religious building types earlier and Amun-Ra has 3 National religious wonders which all do spread Amun-Ra religion. So to spread this religion you'll have to build lots of religious buildings and keep open borders with neighbors. I know this is bit experimental approach for spreading religions. Historically Amun-Ra was quite local which is why I left it without missionary. As a strategy for spreading it you'll have to build Amun-Ra buildings for right spots. ;)

I understand the reason behind it, yet I am not very much satisfied with it :p

Religions are happiness-generators (well, they can give some money via the shrines and so on in the standard game as well). Amun-Ra has one significant disadvantage (as seems to be the case for Nagualism) - if there is another religion in a given city, Amun-Ra won't spread to it.
That does significantly limit it.

I have to admit that I am playing with "choose religions" and therefore, it may be a bit different for having a fixed relation between technology and religion.

But I agree, a bit more explanation in the pedia would be helpful to avoid confusion.

Maatissi
May 05, 2008, 01:34 PM
I've noticed that Amun-Ra is actually quite strong in my games. I play with hemispheres, 5 continents of varied size and low sea level. Of course it depends on the other religions founded on the landmass besides Amun-Ra. Still, I'd say about 60% of the time the Amun-Ra gets a significant position. (In my current game, I acquired Amun-Ra very early through a river trade route from my neighbour, kept it as my state religion until I had all those fancy temples dedicated to ancient deities, then switched to Hellenism which I acquired the same way, built the Parthenon... Neat :) )

There is already a big (religious?) war going on, as Hinduism was founded on the same continent also, and it has three civilizations' support. Luckily, I have good trade relations with the hindus, quite scary still as they are battering my ancient neighbour who taught me the way of the gods... :D

I think Zappara did really well with these new religions and making the religions quite different from each other.

Dewion
May 05, 2008, 02:26 PM
yeah, and when played right, u can have many religion buildings by switching ur state religion. especially if u found several religions.

could there be limit that civ can only found one religion?

judaism still gives too much gold, if u found it, build shrine, spread it effectively, u can have 100% research whole game.

RobO
May 05, 2008, 09:48 PM
I don't think I've seen any of JPK's events. They are supposed to be included in v2. Does anyone else see them?

Boris Badinov
May 06, 2008, 08:25 AM
T

os.getcwd():

With the exact path I might be able to figure out what the problem is in the CvPath.py file.

Zappara: Good news ... I did a re-D/L and install, seems to work :woohoo: . should have done that first :stupid:

I did enable logging and this is what I got.

os.getcwd():

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword

os.getcwd():

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword

load_module GodsOfOld

load_module CvDomesticAdvisor

load_module CvTechChooser

OK, so I stopped copying after the third 'load_module'

zappara
May 06, 2008, 08:50 AM
@Boris Badinov

Looks like CvPath.py does locate the right folder so no problem there. I'm happy that you got the mod working. :)

Maatissi
May 07, 2008, 05:00 AM
Just another minor issue:

The generic tank seems to be a M4 Sherman. Still, America has a M4 as a unique unit... Perhaps that neat new graphic should be used as a default tank for all the civs, not only for the Americans? How difficult would it be to tamper those xml-files (or graphics files perhaps!) to do this by myself? I used to replace unit graphics in the Sevomod long time ago, but if someone could put short instructions for me here, I wouldn't have to read the xml/file guide once again for such a small issue... :D

(EDIT! IMPORTANT NOTICE!)

Also, how about making the F-15 an American Unique Unit instead of a standard Jet?! It could boost increased range and striking power, as well some additional strength. (A bit like it was in Civ 3 and slightly more.)

Then remove the Navy SEAL, replace it with a standard looking US Marine graphics, and use the Navy SEAL graphics for an advanced unit like Special Forces (available for all Civs). I think it was like this in the Sevomod GIR Add-on, and worked great there!

ersner
May 08, 2008, 08:46 AM
Hi. Should it be possible to play RoM on hotseat multiplayer ?
I play the game with Kalimakus addon and additional civilizations pack (by the way,there is only one sound file that needs to be added to Audio2dScripts and AudioDefines to merge those, the Battleloop) , and while it works OK in single player, i get a lot of CTDs during loading or starting, Runtime errors and other weird bugs (like income of -3999999 coins after loading the game,for example)

Was RoM meant to be played in multiplayer at all,and, if yes,what do you think may be the cause of these bugs ? I sthis something wrong with my computer,Civilization build, RoM, or maybe the DLLs ?
Does the multiplayer work ok for you ? Thanks for the help.

zappara
May 08, 2008, 09:45 AM
@ersner

It's designed for single player only and I have reports that RoM 2.0 will CTD in multiplayer mode when you for example build those new settler unit types, colonists or pioneers (out of synch error). It's unfortunate side effect that multiplayer mode won't work. It should work fine in Rise of Mankind 1.03 though as it doesn't have these features that cause crashes in multiplayer mode.

Mr.Johnny
May 08, 2008, 03:25 PM
Hi, I have the same problem like SomethingWitty. My civ crash when loading the game. Once the game started without interface and at the first move crashed again. I reinstalled the BtS, not help. Any idea? I would like to play this mod, i like it. How can I help to find the problem? I have only a blue marble mod on vanilla game.

zappara
May 08, 2008, 03:59 PM
@Mr.Johnny

Is that blue marble in custom assets folder? If it is, it might cause problems... Try without it.

Mr.Johnny
May 08, 2008, 04:41 PM
I reinstalled the full game and problem is same

Civ Fuehrer
May 08, 2008, 09:06 PM
I'm not sure if it's a Vista problem since i run Vista(english of course), but I DL Rise of Mankind 2.0, Revolution & DCM for Rise of Mankind, Extra Civ addon pack, and RoMExtraCivRevolution Patch. it says that RoM2 and ECap are damaged or corrupt, and they are both 0 bytes. I DL RoM2 from http://forums.civfanatics.com/downloads.php?do=file&id=9301 and the pack from http://forums.civfanatics.com/downloads.php?do=file&id=9363
EDIT nvm, found the prob

d_beauch
May 09, 2008, 11:38 AM
hi. first of all, i love this MOD!! you did a great job again.

the only problem is that the game crash when i founded amun-ra or nagualism. any idea what could cause this?? i play with choose religion btw.

zappara
May 09, 2008, 02:06 PM
I reinstalled the full game and problem is sameCould you tell the specs of your computer? What you could do also is to zip the log files after the crash. You'll need to enable logging first. I'll have to check them to see what went wrong when the mod was loading.

the only problem is that the game crash when i founded amun-ra or nagualism. any idea what could cause this?? i play with choose religion btw.Tested this just and I had no problems when found those religions with choose religion setting. :confused:

d_beauch
May 09, 2008, 02:47 PM
Tested this just and I had no problems when found those religions with choose religion setting. :confused:

that's weird.... i founded taoism earlier in the game and i had no problem.

i don't know much about modding so i don't know what info i can give you to help you find the cause...

EDIT: i also have blue marble. not sure if it can have something to do with the problem.

zappara
May 09, 2008, 05:33 PM
@d_beauch

Blue marble might be causing problems, I'm not sure. Seems many are using it so I might take a look at it and see if it's easy to add to RoM ;)

d_beauch
May 09, 2008, 06:04 PM
@d_beauch

Blue marble might be causing problems, I'm not sure. Seems many are using it so I might take a look at it and see if it's easy to add to RoM ;)


ok thanks. in the meantime, i'll try reinstalling the game without blue marble and see if it still crash. let's pray it works :religion: because i can't wait to continue playing your great MOD :goodjob:

RobO
May 10, 2008, 01:05 AM
I get a basic city advisor using v2. See first Thumbnail. This is the same with and without RevDCM.

The second thumbnail shows how it looks in RoM v1. Can I get that back, please :cry:

I do use BlueMarble, but I thought that was purely a cosmetic change. I can try to uninstall BlueMarble.

Edit: Uninstalling BlueMarble made no difference (tested using RoM v2 with RevDCM).

Mr.Johnny
May 10, 2008, 02:20 AM
CPU: Core 2 Duo 8200
Mem: 4 GB
VGA: Asus Nvidia 9600GT with Forceware 174.74
OS: Win XP with SP3

Where can I find log files?

zappara
May 10, 2008, 02:26 AM
@Mr.Johnny

Got to BtS folder and open Civ4Config. Check following options to these settings:

; Enable the logging system
LoggingEnabled = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

Now when you start game, it logs everything to log files. When it crashes, go to BtS folder, there should be Civ4logs, go there. Zip the log files in that folder.

Hmm, with your computer (4GB) this mod should be running smoothly...

zappara
May 10, 2008, 02:29 AM
@RobO

What's that advanced looking city advisor screen? Haven't seen that before ie. city advisor should look like the in the 1st pic. Maybe the advanced screen was part of Kalimakhus addon for RoM 1.03 as I haven't made any changes to that screen.

RobO
May 10, 2008, 06:51 AM
@RobO

What's that advanced looking city advisor screen? Haven't seen that before ie. city advisor should look like the in the 1st pic. Maybe the advanced screen was part of Kalimakhus addon for RoM 1.03 as I haven't made any changes to that screen.
Interesting. Perhaps it was picked up from my Customassets folder which, IIRC, contained a version of BUG when that shot was taken. My CustomAssets is empty now, so I'll try again. When I get home and find time.

Isn't it about time the city advisor gets an overhaul in RoM?

zappara
May 10, 2008, 07:19 AM
@RobO

Yeah, that screen looks interesting. Didn't know anyone had redone that screen too.

RobO
May 10, 2008, 08:17 AM
@RobO

Yeah, that screen looks interesting. Didn't know anyone had redone that screen too.
I'm fairly sure this is the proper reference (http://forums.civfanatics.com/showthread.php?t=150198). But I get the impression that the mod was edited by the BUG team.

Also, check the BUG mod help file (http://civ4bug.sourceforge.net/BUGModHelp/index.htm). There's a section on the domestic advisor in the section on included mods.

Edit: After browsing that help file a bit, it seems that Cammagno's Custom Domestic Advisor Pages (http://forums.civfanatics.com/showthread.php?t=243524) organises the city info into pages.

Might I draw your attention to the Great Person Progress Bar (http://forums.civfanatics.com/showpost.php?p=5777936&postcount=8) as well? It's really useful to have. But again, in the latest version of BUG this bar is placed to the right of the tech progress bar, not below it, so the BUG team must have edited it. I like below better, however.

Kalimakhus
May 10, 2008, 09:21 AM
@Zappara
I back any ideas for enhancing advisers screens. On the other side Main Interface modifications tend to affect performance as they get into the display refreshment routines. Anyway if you intend to integrate further enhancements to the interface I suggest that you look into integrating the BUG mod as a whole. It provides all popular interface enhancements and adds convenient options control from within the game itself. The BUG team is active and works on addressing any arising issues. It is always better to integrate components that are well maintained by the original creator or by a dedicated team.

RobO
May 10, 2008, 11:43 AM
Kalimakhus has a good point, though on the downside you already have some of the BUG components installed and that may entail more work. BUG is good, however, and it gives you options to turn stuff off or modify it.

Maatissi
May 11, 2008, 06:12 AM
Hmm... Attack submarine has uranium in its prerequistice, but no Nuclear Power? Is this intentional?

Does the Extra Civ Addon pack include UU's like T-72 etc. set for each new Civilization? With the 2.0 new Civs there seemed to be no UU's except for the Civ specific UU...

zappara
May 11, 2008, 08:19 AM
By the time I was looking for few specific interface enhancements they were only available for Warlords and thus didn't work in BtS. I did find few of them from BUG mod and that allowed me to merge them finally to RoM (Sevopedia originally). Didn't merge BUG fully because it was enough trouble for me to just get those few python code blocks to work with RoM (I'm not good with python). I don't remember from what version of BUG I grabbed those features, haven't looked yet to newest version, it must have so much more included now :D Merging it is of course one option just that I'm not really fond of stumbling with python stuff - like if there's components that interfere with each other, I wouldn't know how to combine them (well, I can but it will take sooooo many hours from me that I don't want to go that road ;))

@Maatissi

Attack Submarine, I think I placed it among the diesel ship period ie. WW II subs when the nuclear power was just appearing. Why the Attack Submarine does have uranium as prerequisite is to make them viable choice for some Civs who have uranium but don't have oil (not sure this ever happens but anyway..) as these civs could use nuclear power in these subs instead of diesel engines. So this unit is kind of between 2 different periods. Now that the community has released lots of new sub models, I could make their upgrade lines bit more accurate. :) Edit: the unit seems to be missing Oil products bonus OR requirement.

Extra Civ addon pack only includes 1 UU per new Civ and few without UUs and UBs since those modules didn't have them. I've just converted those Civs the fastest way and didn't stop to "think" what other UUs each new civ might have. Doing all that research would have delayed that addon.

d_beauch
May 11, 2008, 11:42 AM
ok thanks. in the meantime, i'll try reinstalling the game without blue marble and see if it still crash. let's pray it works :religion: because i can't wait to continue playing your great MOD :goodjob:


i reinstalled BTS entirely and it doesn't crash anymore when i found those 2 religion, but now i get some ramdom crash....:sad: anybody else experience this??

i play marathon, gigantic map, big and small, 32 civs, raging barbs, agg a.i, choose religion. i don't think it's a hardware problem because i was able to play gigantic maps with 32 civs in the modern era with ROM1.0
i have a intel dualcore 2.66gig, a geforce 8800 GTS 512, and 3gig of RAM

EDIT: i also have the extra civs addon

zappara
May 11, 2008, 12:24 PM
@d_beauch

Graphics wise RoM2.0 is lot bigger mod than RoM1.0 (with extra civs it's massive mod) and running it on maximum settings can cause problems even on high end computers. My advice is to run the game first on some average settings (not gigantic map or max civ amount) and after each game increase the settings slightly and eventually you find the maximum settings your computer can handle. In your case I'd try large or huge map first before going to try those 2 new bigger map types.

Of course there's possibility that some bug causes crashes so providing as much info as possible when that happened can help me to improve the mod.

Zakouski
May 11, 2008, 06:17 PM
I'm playing as Byzantine ; The chariot unit has a bug : the caracteristics are not displayed, and the promotions icons do not appear.

(Playing with Rom2 and RomRevolution).

Nice and hard mod beside that.

d_beauch
May 11, 2008, 11:03 PM
@d_beauch

Graphics wise RoM2.0 is lot bigger mod than RoM1.0 (with extra civs it's massive mod) and running it on maximum settings can cause problems even on high end computers. My advice is to run the game first on some average settings (not gigantic map or max civ amount) and after each game increase the settings slightly and eventually you find the maximum settings your computer can handle. In your case I'd try large or huge map first before going to try those 2 new bigger map types.

Of course there's possibility that some bug causes crashes so providing as much info as possible when that happened can help me to improve the mod.

ok. i'll start by lowering the graphic setting and see what it does. if it doesn't work, i'll try playing a large map with about a dozen civs like you suggested.;)

and like i said in a earlier post, i don't know much about modding so i don't know what kind of infos could be useful to you. if it was a crash that happened every time, i could post a savegame but with a random crash it doesn't help. if i notice something that i think could be useful, i'll let you know

Mr.Johnny
May 12, 2008, 02:01 AM
I attached the log files and i can send a dump file too.

zappara
May 12, 2008, 05:24 AM
I attached the log files and i can send a dump file too.
Didn't see anything wrong in the log files. One thing that crossed my mind when I was thinking why people are having crashes is that have you updated your BtS to version 3.13? The game's automatic update won't work for this patch and you'll have to download that patch manually from Firaxis website and then install it. Download it from here. (http://www.firaxis.com/games/downloads.php)

zappara
May 12, 2008, 05:31 AM
and like i said in a earlier post, i don't know much about modding so i don't know what kind of infos could be useful to you. if it was a crash that happened every time, i could post a savegame but with a random crash it doesn't help. if i notice something that i think could be useful, i'll let you knowSave game might help in some cases, log files can also give me hints where the problem might be if there's crash issue. Usually it's enough just to describe what you were doing at the time when you discovered the bug.

Mr.Johnny
May 12, 2008, 08:55 AM
Thanks zappara, I downloaded the patch, reinstalled the bts and it works!

Inganno
May 12, 2008, 05:07 PM
I have no interface. Why.

Windows XP. Just so you know.

notwillieg
May 12, 2008, 06:05 PM
Yeah, the in-game interface has failed to appear for me, as well. This only started happening when I installed the addon civ pack/revolutionDCM addons and the compatibility patch for them. Before that, it was working fine. I'm not using CIV complete edition, and I'm using vista. I've attached log files.

zappara
May 12, 2008, 07:43 PM
I have no interface. Why.

Windows XP. Just so you know.There's few possible reasons (as explained before):
1. BtS is not patched to version 3.13
2. BtS is not set to English language, this mod works only in English setting
3. Player has non-english Windows installed and this "confuses" mod's config finder as it can't locate the ini file for some unknown reason
4. Due to some reason on Vista can't locate mod's ini file, possibly due to different path settings...

In your case it's point 1, 2 or 3 that is causing the problem. If you have patched your game to 3.13 and you indeed are using it on English setting, then see this post (http://forums.civfanatics.com/showpost.php?p=6776570&postcount=1136) in Rise of Mankind 1.0 thread, download CvPath.py from that post and follow the instructions where to unzip it. Let me know if this solved your problem.

Yeah, the in-game interface has failed to appear for me, as well. This only started happening when I installed the addon civ pack/revolutionDCM addons and the compatibility patch for them. Before that, it was working fine. I'm not using CIV complete edition, and I'm using vista. I've attached log files.Looked those log files and seems there's errors when mod tries to load python files. I suspect that the cause of it is in the addon files since the mod was working fine before. I'll have to do some test runs to see if there's some conflicts.. though Kalimakhus will probably know better since he has made the addon.

Edit: Did you follow Kalimakhus' addon install instructions? There's one thing you must do before you add the addon to RoM: You have to delete 'Python' -folder from '..\Mods\Rise of Mankind\Assets\' -folder.


I just spent most of this night trying to redo CvPath file into such format that it would work on all computer configurations so that there won't be missing UI problem anymore but didn't get it to work at all yet.. got to get some sleep now and try again tomorrow. :sleep:

notwillieg
May 12, 2008, 08:36 PM
Edit: Did you follow Kalimakhus' addon install instructions? There's one thing you must do before you add the addon to RoM: You have to delete 'Python' -folder from '..\Mods\Rise of Mankind\Assets\' -folder.

...I think I can safely say I did not read that particular instruction. I'll try deleting the Python folder and reinstalling the addon now.

Edit: I tried it, but still no luck. I did notice that the error log files are slightly shorter now, however.

niftymbm
May 14, 2008, 08:00 PM
Let's see, went for a gigantic terra map and I got one with absolutely no water, just land. Is this just me?

gravitynada
May 15, 2008, 01:38 AM
Hey, right off the top, GREAT MOD! ROM v1 was the only CIV I played for months until your new version. I can't tell you how much I love that you added so much future tech, it reminds me of the late game way back on Civ 2 test of time, truly outstanding.
Only problem seems to be that often when I or an AI Civ found Amun-Ra or Nagualism I get CTD. If I set for choose religions and pick either religion myself very early on it does not crash but after a hundred turns or so, the bug is in full effect.
I have been reading up on the bug-fix suggestions posted here, and have defragged my hard drive and dropped all the graphics to their lowest settings but to no avail. I have activated the logging as per your instructions and the crash log looks like this:

[122997.734] ERR: InitWinApp() failed, exiting
[122997.734] ERR: CIV Init FAILED, exiting

I am technologically ignorant so I do not know if that helps.
Also, I have attempted to upload a save game in which one of the AI civs is about to invent Philosophy and choose one of the religions that causes that crash. Never tried it before, don't know if it will work. If there is anything anyone can suggest, I'd really appreciate it.
Once again, outstanding work on this mod, I just hope I can get past this bug and play in the late game.

zappara
May 15, 2008, 08:35 AM
@gravitynada

Just tested your save and it does crash. Not sure yet what is the cause for it, it might be AI finding that new religion and then again it might not. Log files didn't give me any clues so I have to look around in the Worldbuilder mode to see what AI's are doing.

@niftymbm

Some map scripts from default Civ 4 won't work on Rise of Mankind's new map sizes. Those map script python files need to be modified. Just testing if I got Terra mod work on Gigantic map size.

valentinpotra
May 15, 2008, 11:02 AM
I really enjoyed the previous version of this mod, and just downloaded v. 2.0, but have been unable to load the world map that came with it. At first it didn't show up after loading the mod and trying to load it as a scenario, I then transfered it to the normal bts pub maps folder - it would then show up but not load. I kept being to it was not able to read the file. Did something go wrong with my download and corrupt the file or is anyone else having this problem. The file I've been trying to use is 762 KB (if that's of any help). - Thanks, V. (oh, and if anyone has just a worldmap file that works and could post that so I don't have to download the whole mod again, that would be great)

gravitynada
May 15, 2008, 11:14 AM
Wow, thanks for getting back to me so quickly. I can replicate the bug every time with that save game file by using world builder to spawn a great philo or scientist to fast track a theology or philosophy then starting one of the new religions myself. If that doesn't happen to you when you try it, then it must be my PC I suppose. Do you think I should try a complete re-install of CIV 4 and BTS?

Thanks again

shadydre
May 15, 2008, 08:41 PM
First off i wanna say a quick hello to all you civ headz.I've just installed ROM 2.0 and i've been crashing at random points in the game. No specific event is triggering it. I have all Civ 4 Exp (Warlords,BTS) all of them patched to latest release. When the game crashes i get this in my error report.

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.0.0.1
Application Timestamp: 562b029a
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 48239cb2
Exception Code: c0000005
Exception Offset: 00112ef0
OS Version: 6.0.6000.2.0.0.256.1
Locale ID: 1033
Additional Information 1: cb74
Additional Information 2: 2acd1d5918dd0f8903d8dec2dc50eafe
Additional Information 3: 45bd
Additional Information 4: 2d5d85679c987dbfec0a23dd7666b511

Could anyone help or steer me in the right direction.

gravitynada
May 15, 2008, 11:07 PM
OK, so I figured I'd try removing all of my civ 4 software and re-installing to see if that would address the new religions causing CTD, and now I get CTD whenever I hit "start game" no matter whether I try custom game, scenario or quick start. If I understood d-beauch correctly, this is the same thing that happened to him, so D, if you are out there, did you find a solution to your problem yet?

Thanks

gravitynada
May 15, 2008, 11:58 PM
Seeing as I have been able to get ROM v2 to work, I decided to go back to playing v1 until a solution presents itself, but when I start a game in ROM v1 now, all the buttons in my unit interface are missing. ROM v1 always worked great for me in the past, never had a bug at all. I was even able to tool around with some of the unit graphics without any trouble. After removing and reinstalling all my Civ 4 software,
I am now unable to play any version of rise of mankind. Can anyone think of any reason that both versions of ROM would be damaged by reinstalling Civ (besides the obvious "your computer both sucks and blows")
I am desolate, and considering taking my PC into the bathtub with me and powering it up.

NoManners
May 16, 2008, 12:04 AM
Hello!

I need some help, please. I have this missing UI problem, and I can't solve it!
I think i followed all installation-advises: I am running BtS 3.13, english language version, no blue marble or other mods running with rom. I installed rom2.0, deletet python folder before I copied the revolutionsdcm addon. I tried out several cvpath.py versions, downloaded here. Nothing works. When I start a map I have no UI, no city screens and no game-options to open.

I used your cvpathtest, to create this logfiles and hope, you can solve this problem!?

I am using Windows XP SP2, german language version wich is sad to cause trouble. But I can't change that without a totally new windows installation, can I?

Thank you for your help!!

EDIT: I tried to run RoM2.0 without revolutionsdcm and it works. Should I better post this question at the addon-thread?

CMKMStephens
May 16, 2008, 02:18 AM
2.0 is great but I can't get very far at all now before ceasless memory allocation failures. Previously I wouldn't get them in game until late industrial era, now only 1200ad.

I'd also like to mention that when I load RoM, I can start one new game or load one new game and thats it. If I exit and try to generate another map, or load a save in game I get a memory allocation failure and have to reload everything all over again. This isn't just in 2.0 though, it happened in 1.0 as well.

zappara
May 16, 2008, 06:09 AM
Seeing as I have been able to get ROM v2 to work, I decided to go back to playing v1 until a solution presents itself, but when I start a game in ROM v1 now, all the buttons in my unit interface are missing. ROM v1 always worked great for me in the past, never had a bug at all. I was even able to tool around with some of the unit graphics without any trouble. After removing and reinstalling all my Civ 4 software,
I am now unable to play any version of rise of mankind. Can anyone think of any reason that both versions of ROM would be damaged by reinstalling Civ (besides the obvious "your computer both sucks and blows")
I am desolate, and considering taking my PC into the bathtub with me and powering it up.Did you remember to download BtS 3.13 update from Firaxis pages and update your BtS to that version after you reinstalled whole game?

zappara
May 16, 2008, 06:24 AM
Hello!

I need some help, please. I have this missing UI problem, and I can't solve it!
I think i followed all installation-advises: I am running BtS 3.13, english language version, no blue marble or other mods running with rom. I installed rom2.0, deletet python folder before I copied the revolutionsdcm addon. I tried out several cvpath.py versions, downloaded here. Nothing works. When I start a map I have no UI, no city screens and no game-options to open.

I used your cvpathtest, to create this logfiles and hope, you can solve this problem!?

I am using Windows XP SP2, german language version wich is sad to cause trouble. But I can't change that without a totally new windows installation, can I?

Thank you for your help!!

EDIT: I tried to run RoM2.0 without revolutionsdcm and it works. Should I better post this question at the addon-thread?Looked through log files for hints for that crash. All paths seem to be correct so at least those aren't causing missing UI problem but I did notice couple errors from logs:

load_module CvPediaTech

CvPediaTech

import failed

and

AddPlayer Execution failed!


Seems mod can't find CvPediaTech.py file at all and this is causing the problem. This file is part of Sevopedia component and since revolutionsdcm addon doesn't seem to have sevopedia at the moment, it's likely that some reference to it has been left for it. Odd thing is that I didn't notice any problems with the addon - though I did notice that sevopedia wasn't there. Kalimakhus might know more about this, I haven't really gone through yet his addon's python files.

Kalimakhus
May 16, 2008, 07:22 AM
@NoManners

These errors shouldn't be there if the Python folder was removed before installing the Add-On. Please make sure that the folders under your Rise of Mankind are arranged in the proper order. i.e. there is no extra Rise of Mankind folder under the original one.

If you have time try installing the mod once again and carefully follow instructions.

NoManners
May 16, 2008, 09:15 AM
Thank you for yor fast replies!

Okay, I tried it again. And now, it works! Funny enough: I did all this yesterday in the same way, only using the extract-assistent (right mouse "extract to") instead of "drag and drop" like today. So I tried the first way again, hoping to reproduce any kind of error. But, again, it works (of couse). I feel like some kind of Idiot right now. But it works, that's enough :)

Just one more: the popup next to the Dawn of Man-Screen tells me now, that BarbCivs, Revolution, TechDiffusion, DynamicCivNames are turned off, aswell as CivCustomizer an CivChanger. Is this the way it should be? I searched through the revolution.ini but did't find anything about on/off, only to adjust settings. Where can I turn them on?

Kalimakhus
May 16, 2008, 10:05 AM
Both CivCustomizer and CivChanger are turned off by default and shouldn't be turned on as they conflict with Revolution. Actually some of their code is disabled by Glider in the SDK files so turning them on might cause unpredictable issues. The other components are supposed to be enabled by default. To turn them on start your game from the custom game page you will find them as options just like Raging Barbs and Aggressive AI etc.

d_beauch
May 16, 2008, 11:05 AM
OK, so I figured I'd try removing all of my civ 4 software and re-installing to see if that would address the new religions causing CTD, and now I get CTD whenever I hit "start game" no matter whether I try custom game, scenario or quick start. If I understood d-beauch correctly, this is the same thing that happened to him, so D, if you are out there, did you find a solution to your problem yet?

Thanks


no i haven't found the solution. been very busy this week. didn't have time to play CIV at all :(

your problem seems even worse than mine. i can start a game and play several turns before it crash but you say that your game crash when you hit "start game"??

and gravitynada, if you read this, post something just to reassure us that you didn't power up your PC in your bathtub;)

MrCrawford
May 16, 2008, 01:00 PM
Good day Gentlemen.

I must say I am a huuuuge fan of RoM, particularly this version. I've never quite gotten the hang of modding, and the addition of Hellenism is a big selling point for me (I almost always end up playing Rome).

At any rate, I'm having an issue with the Idolatry Civic, or maybe the technology Sculpture (which researches it). All I know is that once I am asked to change civics on the main interface screen, the game crashes and I get an error message from windows saying Civ 4 has stopped working.

For further information, I'm running a Vista computer, but I have replaced the CvPath.py file as per the instructions to fix the interface. I'm not currently running either of the add-ons for RoM 2.0.

Many thanks! Keep up the great work! :goodjob:

gravitynada
May 16, 2008, 01:30 PM
Hey Zappara, good call on the 3.13 patch. When I un-installed, I selected the option to keep my downloaded patches and when I re-installed, the process allowed me to patch from these files as I installed, but I guess for some reason the BtS patch didn't take. I even checked the build and it said 3.13, nevertheless when I tried to check for updates, sure enough, it downloaded 3.13 (again) and now ROM 2 starts up fine. I am just starting out a new civ as I type this and I love to play on snail so it might be a little bit before I know if the religion problem still happens. fingers crossed. Oh, and I don't want to take up too much space on this thread but if you ever want a detailed 2-page e-mail on the countless reasons I loved v.1, let me know.

Oh, and D_beauch, I tried, but the damn cord wasn't long enough. I guess I'm safe until Civ 5 comes out and my PC is no longer powerful enough to run it. I can't afford a new one but I can afford an extension cord

NoManners
May 16, 2008, 02:38 PM
Both CivCustomizer and CivChanger are turned off by default and shouldn't be turned on as they conflict with Revolution. Actually some of their code is disabled by Glider in the SDK files so turning them on might cause unpredictable issues. The other components are supposed to be enabled by default. To turn them on start your game from the custom game page you will find them as options just like Raging Barbs and Aggressive AI etc.

Yeah, these options are available (and highlighted by standart) if I start a custom game. But I found no way to play the Earth map, you deliver with your mod, with these options "on"!!??

HannibalBarka
May 16, 2008, 03:13 PM
I have the UI problem. I run under XP Pro sp2 and use the extention BtS version 313.

HannibalBarka
May 16, 2008, 03:17 PM
I have the UI problem. I run under XP Pro sp2 and use the extention BtS version 313.

And here are the logs

Kalimakhus
May 16, 2008, 03:34 PM
Yeah, these options are available (and highlighted by standart) if I start a custom game. But I found no way to play the Earth map, you deliver with your mod, with these options "on"!!??

I haven't looked into the map for sometime now. It seems that updating to Revolution 1.42 can cause the issue you are talking about. Can you please try to use Custom Scenario, load the map and see if the options will become available then?

MrCrawford
May 16, 2008, 03:43 PM
Hey again.

It actually seems to be a problem when getting to implement certain civics, because the same bug is occurring with Caste System as well. Any ideas?

zappara
May 16, 2008, 05:27 PM
@gravitynada

Good that you got it working. If you want to send some private feedback, just send it in PM here on forums. :)

@HannibalBarka

According to your log files, there's some failure when the game tries to load mod's civilopedia python files. Just a guess but did you install RevolutionDCM addon to RoM 2? NoManners' had similar problem just few posts earlier.. double check the installation instructions to see if you have skipped some part of them - main mod and addons have different instructions.

@MrCrawford

Could you post the log files too - might help me find the problem faster. :)

dasvidania
May 17, 2008, 01:15 AM
Good mornig at all, i'm very pleased to play this great mod but sometimes i have a crash of my pc. It's appened when the game end to load all your parts (xml,python ecc.). I must only restart my pc by button :(

Has it happened to someone?

I use win xp +SP3 , core2 E6600 + 2GB ram + GeForce 7900GT

In attachement you find the last log. The last block is verified while i was starting a new game "RiseOfMankind28CivEarth" with Roman.

Bye and thanks at all for your work :)

gravitynada
May 17, 2008, 03:24 AM
Hi Zappara,
I'm still having difficulties with the new religions causing crashes if the AI civs develop them or if they occur after the first 400 turns or so. I added some great people using debug tools and founded Amun-Ra and Nagaulaism myself and was able to continue playing.
some minor stuff that has come up so far; no icons in "choose technology to research" screen for masonry or calander. After building pont du guard, cities still able to build aquaducts.
more troubling is a python exception that does not crash the game but pops up one or more message windows at the beginning of each turn. I think it has something to do with the AI civs producing a certain type of unit, possibly a trebuchet, but that is just speculation. The message reads:

PYTHON EXCEPTION:
File "CvGameInterface"; line 180, in AI_chooseProduction
File "CvGameUtils"; in line 338
Name Error: global name "pPlayer" is not defined

I might have made some minor syntax mistakes but that's pretty much it. Hope it helps.
Otherwise, I'm having a good time with it, except for some problems with an unreasonably aggressive Sitting Bull...

CMKMStephens
May 17, 2008, 03:38 AM
I really would appreciate some advice on how to dispose of or at least mitigate the MAF errors. I'm running a very high end system (Core2 due 6850 3ghz, 9800GTX, 2gb RAM, etc) yet as soon as the game gets over 2mb in terms of the save files I get MAFs to the point I can't play.

dasvidania
May 17, 2008, 04:49 AM
Hi all, another thing:
crossbow for Roman ( i don't know for other civilization ) doesn't have "accuracy" and this cause no bombard effect!. Bombard button works but all crossbow (also 5 or more units) always miss the target. I have found this problem in "RiseOfMankind28CivEarth" map , i will check it on custom games.

I have installed:
1. RoM 2.0 ( of course :) )
2. Revolution & DCM for Rise of Mankind
3. Extra Civ addon pack
4. RoMExtraCivRevolution Patch

Let's have a good weekend :)

Kalimakhus
May 17, 2008, 08:40 AM
Hi all, another thing:
crossbow for Roman ( i don't know for other civilization ) doesn't have "accuracy" and this cause no bombard effect!. Bombard button works but all crossbow (also 5 or more units) always miss the target. I have found this problem in "RiseOfMankind28CivEarth" map , i will check it on custom games.


Crossbow unit does have DCMBobmAccuracy of 70 so theoretically it should misses the target only in 3 out of 10 cases. I have actually raised the bombard accuracy for most units compared to what they are in original DCM. You should know however that there is a factor of randomness that makes results unpredictable. I myself see the rate of missing targets for all ranged units to be a little frustrating. Still it might be a little better than what it used to be in Civ3. Anyway, I think Dale is right in using accuracy to limit the effect of bombardment otherwise it would have been quite overpowered.

BTW this has nothing to do with the map you are playing.

Kalimakhus
May 17, 2008, 08:53 AM
I really would appreciate some advice on how to dispose of or at least mitigate the MAF errors. I'm running a very high end system (Core2 due 6850 3ghz, 9800GTX, 2gb RAM, etc) yet as soon as the game gets over 2mb in terms of the save files I get MAFs to the point I can't play.

While your system is quite impressive the most decisive factor when it comes to MAFs is RAM. 3 or 4 GB can make you get rid of MAFs.

If investing in RAM is not on your list in near future then you may try other solutions. The following link provides one of the most successful solutions: http://forums.civfanatics.com/showthread.php?t=225205&highlight=memory+allocation

You may find other solutions by searching the forums with the keywords MAF, or Memory Allocation Failure.

HannibalBarka
May 17, 2008, 09:23 AM
@gravitynada

Good that you got it working. If you want to send some private feedback, just send it in PM here on forums. :)

@HannibalBarka

According to your log files, there's some failure when the game tries to load mod's civilopedia python files. Just a guess but did you install RevolutionDCM addon to RoM 2? NoManners' had similar problem just few posts earlier.. double check the installation instructions to see if you have skipped some part of them - main mod and addons have different instructions.

@MrCrawford

Could you post the log files too - might help me find the problem faster. :)

You were right, I reinsatalled without RevolutionDCM and it's working now. thanks

dasvidania
May 17, 2008, 10:01 AM
Crossbow unit does have DCMBobmAccuracy of 70 so theoretically it should misses the target only in 3 out of 10 cases. I have actually raised the bombard accuracy for most units compared to what they are in original DCM. You should know however that there is a factor of randomness that makes results unpredictable. I myself see the rate of missing targets for all ranged units to be a little frustrating. Still it might be a little better than what it used to be in Civ3. Anyway, I think Dale is right in using accuracy to limit the effect of bombardment otherwise it would have been quite overpowered.

BTW this has nothing to do with the map you are playing.

ok, but in the description text the accurancy level (70 or other) doesn't exist for roman crossbow unit. I hope to take a screenshot.

Thanks a lot

dasvidania
May 17, 2008, 10:17 AM
Here you find the differences between crossbow and archer (for example).
On crossbow there is not the accurancy level so ranger bombard doesn't work, i think.

Good bye
;)

dasvidania
May 17, 2008, 01:03 PM
Always in the map "RiseOfMankind28CivEarth", always with the Romans i have found this problem with the cannon. I'm sure that in the custom games all it worls fine, so i suppose this is only a map problem.

Bye friends

Kalimakhus
May 17, 2008, 01:16 PM
@dasvidania

I can confirm that Crossbowmen don't have the bombard accuracy in their info pop-up. They also seem to miss their target all the time which might mean that their accuracy is always 0!! In XML the accuracy is set properly. I double, triple, several times checked that. I revised other factors as combat type etc. and nothing seems to cause this. Now I need to make sure whether the problem exists in DCM on its own or not.

Propunk
May 17, 2008, 01:58 PM
Zappara:
I've been constantly having problems with the graphics. It always happens when a next turn starts. The images seem to shuffle and the game either chashes to desktop or becomes impossible to go on. My pc is not that shabby: 2.66 mhz, 1.5 giga ram, 256 meg video card.

gravitynada
May 17, 2008, 10:12 PM
OK, so I've refined the parameters of the bug that causes CTD when I or an AI civ start one of the new religions. First off, on my pc, CTD can happen not just with Amun Ra and Nagualism but also with any of the others. It seems that once the number of religions created equals the number allowed in unmodified civ, creating additional ones will cause the crash. Only new religions effect the crash however. If I develop all the new religions first, and then the originals get developed after, no crash. Is anyone else having similar trouble with the new religions? If not, I'll quit wasting everyone's time with my whinning ;)

d_beauch
May 18, 2008, 10:33 AM
@d_beauch

Graphics wise RoM2.0 is lot bigger mod than RoM1.0 (with extra civs it's massive mod) and running it on maximum settings can cause problems even on high end computers. My advice is to run the game first on some average settings (not gigantic map or max civ amount) and after each game increase the settings slightly and eventually you find the maximum settings your computer can handle. In your case I'd try large or huge map first before going to try those 2 new bigger map types.

Of course there's possibility that some bug causes crashes so providing as much info as possible when that happened can help me to improve the mod.


ok, i finally got time to play ROM2.0 and i did what you suggested. i played a large map with a dozen civs and the game crashed a lot earlier than my games on gigantic maps with 32 civs. so the good news is that it's not a hardware problem that cause the crashes. the bad news is that i still cannot play your great mod :(

the crashes are ramdom. nothing in particular seems to cause it. i tried reinstalling civ and bts, i have version 3.13. ROM1.0 had never crashed, i don't have any problems with any others of my games.... and for some reason, no one seems to have crashes exept me and gravitynada....

little_cyclone
May 18, 2008, 11:39 AM
Is anyone else having similar trouble with the new religions? If not, I'll quit wasting everyone's time with my whinning ;)

I haven't had any problems with the new religions myself :king: (other than no missionaries ;) ), but i did get random CTD's starting around medieval and later :shrugs: I just did a clean wipe of RoM from the computer and am starting with a fresh install. So far no problems to report anywhere yet.

little_cyclone
May 18, 2008, 01:35 PM
Spoke too soon, found a religion CTD. Uploaded my .sav, the next turn I discover Philosphy which allows the founding of a religion. The only two religions remaining are Nagualism and Amun-Ra. Founding either immediately causes a CTD.

And discuss! :D

Kalimakhus
May 18, 2008, 01:57 PM
@gravitynada and little_cyclone

You both play with Choose Religion option on. This option used to cause trouble with CivFusion as well (because it also adds extra religions). I am not sure if Ripple has solved the problem there or not but anyway for the time being you may play with this option off till a solution is implemented.

little_cyclone
May 18, 2008, 02:18 PM
@gravitynada and little_cyclone

You both play with Choose Religion option on. This option used to cause trouble with CivFusion as well (because it also adds extra religions). I am not sure if Ripple has solved the problem there or not but anyway for the time being you may play with this option off till a solution is implemented.

Ok, so long as we know roughly where the problem lay i'm happy.
I usually played with it turned on as:
1) I dont' like the religions with no missionaries (except hellenism, the monastery gives a bonus to military production
2)The Taoist monastery gives a promotion to units vs melee units (but it appears to not grant these to Archer or Siege units, is this for melee only or melee/gunpowder ony?)
3)The obvious superiority of the additional Gold granted from the Judaism holy city wonder
4)The bonus Health given by the Buddhist temples

All the rest i can give or take :P But the "Choose Religions" CTD would probably explain why I would have random CTD's right around classical/medieval period.. an AI must have been grabbing those religions then. Groovy, play on. :goodjob:

zappara
May 18, 2008, 06:31 PM
It seems 'Choose Religion' option wants to every religion have missionary unit - if religion doesn't have one, it causes crash - It might occur also in normal game when AI founds religion and tries to set production to missionary unit which it can't build since it doesn't exist. So I've added missionary units to new religions to the next patch and hope this will solve crash issues with religions. Thanks Kalimakhus for pointing me to right direction - had to look some CivFusion files to see what was done to solve this problem. :)

gravitynada
May 18, 2008, 07:39 PM
It seems 'Choose Religion' option wants to every religion have missionary unit - if religion doesn't have one, it causes crash - It might occur also in normal game when AI founds religion and tries to set production to missionary unit which it can't build since it doesn't exist. )

Interesting, thanks to Kalimachus and Zappara for the rigorous detective work. I've tried a few things to get around the religion issue, and had the most success I had was by using the world builder to establish the new religions on the first turn of the game in AI cities all over the map. Because the AI civs did not invent those religions, they did not convert to them even though they were able. In effect, it removed those religion from the game, however the new religion are pretty cool and I'm glad that Zappara is taking steps to remedy the problem because this really is a terrific mod. I've been having a great time checking out the new unit graphics and trying to build a strategy around the new civics. Thanks again.:)

gravitynada
May 18, 2008, 11:58 PM
It seems 'Choose Religion' option wants to every religion have missionary unit - if religion doesn't have one, it causes crash - It might occur also in normal game when AI founds religion and tries to set production to missionary unit which it can't build since it doesn't exist.

I think what happens is that when one of the new religions is founded early on, a missionary unit does not spawn with it and so the religion can be formed without CTD, and the AI civs do not try to construct missionaries since it is not an option. Depending on what civics (I think it's Organized religion) are in play, a missionary is spawned with the creation of any new religion. If the religion formed in these conditions doesn't have missionaries then CTD. With that in mind, if you didn't want to add missionaries for the new religions, perhaps you could disable the auto-spawn of missionary units with the formation of new religions. For my small part though, I'd favor adding the missionaries.:)

NoManners
May 19, 2008, 10:34 AM
I haven't looked into the map for sometime now. It seems that updating to Revolution 1.42 can cause the issue you are talking about. Can you please try to use Custom Scenario, load the map and see if the options will become available then?

They are not enabled by standart, but I can turn them on there. Thank you!

Dewion
May 19, 2008, 01:54 PM
there is a bug in fieldsman promotion, double movement for plains and grasslands doesn't work, it gives double movement for hills.. have u guys seen that?

Soduka
May 20, 2008, 03:38 PM
I know you know this, but I wanted to push that the Amun-Ra icon for in the civ list is missing. The one for the founder exists, but not just follower civilizations. Hopefully someone good at this thing can get this done!


EDIT: Also, where it does actually show up, the image is offset 1 line too many:


http://img397.imageshack.us/img397/1954/67369028cj1.th.jpg (http://img397.imageshack.us/my.php?image=67369028cj1.jpg)

Dewion
May 20, 2008, 04:03 PM
ur whole interface looks rather odd, what kind of mod is that? :P

zappara
May 20, 2008, 04:10 PM
@Soduka

Yes, I know about it - I had another try with gamefont files before I uploaded the patch but as you can see, I didn't get those files fixed yet. Will try again before releasing next patch but after dozen or more tries so far, I don't give it high chance of success for fixing those bugged icons. If anyone wants to try fixing those, let me know if you succeed. ;)

Soduka
May 20, 2008, 07:22 PM
ur whole interface looks rather odd, what kind of mod is that? :P

uicoal by asioasioasio. I love it, you can find it separately on this site and just pop it into the Rise of Mankind mod folder. No files conflict and voila.

AAranda
May 21, 2008, 03:59 AM
I think some changes are not working , at least teple of solomon is still giving 2 golds and 1 science

Wolf1455
May 21, 2008, 06:25 AM
I stoped playing the last version with sadness because of CTD problem. The message allways refered to civcoredll fault. So I was glad to see that 2.0 was out and played it. I love the new stuff but again it crashed before modern. I tried several times same crash symptom. I looked around the forum for signs that other experianced the same glitch when I found the extra civ addon. No when I playing as finland I realise that the game goes further but the oil on the map is called oil produkts and several construktion is unaviable. But no crash. Is this accidental or with purpose? I will report when the session is done. nakemin

zappara
May 21, 2008, 08:03 AM
I think some changes are not working , at least teple of solomon is still giving 2 golds and 1 scienceAre you sure old files got overwritten when you applied the patch?

I stoped playing the last version with sadness because of CTD problem. The message allways refered to civcoredll fault. So I was glad to see that 2.0 was out and played it. I love the new stuff but again it crashed before modern. I tried several times same crash symptom. I looked around the forum for signs that other experianced the same glitch when I found the extra civ addon. No when I playing as finland I realise that the game goes further but the oil on the map is called oil produkts and several construktion is unaviable. But no crash. Is this accidental or with purpose? I will report when the session is done. nakeminThat's odd. Oil should be always named Oil when it's resource on map. Oil products is gained only from Oil Refineries. Seems it's some accidental bug so please keep me posted about any bugs you might find from that session. Just realised bit earlier today that I'll have to make patch for Extra Civs addon because I changed some unit requirements (cavalry) and increased building costs (unique buildings need costs changed) - current version should work just fine so I have no rush with the patch for it.

drjones
May 21, 2008, 04:53 PM
Just another data point, I had installed the mod, blue marble and the super-epando civs mod you link and had no interface. I used the 'old' file you pointed to and it seems to work now.

Only on turn 1 though, we will see how it goes.

Lomion
May 21, 2008, 06:43 PM
Ok I now have no interface and have tried this a half dozen times .. everything was working fine before. EXACT steps taken:

1: Download all 4 files (2.0, 2.01, 2_2, 1.01)
2: Delete entire ROM directory
3: Extract ROM 2.0 to mods
4: Extract 2.01 to ROM folder overwriting everything
5: Delete Assets/Python folder
6: Extract RDCM 2_2 to ROM folder overwriting everything
7: Extract Extra Civ 1.01 to ROM folder overwriting everything
8: Extract Extra Civ / RDCM Patch 0.2 to Assets/XML/Audio (or whatever the exact path is) overwriting everything

I HAVE confirmed everything was overwritten correctly and I have repeated this process a couple times.

EDIT 1:

I have just did again (trying to narrow this down) Steps 1 thru 6 ... same problem. At least this means 7/8 isn't causing the problem.

Help

zappara
May 21, 2008, 06:59 PM
@Lomion

Did you test if the mod had interface in steps 3, 4 and 6 ie. basically after installing each component, test if it's working properly before installing next patch/addon. This way we can find the step where something goes wrong.

Edit: If you can, post log files too.. those should make it easier to locate errors. :)

Kalimakhus
May 21, 2008, 07:12 PM
@Lomion

After step 6 do you by any means have another folder named Rise of Mankind under the main Rise of Mankind folder. i.e. you are supposed to extract the Add-On to the mods folder and not RoM folder. The second case will create an extra Rise of Mankind folder and should miss things up.

Lomion
May 22, 2008, 05:15 AM
@Kalimakhus: Nope ... I actually extract each to their own folder then combine to make sure of this .. was just short hand typing earlier

@zappara: Log is where?

EDIT 1: Attaching the only 4 logs I see ... yes one of them is empty

EDIT 2: @zappara: It happens after I apply the 2.01 patch but before RDCM (and before I delete the python folder) ... 2.0 works fine

EDIT 3: This is in one of the logs but its prob the relevant item as it seems GUI / Theme related

[May 22, 2008 - 07:26:34] Messages while processing 'Resource/Civ4.thm'

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

Commander Bello
May 22, 2008, 07:05 AM
Pyramid of the Magician:
It says that state religion has to be present (Judaism in my case). It will give :gold: for Judaism, and spread Nagualism (?).
Yet, as I don't have Nagualism, it cannot be built.

I assume, it can only be built under Nagualism as state religion, but then the indication of giving :gold: for another state religion is confusing.

Kalimakhus
May 22, 2008, 08:03 AM
@Zappara

While trying to find out why some unit wasn't working properly in ranged combat I discovered that it is caused by some file in the ExtraCiv Add-On.
The Denmark civ has a flavor unit for the crossbowman. But rather than adding an art definition for the unit it replaces the crossbowman from RoM. There is no need for a flavor unit to have its own Civ4UnitInfos.xml file. UUs need this file but they add a new unit type rather than replacing an existing one.

The unit definition also causes crossbowmen to require iron as per vanilla BTS while they don't require it in RoM. It hard code art definition to reference the Denmark flavor unit's one which is wrong!

My guess is that you either created the civ by combining two different modcomps each had a different UU, or you used a pre-made civ that was created earlier this way.

zappara
May 22, 2008, 08:36 AM
@Lomion

Hmm, there should be 11 log files when all logging is enabled. Are you sure you had all options enabled as described in this thread's 1st post? Error while loading theme files is odd one since the patch didn't change any of those files. Do you have some custom UI graphics mod enabled?

@Commander Bello

Good catch, seems I've missed that one when fixing religious wonders. It was suppose to give gold only to Nagualism, not with any state religion. I'll have to fix it in next patch and check rest of them again so there's no other similar mistakes left.

@Kalimakhus

I guess that was how the module was built, I merely just converted stats for RoM settings. Didn't think someone would make module units replace the default ones. :( I'll have to patch up Extra Civ Add-on at some point as there's few things that don't match up now with RoM v2.01: building costs and python coding for building upgrade lines needs new UUs added to lists and some cavalry units have wrong tech reqs.

Edit: If I recall Denmark was combined from 2 different Denmark modules so I'll have to check which one of them added those flavor units...

Kalimakhus
May 22, 2008, 08:56 AM
Well I guessed so because the file in question is surely a reminiscent of the UU defined by one of the combined mods. The merger decided to keep the other unit as a UU but rather than removing this file which is no longer needed he changed the unit's <type> tag to UNIT_CROSSBOWMAN causing it to replace the one in the main mod ????. Anyway it is perfectly safe to remove this file as well as the schema one that comes with it. Hopefully there is no other unintended replacements of units or buildings in the modules as it is so difficult to locate.

Lomion
May 22, 2008, 09:51 AM
@zappara

Didn't even catch that first post, will enable and try when I get home.

Negative on custom UI.

Also note that the UI works fine with 2.0 (I tried), it only happens once I apply the 2.01 patch

EDIT 1: Got home, enabled logging, attached logs

Otto.Davila
May 22, 2008, 10:29 PM
Hi there man ... thanks for the patch. Already testing it with Revolution and DC MODs Everything is going fine so far. I'm still on ancient era =P ... I'll send you some feedback later =D

zappara
May 23, 2008, 08:38 AM
@Lomion

Seems there's some problem with python folders, the mod can't locate CvEventInterface.py file and after looking the logs, I think CvPath.py file isn't updated at all since the log don't show the additional path feedback info that I had added to that file. Also noticed that you're running on Steam version? Didn't know it's available there too - which of course might be another thing to consider when mod tries to locate the mod files / custom assets...

Anyway, I think you need to double check the python folders. Just don't delete those files before you apply the v2.01 patch. That instruction is only for Revolution add-on.

Kalimakhus
May 23, 2008, 09:04 AM
Just for information. Whenever CvPath.py is different in RoM from the one from RevolutionDCM, I use the one from RoM.

Deleting the Python folder should be the last thing you do right before installing RevDCM. Installing the RoM 2.01 patch after you install RevDCM will corrupt the Python folder and to fix it you need to remove the folder again and Install the Add-On.

These are the recommendations I can think of to ensure that any issue is not due to installing RevDCM. If you still have problems then it might be because CvPath.py doesn't work properly with the steam edition. You may try using the file from the previous RoM release if it used to work for you.

Lomion
May 23, 2008, 11:34 AM
@zappara and Kalimakhus: This is a clean install .. I didn't delete the python folder. I deleted the entire ROM directory then installed ROM 2.0 and then ROM 2.01 overwrite ... I have confirmed multiple times that 2.0 works fine and once the 2.01 patch is applied it breaks ... its def something in the 2.01 patch

Kalimakhus
May 23, 2008, 12:20 PM
@Lomion

Try getting the CvPath.py file from RoM 2.0 archive and replace the current one with it. It goes in assets\python\iniparser folder.

Lomion
May 23, 2008, 06:37 PM
@Kalimakhus

Ja that def worked ... the file also changed between versions, attached is a unified diff if it helps figure out what broke.

CMKMStephens
May 24, 2008, 06:11 AM
My game goes splat doing almost anything from around about this save file. Talking to leaders, trading maps, etc. By splat, I mean crash to desktop with either a memory allocation failure, or a windows based memory error.

It's in a .zip because the limit on save files is too small.

zappara
May 24, 2008, 08:53 AM
@Lomion

Yes, that file was changed in patch. The new code is from BUG mod's BUGPath.py file and I thought that would work since they have had similar UI problems when people have run their mod on different computer configurations. But I guess there isn't universal way to fix this problem and we'll have to have couple different CvPath.py versions and you'll just have to use one that works for you... Then again it might be just my lacking python skills that I didn't quite understand how they've done this in BUG mod and I haven't followed their discussions if their method works in all possible configurations. I'm considering to merge BUG fully to RoM but that's bigger task and won't happen soon.

@CMKMStephens

You probably just met the famous BtS MAF error with that big save game file. See Fixed The Maf Error... Here Is How!! (http://forums.civfanatics.com/showthread.php?t=224178) -thread. It might help you if you are running Civ on computer with more than 2GB RAM (XP/Vista).

CMKMStephens
May 24, 2008, 05:56 PM
None of the fixes work I'm afraid.


This might also be a bug, but (in a new game), playing as France on the earth map, every few turns Spain donates all its food stores to Paris even though it clearly isn't starving. I now have +5 relations from it o_o

Also, I'm finding it highly amusing that Paris is culturally overpowering London into Revolution...

dasvidania
May 25, 2008, 07:20 AM
I don't know why but i can't sell my technology for AI money, while AI can.
Thanks and goodbye

RobO
May 25, 2008, 11:35 AM
You need to have the proper tech to trade gold. Currency, most likely. Maybe that's it?

Civ Fuehrer
May 25, 2008, 04:02 PM
if you look at the picture close enough, he has Matchlock, which means he most likely has currency tech, so it most likely has to do with the state of diplomatic friendlyness or if you just came from war with that country... theres many reasons why.

dasvidania
May 26, 2008, 12:16 AM
I have this problem with all civs, friendly and not.
Before patch 2.01 all ok.
Do you have the same kind of problem?

Civ Fuehrer
May 26, 2008, 12:25 AM
sorry, don't know, i've been too busy making the addon so i have no idea about the bugs for 2.01

kamold
May 26, 2008, 03:47 AM
Windows Vista 32bit
Athlon64x2 4800+
2Gb RAM
2x nvidia 7950s

BTS 3.13
RoM 2.01

Logfiles attached. Likely just something specific to the point in the game, but annoying..

Kalimakhus
May 26, 2008, 01:10 PM
@Zappara

I got a Python exception that is caused by Inquisition mod code. I suspect that this exception should actually make the AI unable to train inquisitors. I modified the CvGameUtils.py file and got rid of the exception. You may like to have a look at it.

The change I made is in AI_chooseProduction function. The exception was because in line 384 (my version) pPlayer is not defined. I added local variable pPlayer to references the city owner (line# 364). I should say that the code in line 384 seems redundant:

lUnits = PyPlayer( pPlayer.getID( ) ).getUnitList( )

I think pPlayer.getUnitList() should work. I didn't change this however because I can't know why the author used it. He may had his reasons.

dyerbods
May 26, 2008, 01:30 PM
I'm looking forward to trying this mod out, especially with the RevolutionDCM add-on. Unfortunately, installing the 2.01 patch causes the No UI problem. Without the patch the mod appears to be fine. Log files attached. It looks like a 'path' problem as the CvEventIterface module isn't being found. I have tried the alternat