View Full Version : Bug reports
keldath Jun 23, 2009, 10:49 AM hi,
please report your bugs into this forum,
if you have a ctd, crash, plz add a savegame so we can try and help.
thanks and enjoy
:)
davidlallen Jun 23, 2009, 09:28 PM Keldath has mentioned that in version 1.2, there is a pretty consistent CTD around turn 300. Due to his RL, he asked me to investigate. It is easy to reproduce using AIAutoPlay. I do not have the answer, just more questions. Using windbg on the release dll (non-debug) I can get only limited information. The crash stack says it occurs in CvPlayerAI::AI_getGreeting(). In other mods, if there is no appropriate greeting to use when the AI needs it, I have seen the GUI produce an empty dialog, that is, the dialog showing the other civ pops up but the text field is empty. Producing a CTD is a different behavior.
It happens every game on a tiny size, so it does not seem to be limited to a single civ. My python does not do anything with diplomacy text so it does not seem to be due to the python. Can anybody suggest a way to debug this further?
keldath Jun 24, 2009, 02:24 PM hey david,
i ca do a reverse engineering,
but this wil ltake time,
we had v 1.1 that worked well with no ctds,
so im planning on making 1.1 with no extra additions but revdcm 2.5 - so all the stuff you guys added and me, will be out, then ill make sure 1.1 will work well on 3.19, after that ill start adding the stuff you guys did in the unofficial patches, until we discover the direct cause for a ctd.
unfortunatly - i have an exam in 3 weeks so i gotta study hard until then...:(
davidlallen Jun 24, 2009, 02:43 PM Can you compile a debug dll which is exactly the same as what you had in 1.2, and also put up your source files? I may be able to use windbg to get some information based on the actual stack trace.
Deliverator Jun 25, 2009, 06:55 AM Maybe Koma13 can help if he is around? I know he's done a bit of SDK work.
davidlallen Jun 25, 2009, 09:49 AM In the download package for many mods, the source code is included. That way somebody else can build the dll if they want to play around. For Dune Wars, the source code is not included. So nobody else *can* build the mod besides keldath.
Keldath, if you do not have a chance to build the debug dll, could you at least put up the source code so somebody else could do it?
(EDIT: I have spent some time trying to reproduce this in "manual play", but failed. It is easy to reproduce in autoplay. Start a game, run 400 turns, it will crash. What I did was run 250 turns, save, run 10 turns, save, etc till it crashed. Then bring up the most recent save game and play manually from that point. After 10 turns it had not crashed. So it is *possible* that the bug occurs because autoplay is not handling some event correctly.
Has anybody seen the crash happen when playing manually, not using autoplay?)
keldath Jun 25, 2009, 11:23 AM hey...
not true david...
i always include the sdk,
see main folder and look for sdk.exe.
its there.
i dunno hpw to create a debug file....
davidlallen Jun 25, 2009, 12:21 PM To be honest it never would have occurred to me that "sdk.exe" is a container for the source files. Most mods that include source code put it into the same directory that BTS puts it, <mod>/CvGameCoreDLL. Perhaps in 1.3 you could move it there. There is no reason to create another exe for it, compressing it twice does not help.
I have not compiled the source files ever, so I may not know what I am talking about, but in normal C++ programming you can easily create a debug version. If you can compile a normal DLL, you should only have to change one switch to compile a debug DLL. Do the guides on "how to compile" discuss "how to compile debug"?
keldath Jun 25, 2009, 01:31 PM hey,
well ive created a ctd free version straight from 1.1 - it has the 1.2 sdk,
its 100% something we added to 1.2 - either xml code or python.
im trying to determine if its the python or the xml now.
***
furter testing:
im inclining to think its one of the new arts added for version 1.2.
i now gonna merge all non critical additind to v1.2 - like unit values and such,
the spice res - dense trace gonna hold back and see whats going on.
im on the currect course to find the ctd cause, but it will take a bit of time .
Deliverator Jun 25, 2009, 02:51 PM I think it might be the spice. I had a CTD when there was a large amount of it. It's a guess - but perhaps the amount of effects is too much. I can give you a version with the particle effect taken off if needs be.
Also, I think 1.2 version is using textures that are > 300kb - I have reduced the texture files so there are now ~80kb which will help performance.
keldath Jun 25, 2009, 03:09 PM ok, that can help d'.
davidlallen Jun 25, 2009, 03:41 PM Smaller memory from the textures definitely seems worthwhile to pursue. However, the number of plots containing spice should remain constant throughout the whole game. And I have never seen this CTD using 1.1.4, or in an early game of 1.2. So it is not clear why large textures should cause a crash only in the late game, only in that version.
keldath Jun 25, 2009, 03:50 PM if everything goes well guys,
ill upload a new version, that will be stable - without the spice blow and spice features,
i believe they might cause the ctd,
i not sure i can update the code you improved on the python regarding the windtrap worms and sandstorms,
but ill leave that to you, so we will have a new basic version that is stable so we can go on working on.
Deliverator Jun 25, 2009, 04:33 PM Well, hopefully if we proceed carefully we can isolate the issue and then add the spice blows and spice back in.
davidlallen Jun 25, 2009, 07:59 PM A week ago, before I had upgraded to 3.19, I posted several suggestions about turning off the python to see if that is the cause. I have done several autoplays of 1.2, where I turned off the python by putting a "return" very early in the initialization. See this post (http://forums.civfanatics.com/showpost.php?p=8193511&postcount=414) for details. All of these games crashed at the similar point. In these games, there is no spice blow, no spice, no sandstorms, no worms, and the windtrap doesn't do anything.
So I do not think either spice graphics or python is behind this crash.
This should be much easier to diagnose with a debug build.
keldath Jun 26, 2009, 02:18 AM hey,
got some more progress,
merged more stuff without a ctd.
i now starting to think the cause is one ofthe audio files.
koma13 Jun 26, 2009, 06:40 PM There is a bug in the sdk source files:
In CvSelectionGroup.h "canMoveAllTerrain()" is declared 2 times. I had to remove one to be able to compile it.
keldath Jun 26, 2009, 08:20 PM koma13,
yeah i jnow koma, the 3.19 has some of the code youve written ,
its fixed in the v1.2 - but perhaps i forgot to update the actuall sdk.
im getting closer to a stable version, im 80% the ctd is linked to the spice features.
davidlallen Jun 27, 2009, 02:29 AM koma13 built me a debug executable. I was not quite able to figure out how to use it. At any rate I did not learn anything new about the CTD. The crash stack says that getTerrainInfo() is being called with an illegal value. But, with the non-debug build, the crash stack gave just as much information and said it was crashing in CvPlayerAI::AI_getGreeting(). I guess using the debug executable is more challenging than I thought.
keldath Jun 27, 2009, 03:18 AM hummm...so i was right - it has something to do with the terrain-bonus-features.
***
ok guys,
later this day - i will upload a ctd free version:
i took out all the spice new features ,
along with the new salt feature.
i left the python code of dunewars.py as is - so the blows and spice levels need to be canceled,
i dont know the currect cause for the ctd ye - but its one of the too - spice blows - or spices denseties.
i think - it is better no to mess around with the battle effects and just delete them,
i think koma can just add a new code to the mapgenerator.py script along with the map scripts them selves a code that will simply add the spice blow features as another feature - no need to delete the b effects - might be the ctd cause as well...
so ,
plz guys, continue development upon the stable version i will upload and, keep testing at least 350 turns with auto ai each time you add something.
thanks guys.
Deliverator Jun 27, 2009, 04:54 AM I think we were planning to remove the different densities of spice anyway which may help.
keldath Jun 27, 2009, 11:46 AM hey,
well there will be qa delay on the stable version,
i got ctds with my new versions, again got back to the last stable one, its just before i merged most of 1.2 stuff.
keldath Jun 30, 2009, 02:43 PM damn, i have 1 version thats stable and one that is not,
i gotta to find the cause,
im trying a different approach now, wish me luck.
Deliverator Jun 30, 2009, 02:45 PM Good luck :)
keldath Jun 30, 2009, 02:58 PM thanks!
im removing all the added python you huys did - windtrap + spice blows+ worms+ sandstorms
though - i know sandstorms and sand worms works and does not affect the stability for 100%.
Deliverator Jul 01, 2009, 11:43 AM Very minor bugs:
1. Vladimir Harkonnen is spelt incorrectly.
2. The new human scout still sounds like a vehicle - easily fixed by changing the XML.
Edit: Let's make the name Baron Vladimir Harkonnen since we have Duke Leto.
keldath Jul 01, 2009, 01:51 PM ok,
did some more work,
i still dont know the ctd cause,
i have one fully stable version, but most of the stuff we added to 1.2 is missing, so
im now basically add part by part and test, until i fugure out hich part cause the crash...its so annoying.
its gotta be an xml thing.
koma13 Jul 02, 2009, 03:59 PM There are some problems with bug domestic advisor when playing in 1024x768 resolution:
http://img34.imageshack.us/img34/3381/civ4screenshot0000.jpg
Anyone knows if that is dune wars related or a general problem with the bug mod?
keldath Jul 02, 2009, 06:51 PM ueah koma thabks - im aware.
i dunno - i cant get the ctd cause, im running desperate here,
how do you guys play v 1.2 with the ctd?
the game keeps crashing around turn 300.
davidlallen Jul 02, 2009, 07:02 PM Many people have not upgraded to 3.19 so they are not able to run 1.2 anyway. When I run 1.2 I autoplay for 250 turns.
I appreciate the time you have put in trying to debug this. It is difficult to debug when there are so many different mods merged together. Are you able to make a debug build and get stack traces? That would seem to be the most effective way to debug. Koma13 had sent me a debug build but I do not have the compiler, and I was not able to get anything helpful from it. In other C++ programs I have worked on, it is always easy to find the cause of a crash if you attach the C compiler and debugger to the running program.
keldath Jul 03, 2009, 03:43 AM hey david,
well - i got 1 stabkle version that i got up to 1000 turns, and tested it several times, without a ctd,
but its just version 1.1 without any of the changes we did.
im trying to figure which part of 1.2 cause a ctd.
Deliverator Jul 03, 2009, 03:47 AM I wonder whether we can recruit another SDK expert temporarily to help us get over this hurdle...
keldath Jul 03, 2009, 04:26 AM yeah, an sdk coder is the one thing we are missing....
i have so much sdk ideas...
well now i removed all the added features: spice, thumper, worm and windtrap python +_ xml code, also left some chnages out,
i hope ill get no crash....
im so bummed because of this.
keldath Jul 03, 2009, 06:06 AM thats it,
i give up,
ive tried everything i could think of,
i can say for sure that:
the ctd isnt because of the python or the sdk.
not sure : art files
sure of: something in the xml.
i dont have a solution for v1.2.
im no good with log files or python erro msg,
so i hope someone can investigate the 300 turn crash.
goodluck.
koma13 Jul 03, 2009, 07:06 AM Keldath, don't despair. :)
Crash is related to CvPlayerAI::AI_bestTech(...). It looks like some unit with UNITAI_ASSAULT_SEA is involved. Here is a CvGameCore.dll that hacks the crash away:
http://www.mediafire.com/download.php?gmylzm2ogn2
It's not a good solution (it devalues naval techs for ai) but at least I was able to ai-autoplay into late game without CTD. I will have a more serious look into it on weekend.
Deliverator Jul 03, 2009, 08:00 AM Keldath, don't despair.
Exactly. Don't fret. There's nothing going on that can't be figured out given time.
We know that DW 1.1.4 on BTS 3.17 works OK without the crash. This makes me think that it can't be related to the new features - since the features are more or less the same as DW 1.2.
The thing that has changed is the RevDCM 2.5 SDK merge that Keldath did for DW 1.2.
There are at least a couple of possibilities:
1. Something in the RevDCM 2.5 changes (http://forums.civfanatics.com/showthread.php?t=262937) could be conflicting with the existing Dune Wars SDK/Python/XML.
2. There was some sort of error during the merge.
It's good that you're going to look into it Koma - it sounds like you're really close. Good luck mate.
keldath Jul 03, 2009, 08:32 AM koma,
assault sea??
that is very very intersting - cause between v.1.1 to v1.2 - theres one unit that its ai was changed from assault sea to escort - or vise versa - in all of the tests ive made - i used the 1.2 chage!
ill go right on it and try this!
thanks - i pray that this is it!
thanks deliverator.
ill report back soon.
keldath Jul 03, 2009, 09:05 AM well - it didnt help - changing the unit ai...:)
im trying your dll now koma...
desperate i am.
koma13 Jul 03, 2009, 09:21 AM well - it didnt help - changing the unit ai...
I'm still investigating.... :crazyeye:
The only things I can say for sure right now:
1. Crash happens when AI has to decide which tech to research next.
2. If you would remove all unitai_assault_sea references/units from Civ4UnitInfos.xml, the crash wont happen.
im trying your dll now koma...
I have included source code. Search for 'CTD hack'.
davidlallen Jul 03, 2009, 09:35 AM I know I have suggested this before ... there are thousands of changes in revdcm, thousands in woc, probably hundreds among the other mods that are integrated. The possibility of bad interactions between all these things is very high. As we have seen the difficulty of debugging this is also very high.
What we *need* is the changes for all terrain transport. It would be *nice* to have the JImprovement mod which enforces windtrap build distance and BetterAI for amphibious assault. Is it possible to just start from the standard 3.19 sources and add those 3-4 things?
keldath Jul 03, 2009, 09:49 AM hey koma,
i have tried your dll,
and no doubt,
the crash went away.
and i also noticed that the ctd happens when i finish a tech ,
i have went through the tech file to look for errors - no luck, so your defenetly on to something.
so ill try to remove all unitai_assault_sea with the dll before your fix ctd hack, and see what happens.
but, the oddest thing is that i have a version that i converted that works well without a when i start merging stuff form 1.2 - only xml and python - the ctd reruns.
do you want me to upload this version?
david - you want us to have an sdk only consists of :
jimprovement
betterai
all terrain code alone
only?
davidlallen Jul 03, 2009, 10:08 AM "We" (you mostly) have spent many hours debugging this problem with no solution. I am only suggesting a way to reduce the number of variables and make the problem easier to solve. The features of revdcm and woc and the other mods are "nice", but the problem of an unsolvable crash is "bad". If I have to pick either a game which doesn't crash, or a game with bunch of extra buttons and features we aren't using, I will pick the game which doesn't crash.
Deliverator Jul 03, 2009, 10:14 AM Yeah, it would seem to make sense to start with a simpler DDL and add complexity as we need it for features. For example, when you want to use the features of SuperSpies or whatever you merge it in then.
keldath Jul 03, 2009, 10:18 AM hehe i cant say you guys have a point there.
but revdcm 2.5 is stable and the bug is somewhere with our work,
koma is right - i removed all the unitai_assault_sea - and the game is stable again - but the question is - why assault sea ??
david - in the python code - by any chance you did something to the unitai?
the wierdest thing is that i have a version that is stable and has assault sea in it, but it lacks many changes from v 1.2.
very very weird ctd, i have exp in ctds back from my days of visa mod,
but this is one of the weirdest bugs i saw.
davidlallen Jul 03, 2009, 10:42 AM david - in the python code - by any chance you did something to the unitai?
No, as far as I know there is no way to do that in python. Also I have pointed out that when I remove all my python code I still get the CTD.
What happens when you build a version which has everything except the changes made by koma13/Maniac/jdog for all terrain vehicles? Maybe this has a bad interaction with some AI change made in the 3.19 patch.
koma13 Jul 03, 2009, 04:59 PM I'm pretty stucked now. :( I tried everything I can think of but this is a really weird crash.
The only vital change in CvPlayerAI::AI_bestTech from DW 1.1 to 1.2 is that AI_bestTech is declared now as const. Unfortunately that prevents me from making any custom logs from inside that function. This is a real bummer because it would have allowed me to see which tech is choosen and which unit is processed when crash is happening. :sad:
davidlallen Jul 03, 2009, 05:22 PM Surely you can just remove the "const" and recompile?
koma13 Jul 03, 2009, 05:27 PM Surely you can just remove the "const" and recompile?
No, that was the first thing I tried...
Here someone has the same problem (with logging inside const function) : http://forums.civfanatics.com/showpost.php?p=4528134&postcount=18. Unfortunately no answer to that problem. I'm sure it's easy to fix but my knowledge in C++ is very limited.
keldath Jul 04, 2009, 02:20 AM such a weird ctd....i changed all the assault ai, and bang no ctd, but why in the world does it crash to begin with.
Deliverator Jul 04, 2009, 02:58 AM Presumably, because the CTD happens at a similar point in time each game, it is related to a particular tech which makes a new UNITAI_ASSAULT_SEA unit available...
keldath Jul 04, 2009, 03:23 AM i tend to agree,
im now testing to see exactly which uinit with unitai_assault_sea causes the ctd,
i discovered that some land units had this line so i removed it - it didnt help though,
but, right now im running a game text with only one unit that i left its line , and im on turn 400, no ctd, so lets cross fingers, that i can pinpoint the acctual unit that bring us this awful headache...
i barley know of all the progress you guys did, im working only on v 1.2, only when (and if) we eliminate the ctd, ill be free to merge all of your changes.
****
guys - heres a stable early version:
http://ul.to/b4eam4
see what can do with it.
keldath Jul 04, 2009, 05:08 AM humm...
well,
i think the uploaded file i posted is just the sdk of 1.1 , thats why it worked for me...
so,
im trying the vanilla revdcm dll, if the ctd occurs with it - then perhaps the ctd isnt located on the sdk afterall.
i narrowed it down to the naval units that have unitai _assault_sea that causes the crash.
****
darn, i dunno what to do.
i dont know what else i can do to get rid of the ctd without using koma's fix.
i dont uderstand, the revolution code works fine, why does in dune wars, theres a crash, i used python and rev's dll,with dunes xml, still got a crash, what the heck is missing/causing the crash?
a sound line? an art? god i wish someone can help - if i can solve this how can i proceed development?
Deliverator Jul 04, 2009, 11:55 AM Have you tried pointing every single unit to the Art Define of an early unit known to be fully functional. We should eliminate the possibility that the there is a graphical error related to a unit. Graphical CTDs are most often animation related.
davidlallen Jul 04, 2009, 12:03 PM I highly doubt a graphical problem is involved. Many people (hopefully all people) use civchecker (http://forums.civfanatics.com/showthread.php?t=276286), which catches all that stuff. I have run it on 1.2 and there are no problems found.
EDIT: oh, never mind. I was talking about *missing* animations, you were talking about *broken* ones. That is an excellent idea.
keldath Jul 04, 2009, 12:06 PM yeah,
i checked all the art,
didnt find any errors,
its so weird guys,
once removing the unitai_assault_sea from the naval units, the crash is gone, either that or komas fix above.
that makes no since,
i need an sdk/ctd expert on this.
****
maybe i can narrow it more down by adding part after part to the revdcm2.5 files - say ill start with just adding civcs, deleting the uus and ub, and test, if its goes well - go on adding units, then res and so on....maybe that will be some way to fix.
this will req time....
davidlallen Jul 04, 2009, 01:49 PM Have you tried pointing every single unit to the Art Define of an early unit known to be fully functional. We should eliminate the possibility that the there is a graphical error related to a unit. Graphical CTDs are most often animation related.
I ran a 1.2.2 game for 400 turns and it crashed. I edited unitinfos so that all the ART_DEF_something became ART_DEF_UNIT_LION. I ran a game with that for 400 turns and it still crashed. So I believe it is not due to broken unit animations. Good suggestion, though.
keldath Jul 04, 2009, 02:02 PM good test david.
try changing the assault_sea to attack sea - it shouldn't crash.
koma13 Jul 04, 2009, 03:32 PM It's the Desert Industry tech. I disabled it and wasn't able to reproduce the CTD. :)
davidlallen Jul 04, 2009, 04:11 PM I agree! Great work! Specifically the Medium Hover. I removed just the drydock, still crashed. I put that back and removed just the MH, no crash! I have autoplayed 3 duel games for 400 turns with no CTD. My only change over 1.2 is removing the MH. I did not download any of the other misc debug versions.
I can't see anything unusual about the Medium Hover compared to other units. Maybe the problem is choosing among multiple units, but the next one Heavy Hover doesn't appear till 400+. Anyway removing the MH is a definite step up.
How did you find it? Just randomly deleting techs/units and replaying?
Deliverator Jul 04, 2009, 04:54 PM Well done koma!
It would be good to understand the issue with that unit otherwise:
a) There could be another similar unit lurking further up the tree.
b) We could create the problem again by adding a new unit, or editing an existing one.
But for now, well done again! :goodjob:
keldath Jul 04, 2009, 05:41 PM damn!!!!!!!!!!
i suspected this but not gave it much attention !!!
awesome work koma, we owe you,
im gonna test it to see how it goes...you know gotta see it with my own eyes :)
superb work,
i was getting very desperate.
it might be linked to the tech sound or the medium hover sound - those cause the most illusive ctds ever.
koma13 Jul 04, 2009, 08:06 PM It's more weird. It's only a theory but right now I think desert industry only CTD when you research it too early. :crazyeye: Maybe someone can play a game without ever research desert industry except it's the last tech available. Then it will work. Maybe there is some logic loop hole in the tech tree, but I think there is some other tech you have to research first before you finish desert industry to continue game without ctd.
keldath Jul 04, 2009, 11:53 PM its the twilight zone in dune wars....
weird,
but are you ertain you knocked out the ctd?
i wont have time to test today...
david said its the medium hover that cause it - perhaps it is this rather then the tech it self?
Pfeffersack Jul 05, 2009, 05:29 AM Is there anything important when setting up the game, e.g. choosing the right mapscript or its subsettings? 9 out of 10 times I try to start up a Dune Wars game, I get a CtD when the map initialization is completed and the window with the used mod components comes up :(
davidlallen Jul 05, 2009, 08:35 AM I have never had this problem. Please note version 1.1 of DW is only compatible with BTS 3.17, and version 1.2 is only compatible with BTS 3.19. Other than that, some standard questions apply: are you able to run other downloaded mods in general? Do you have any files in your customassets directory?
Deliverator Jul 05, 2009, 09:14 AM I think most people are playing the Archipelago mapscript at the moment if that helps...
keldath Jul 05, 2009, 09:59 AM Pfeffersack hi and welcome,
first - for now - plz play v 1.1 with patch 3.17. until we get a new 1.2 version.
second,
are you using vista by any chance?
koma13 Jul 05, 2009, 10:31 AM its the twilight zone in dune wars....
weird,
but are you ertain you knocked out the ctd?
i wont have time to test today...
david said its the medium hover that cause it - perhaps it is this rather then the tech it self?
It's the medium hover but we don't know why. Removing it is ok for now, but it would be better to find the reason why mh makes the game crash.
keldath Jul 05, 2009, 10:52 AM hi !
good news,
i think i have found the exact cause for the crash with the medium hover.
i will post what it is after i will be sure of it.
*****
ok - i think this is the main cause for the crash :
the medium hover art lines are - cavalry art:
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_IRONCLAD</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_IRONCLAD</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_IRONCLAD_FORT</SelectionSound>
<ActionSound>AS3D_UN_IRONCLAD_FORT</ActionSound>
this is the sound it pruduce,
in the audio files - theres no reffernce to :
LOOPSTEP_IRONCLAD
or
ENDSTEP_IRONCLAD.
so i think this is it,
but im not 100% - im still checking.
****
nope...
the sound isnt the cause,
trying somthing else...
though removing it will indeed remove the crash,
im determined to find the direct cause.
koma13 Jul 05, 2009, 11:30 AM Makes sense. Game ctd when first medium hover is build. You know, I first thought it was nullentropy tech that makes game crash because ctd always happen after you researched desert industry. I also had 1-2 times the weird case where desert industry didn't crash the game when AI researched it very late. Maybe by then Medium hover was already replaced by a better unit, preventing AI from building it.
EDIT:
nope...
the sound isnt the cause,
trying somthing else...
though removing it will indeed remove the crash,
im determined to find the direct cause.
Did you try to place the mh with world builder? If that works art or sound isn't the problem.
keldath Jul 05, 2009, 11:36 AM well that explain why you didnt have the ctd sometimes.
i now replaced the hover art totally to work boat for now,
if there wont be a crash, the art is screwed, if so...
ill leave it and remove the enrite reference and replace it with new lines and model.
thanks alot koma, you've made my weak.
****
crap, its not the art, checking the unitinfo now.
Deliverator Jul 05, 2009, 11:45 AM Well david switched all the art defines to lion and still got the crash didn't he?
The way those loopstep sounds works is really wierd and annoying. I looked into it when I was doing the worm...
The_J Jul 05, 2009, 11:47 AM Just guessing: Does the unit have an city attacking bonus, like a trebuchet or the swordsman?
Because when these units attack a city with a defense building, in vanilla a siege tower will show up. -> If in the artDefines UNIT_SIEGETOWER is not referenced, the game will crash.
keldath Jul 05, 2009, 11:49 AM ok,
now im pretty sure the ctd is due to something in the unit info...
i making a line by line check to see which cause the ctd.
im on turn 340 now - no ctd....saw the ai build the mh.
**
the_j,
well, the unit have <bNoDefensiveBonus>1
and : <iChanceFirstStrikes>1
can these cause a ctd? the unit is domain sea
Pfeffersack Jul 05, 2009, 01:55 PM I have never had this problem. Please note version 1.1 of DW is only compatible with BTS 3.17, and version 1.2 is only compatible with BTS 3.19. Other than that, some standard questions apply: are you able to run other downloaded mods in general? Do you have any files in your customassets directory?
I think most people are playing the Archipelago mapscript at the moment if that helps...
Pfeffersack hi and welcome,
first - for now - plz play v 1.1 with patch 3.17. until we get a new 1.2 version.
second,
are you using vista by any chance?
I have already updated BTS to v3.19 and have downloaded and installed Dune wars 1.2
I'm running Vista, UAC is disabled and I have copied the altroot.py from the mod into the main BTS folder.
I usually don't have trouble with running mods - Planetfall, FFH or ROM all work fine.
I checked the customs assets directory - there is a bunch of subfolders, but all of them are empty. I removed them despite and I tried to start game with the Archipelago map script...still crashing.
The strange thing is that it works very occasionally (2 times so far, but also 10+ times a crash) - on time was with the Planetgenerator mapscript, in the other case I don't remember.
keldath Jul 05, 2009, 02:01 PM well...
i see you used the altroot, thats good.
im not familiar with the multible ctds you describe, in v 1.2 theres only one that we tracked, besides that - the game runs fine on my end,
i suggest you just wait for the new patch due to be uploaded in a day or two.
thanks !
keldath Jul 05, 2009, 02:04 PM ok :
theres no doubt now, the ctd is causes by the medium hover and these lines - koma discover4ed that assault_sea was some sort of a cause now we know:
the medium hover has :
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ASSAULT_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
deleting the assault, fixes the ctd,
i have no idea why does it happens in this specific unit,
but, im glad we found the cause,
now this mod can go forward.
thanks everyone who helped and mainly for koma13 for discovering the problem.
davidlallen Jul 05, 2009, 02:19 PM I have already updated BTS to v3.19 and have downloaded and installed Dune wars 1.2 [...] The strange thing is that it works very occasionally (2 times so far, but also 10+ times a crash) - on time was with the Planetgenerator mapscript, in the other case I don't remember.
Since we can't tell what is wrong, we cannot tell if the new patch will fix it. Do you have "HidePythonExceptions = 0" in your My Games/Beyond The Sword/CivilizationIV.ini file? If not, please change that and rerun. If you get a popup with an alert, please let us know the details. The text will also be in My Games/Beyond The Sword/Logs/PythonErr.log.
keldath Jul 05, 2009, 02:24 PM david,
on your new patch - in continue to my pm to you,
just remove the assault_sea line from the medium hover - test it for a few turns just to make sure,
and also:
change in the unitart.xml :
this <AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_IRONCLAD</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_IRONCLAD</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_IRONCLAD_FORT</SelectionSound>
<ActionSound>AS3D_UN_IRONCLAD_FORT</ActionSound>
to :
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_DESTOYER</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_DESTROYER</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_DESTROYER_FORT</SelectionSound>
<ActionSound>AS3D_UN_DESTROYER_FORT</ActionSound>
jus in case..
im at turn 600 by now in a third testing...
so i can say, were back in business :)
Pfeffersack Jul 05, 2009, 02:37 PM Since we can't tell what is wrong, we cannot tell if the new patch will fix it. Do you have "HidePythonExceptions = 0" in your My Games/Beyond The Sword/CivilizationIV.ini file? If not, please change that and rerun. If you get a popup with an alert, please let us know the details. The text will also be in My Games/Beyond The Sword/Logs/PythonErr.log.
I changed this, but the crash seems not to be a python one - no pop-up with alert.
koma13 Jul 05, 2009, 04:52 PM just remove the assault_sea line from the medium hover - test it for a few turns just to make sure,
Ok, just make sure there is at least one other unit in that era that has unitai_assault_sea. ;)
keldath Jul 05, 2009, 11:57 PM there is,
its just that one...
also - its degult unit ai - is still assault_sea.....how weird...
koma13 Jul 06, 2009, 11:32 AM Ok, primordial stew found the reason why medium hover with assault_sea is crashing the game: http://forums.civfanatics.com/showthread.php?t=326772.
UNITAI_assault_sea is our lovely all terrain transport ai and we forgot to give medium hover the ability to carry cargo. :)
keldath Jul 06, 2009, 12:24 PM koma!
whats the connection between the two?
your saying that if we give -cargo 1 to the unit - the ctd will be gone??
koma13 Jul 06, 2009, 12:34 PM Yes, the only changes i made for medium hover (1.2):
<SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iCargo>3</iCargo>
and even with UNITAI_ASSAULT_SEA I didn't got a crash when discovering desert industry.
keldath Jul 06, 2009, 12:42 PM ill be damned...
do you know whats the link between the two?
koma13 Jul 06, 2009, 12:51 PM UNITAI_ASSAULT_SEA is the unitai for transporters. If we attach that unitai to an unit we have to make sure that this unit is a transporter. In general we have to take much more care what unit ai's we attach to an unit. Wrong unitais not only have the potential to crash the game but also is often the biggest reason why ai doesn't build an unit. To make it worse names for unit ai aren't very intuitive, for example UNITAI_PIRATE_SEA isn't intended for pirates but for units that chase pirates.
keldath Jul 06, 2009, 01:07 PM ahh i see,
thanks for the crutial info,
i will make special attention for this in the future.
Deliverator Jul 06, 2009, 02:58 PM Isn't it funny how many bugs in software can come down to a single number... :lol:
keldath Jul 06, 2009, 03:11 PM i pulled so many hair over the last 3 years because of civ 4 mods! because of stuf like ",".....
davidlallen Jul 06, 2009, 05:13 PM Keldath has pointed out a bug in 1.2.3 which results in some "stone rock" appearing as the result of a spice blow. This happens on about 20% of the blows. This is due to accidentally reversing two arguments in a call in assets/python/DuneWars.py:
# Loop all spiceblow units and burn down the fuse by one. At time
# zero, add spice bonuses.
def SpiceBlow(self):
[...]
# Remove the feature and add spice bonuses
==> pPlot.setFeatureType(0, -1)
cx = pPlot.getX() ; cy = pPlot.getY()
for ix in range(cx-1, cx+2):
Please change the (0, -1) to (-1, 0) at the line indicated.
koma13 Jul 08, 2009, 04:25 PM Is there anything important when setting up the game, e.g. choosing the right mapscript or its subsettings? 9 out of 10 times I try to start up a Dune Wars game, I get a CtD when the map initialization is completed and the window with the used mod components comes up
Bad news. I have the same problem. I played a game in vanilla civ. Now when I try switching back to dune wars I can't start a new game. CTD after map generation is finished. It's the 2nd time that happens to me. Last time I thought it was my fault because I made some xml changes. I fixed it by reinstalling Civ4. Now it happen again, even with 1.2 unaltered. :(
Deliverator Jul 08, 2009, 04:29 PM Switching on grid terrain overlays still crashes the game. This has not been fixed I don't think...
If I accidentally switch on grid overlays, I get a CTD. I then have to load vanilla or another mod, switch grid off, and then load Dune wars. Could this be the issue?
davidlallen Jul 08, 2009, 04:30 PM Bad news. I have the same problem. I played a game in vanilla civ. Now when I try switching back to dune wars I can't start a new game. CTD after map generation is finished. It's the 2nd time that happens to me. Last time I thought it was my fault because I made some xml changes. I fixed it by reinstalling Civ4. Now it happen again, even with 1.2 unaltered. :(
Is there any chance that you had grids displayed (alt-T)? This may be the solution to Pffefersack's problem also. I know we thought this was fixed, but it still happens for me locally. Maybe it is not just me.
Deliverator Jul 08, 2009, 04:32 PM Yes, I've never seen it fixed. It has always been broken for me. It is bad because you are effectively locked out of Dune Wars. Let's fix it.
koma13 Jul 08, 2009, 04:32 PM You are right, I had grid activated. I disabled it and it is working now again. :)
davidlallen Jul 08, 2009, 04:49 PM Koma, is there a way to tell which terrains are causing the problem? Probably, in one of the various builds/patches, the grid variant for one of the textures got lost. In my unpak of the 1.2 fpk file, I see there are two directories art/terrain/texture and art/terrain/textures. The problem is most likely there.
koma13 Jul 08, 2009, 04:52 PM This is surely the reason. I remember when I uploaded my second terrain patch, grid was working. But I never tried it again.
keldath Jul 08, 2009, 11:59 PM hey guys,
as far as i remmber grid isnt woring, koma did upload something, but i think it was prior to some
new art terrain,
two options,
either we fi the dds with the grid (probably some file are misising - thats why the ctd), or we remove the option for grid :)
Pfeffersack Jul 09, 2009, 03:38 PM You are right, I had grid activated. I disabled it and it is working now again. :)
I tested it, same for me - when I play normal BTS or another mod before starting Dune Wars and disable the grid, I can play fine :)
keldath Jul 09, 2009, 09:35 PM hey Pfeffersack,
dont worry,
i uploaded version 1.3,
and the grid works there.
have fun.
Deliverator Jul 10, 2009, 02:30 PM The grid crash is still happening for me in 1.3. I've unpacked the PAK and everything looks OK. I've literally never seen grids work in Dune Wars so I'm starting to think it's just me...
keldath Jul 10, 2009, 02:48 PM wierd - i tested it...
you didnt see the folder terture on the fpk?
its possible i uploaded a version wiothout this fix - cause i zipped it once without and then i remmbered i have to add it so i re zipped it...
so its possible i i uploaded the wrong version?
Deliverator Jul 10, 2009, 02:52 PM Well, everything looks ok when I unpack it. There is only the terrain/textures folder and no terrain/texture folder.
Deliverator Jul 10, 2009, 02:55 PM :blush: Forget I said anything, it was me that broke it by changing something...
Arafel Aug 05, 2009, 09:14 AM Hi everyboy,
First excuse me if I do mistakes in english, it's not my native language. Now here is my problem :
I downloaded your dune wars mod, and unzipped it in the Mods directory, and then I loaded it from the game, and it seems to work. But after that, when I start a game (through "custom game"), eveything is normal except I can't see the menus :
http://i81.servimg.com/u/f81/14/11/32/88/dune10.jpg (http://www.servimg.com/image_preview.php?i=5&u=14113288)
I have the latest patch for BtS and for your mod. Do you have any clue ?
Thanks
davidlallen Aug 05, 2009, 09:19 AM Is it possible that the instructions in this thread (http://forums.civfanatics.com/showthread.php?t=328919) will resolve your issue?
Are you able to download and run other mods from civfanatics?
Please confirm that you are using BTS 3.19 and Dune Wars 1.3. (If you are using one of the local patch versions of DW, please tell the exact version number from the filename of the zip you downloaded.)
Arafel Aug 05, 2009, 09:29 AM Thank you for your quick answer, this bug is so frustrating...
I already had a look to the thread, and I even installed patch 1.3.8 (dune-wars-patch-1-3-8b.zip), but it doesn't change anything...
And I confirm that I have version 3.1.9.0 of BtS and the 1.3 of DW (dune wars.1.3.exe)
That's the firts mod I download, so I don't know if the others work (I gonna try right now)
davidlallen Aug 05, 2009, 09:37 AM I searched "missing interface" using google, and found this thread (http://forums.civfanatics.com/showthread.php?t=180785). Do you have any files in customassets?
Also, you may want to turn on python logging as described in the early part of this thread (http://forums.civfanatics.com/showthread.php?t=285823). Other people have used 1.3 and 1.3.9b successfully, so it is unlikely that you are getting this type of error.
Arafel Aug 05, 2009, 10:16 AM My customassets folder is empty. I tried to erased it completely, but it doesn't change anything... I have turned on the python logs, and I found the error in PythonErr.log (last line) :
OverflowError: ü arg not in range(0x10000) (narrow Python build)
ERR: Python function preGameStart failed, module CvAppInterface
But I don't know what it means...
Do you want me to post all the logs in a zip file ?
keldath Aug 05, 2009, 10:30 AM Arafel,
hi,
interesting name - it means fog/mist in hebrew :)
welcome to dune wars,
are you using another language then English in the game?
vista user?
plz write what are the exact mod components you turned on,
basically the version works very well, we will find your bug, just tell us more details as i asked.
davidlallen Aug 05, 2009, 10:30 AM I don't know what it means either. Maybe somebody will recognize something in the logfiles. I guess you might not be running the interface in English language; is that true? That may be different from what other people are doing. Is it possible for you to reset the game to English and try? Also it will be helpful to confirm if some other downloaded mod is working for you.
Arafel Aug 05, 2009, 10:45 AM Actually, Arafel (http://en.wikipedia.org/wiki/Arafel_(Dune)#A) is from Dune's Universe too ^^.
For the English issue, I reinstalled all the game once because I couldn't even read the start menu... So everything is in English now. I use XP, and I took all the components by default. I don't know if it's important, but I have to mention that my game is installed on a different hard drive than my folder \my documents and settings\etc. And I'll try the Mars now ! mod right now.
EDIT : the "Mars, now !" mod works perfectly fine.
keldath Aug 05, 2009, 10:52 AM the dune books have various elements from Arab and hebrew,
the kwizat ( jump) haderach ( the way) , actually means - "the new thing" or - the new leap.
that was another fun fact from your friendly modder, keldath :)
anyway - the mod needs to be in your bts installation folder - under mods - as dune wars.
and game lang -engligh only.
well mars now is a great mod pack, hope youll give dune a chance later on, have fun.
davidlallen Aug 05, 2009, 11:04 AM EDIT : the "Mars, now !" mod works perfectly fine.
And now if you install the Dune Wars mod the same way, does it work? I cannot see why one mod would work, and another installed the same way would fail. If it still fails please do zip your logs and upload.
Arafel Aug 05, 2009, 11:14 AM I don't understand, do I have to put the mod in the My Documents folder, or in the folder civ 4 is installed ?
Anyway, I tried both, but it doesn't work :(. I guess I'll try a different mod...
EDIT : I didn't see your answer. So, I don't install it the same way, since mars has an installer and not Dune Wars...
Arafel Aug 05, 2009, 11:19 AM Here are the logs
davidlallen Aug 05, 2009, 11:43 AM I don't understand, do I have to put the mod in the My Documents folder, or in the folder civ 4 is installed ?
Anyway, I tried both, but it doesn't work :(. I guess I'll try a different mod...
EDIT : I didn't see your answer. So, I don't install it the same way, since mars has an installer and not Dune Wars...
You should unzip the file so that you have a new directory, "<your install directory>/Beyond The Sword/Mods/dune wars". If you look in that place, you will see that you now have a directory "<your install directory>/Beyond The Sword/Mods/Mars Now", or something close to that. Please confirm that the directories for Dune Wars look the same.
However, I have also looked into your log files, and it does not seem that the location of the install directory is the problem. The key logfile is PythonErr.log. It shows the following error:
File "BugConfig", line 568, in end_init
File "BugConfig", line 223, in createInit
[...]
File "FontUtil", line 62, in addSymbol
File "FontUtil", line 86, in registerSymbol
OverflowError: ” arg not in range(0x10000) (narrow Python build)
This means that one of the components inside Dune Wars called BUG is not working correctly. This is sad, because we have included many components inside Dune Wars which are not actually critical to the gameplay of Dune Wars. I have asked over on the BUG forum if they understand why this is happening. Please follow this thread (http://forums.civfanatics.com/showthread.php?t=330635) to see if there is any answer.
Arafel Aug 05, 2009, 11:58 AM I found someone who had the same problem here (http://www.civ4.houmie.com/forum/viewtopic.php?f=5&t=95) for another mod. Appparently the problem was in the CvPath.py file, I don't know if it helps.
And the location seems to be good.
The_J Aug 05, 2009, 04:18 PM The CvPath problem can only be yours, if you do not have the "normal" civ versions.
-> Do you have Civ Complete, download versions (for example steam), or BtS for Mac?
Arafel Aug 06, 2009, 04:39 PM No, I have complete versions for PC...
The_J Aug 07, 2009, 08:45 AM Could you turn the python exceptions on?
How:
Go to your CivilizationIV.ini (My Documents\My Games\BtS), open the .ini with a texteditor (notepad, wordpad), and change
; Set to 1 for no python exception popups
HidePythonExceptions = 1
to 0.
keldath Aug 07, 2009, 09:25 AM hey this issue puzzles me.
what is you bts installation path?
have you used any other patch above version 1.3?
davidlallen Aug 07, 2009, 10:16 AM Could you turn the python exceptions on?
How:
Go to your CivilizationIV.ini (My Documents\My Games\BtS), open the .ini with a texteditor (notepad, wordpad), and change
; Set to 1 for no python exception popups
HidePythonExceptions = 1
to 0.
He has enabled python logging and posted the log. Enabling popups will display the same information we already have, as a popup. The problem is coming from some BUG font problem. The BUG team has not responded to my request for help. I would love it if we could find some difference between Arafel's setup and the setup of other players who are able to get this mod to work. It is painful to lose potential players due to BUG setup problems.
davidlallen Aug 07, 2009, 11:30 PM I have also looked into your log files, and it does not seem that the location of the install directory is the problem. The key logfile is PythonErr.log. It shows the following error: [...] I have asked over on the BUG forum if they understand why this is happening.
On that forum, the suggestion was, delete the mod installation and reinstall it. This is general advice, but I suppose it can't hurt. Does that help?
Arafel Aug 09, 2009, 05:17 PM Reinstallation done : it's working !!! :goodjob: (that's odd because I've already done it, I don't know what went wrong).
Thanks very much !
thevanir Oct 06, 2009, 03:55 PM hi guys, i have a big problem, i see no fonts and "he" says there are missig xml links. here two pictures .. oh i forgot, im german but i've installed Beyond the Sword on english and on german .. same error :(
keldath Oct 06, 2009, 04:25 PM thevanir,
you have this problem cause probably its a languege thing,
try to uninsall your entire civ m and over again with only english.
this should fix this.
davidlallen Oct 06, 2009, 06:32 PM That may be the right workaround. However, what should we do as mod developers, in order to make sure that the mod plays in other languages?
For example, all of the text strings like TXT_KEY_whatever are already available in all languages in DuneWarsText.xml. We did not translate them, just copied them. But the game cannot be failing because these strings are missing. What would make it fail?
The_J Oct 06, 2009, 06:35 PM Maybe you've missed one TXT_KEY_.
Is sounds ridiculous, but one missing text reference can let the whole text disappear.
davidlallen Oct 06, 2009, 07:54 PM Maybe you've missed one TXT_KEY_.
Is sounds ridiculous, but one missing text reference can let the whole text disappear.
I can guarantee that every DuneWarsText.xml string is available in all five languages. That is because I actually edit DuneWarsText.txt and then use a script to clone the <English>...</English> text to the other languages.
Of course the DW assets/xml/text directory contains dozens of files from all the different modcomps that were stirred together to create DW 1.0. It is possible that one of the other files is missing some translation tags. There are probably hundreds of keys in there, written all by different people.
I guess I will enhance civcheck to check for this, and see if that finds anything.
Is there anything else that may cause this behavior, besides a missing translation TXT_KEY?
davidlallen Oct 06, 2009, 11:41 PM @ thevanir, I found several TXT_KEY_... without translations, but none of these TXT_KEY are even used in the game anymore. If you are interested, could you try this experiment? Download the attached zip file, which contains four xml files. Unzip it into <your BTS directory>/Mods/Dune Wars/assets/xml/text. It will overwrite four files which are there. The old files had TXT_KEY without translation, the new files are basically just empty.
Does that solve your problem?
I will include these files into the next release of DW anyway, but it would help if you confirm this solves the problem.
thevanir Oct 07, 2009, 01:21 AM thx for your help, i try this @home ... now i have to work :D
AnotherPacifist Oct 07, 2009, 01:58 AM First of all, very nice mod. Here are some comments after my first game (still ongoing, not sure I'll finish) with my favorite character in the movie, Leto II.
I'm wondering why I haven't won by Terraforming after building 8 of those Liet thingees. When I click on the fist, the only option seems to be by land or population, and no mention of cultural or terraforming victory.
The resolutions still say "United Nations."
Also, health buildings are a waste. Maybe give them some water benefit for them to be useful?
The AI does not seem to grasp the importance of unloading their troops once their transports have passed through impassable terrain. I killed them easily with outdated troops.
Later religions are almost useless (I founded Technocracy).
The equivalent wonder for Hanging Gardens should be enabled earlier, because if you build it late you'll actually lose the extra population from starvation. The Spiral Minaret is way too early and overpowered (I had a tech advantage from early game).
Ahriman Oct 07, 2009, 08:45 AM I'm wondering why I haven't won by Terraforming after building 8 of those Liet thingees. When I click on the fist, the only option seems to be by land or population, and no mention of cultural or terraforming victory.
The Mastery victory option (which can't be reached anymore) currently blocks all the others from functioning. This will get fixed at some point, but for now just uncheck the Mastery option when starting a game.
The resolutions still say "United Nations."
Yes, we haven't really started working on the Landsraad yet.
Also, health buildings are a waste. Maybe give them some water benefit for them to be useful?
Really? I find it depends what difficulty level you are playing on. On higher difficulty levels (Emperor, etc) you have a lot of unhealth.
The AI does not seem to grasp the importance of unloading their troops once their transports have passed through impassable terrain. I killed them easily with outdated troops.
Yes, the AI needs to unload its troops automatically at the end of any turn when it is above land, and then reload them at the start of the next turn if it wants to move on.
Later religions are almost useless (I founded Technocracy).
This is because the religious design hasn't fully been implemented yet.
There will be a number of religious unique buildings, and changes to spread rates, so that early religions are more easily supplanted, and late religions won't be widespread but will give powerful bonuses (a civ with technocracy will get big hammer advantages).
Many religions will also have unique spread mechanics; Imperium will be automatically removed when other religions are spread on top of it, and Quizarate will wipe out *any* other religions present when it expands.
The equivalent wonder for Hanging Gardens should be enabled earlier, because if you build it late you'll actually lose the extra population from starvation. The Spiral Minaret is way too early and overpowered (I had a tech advantage from early game).
We are planning on doing a total Wonder redesign, but don't really have a lot of good ideas yet for Dune-themed wonders.
thevanir Oct 07, 2009, 11:36 AM i had to reinstall the complete game ... i tryed english now and it works. the four files helps a little i could see more of the game but not all. i would thank you all and great mod.
sry for my english :(
ps. the problem could appear cos of a "german community translation mod", that i have installed but forget, that i do that
davidlallen Oct 07, 2009, 11:56 AM The resolutions still say "United Nations."
I have tried to find a lot of these strings and update them. Please see the attached screenshot of the victory conditions screen from the current release, version 1.5.4.
Are there specific strings which I have missed?
AnotherPacifist Oct 07, 2009, 02:13 PM It's not the Victory screen, it's the announcement on the regular screen that still says UN.
How do you get a religious victory anyway?
Humakty Oct 08, 2009, 05:34 AM As for the language problem, you just need to select english language in the option menu of the base game, then all the english only mods work when you relaunch the game with a mod turned on. No need to reinstall or to have special files. At least it worked on my french game...
(Very nice and rapidly developped mod, BTW)
davidlallen Oct 08, 2009, 10:05 AM It's not the Victory screen, it's the announcement on the regular screen that still says UN.
Thanks, we will search harder for "U.N." and "United Nations" strings in the base help files.
How do you get a religious victory anyway?
As long as you have the mastery victory condition disabled, you can see the details of the victory conditions from the victory screen. (If you have mastery turned on, this screen won't even come up.)
Religious victory requires 100% of all religious influence. That means you have to convert, or probably destroy, all the other religions. Holy War is halfway between religious and domination; you need 50% of religion influence and 50% of land area.
The original mod developer added a number of victory conditions for variety. We will have to either fix or remove mastery for sure. In addition, I am thinking of removing religious and holy war. Religion itself is not that important in Dune, even after we add the religion system described in the religion redesign thread (http://forums.civfanatics.com/showthread.php?t=330907).
Does anybody like the concept of religious and holy war victories in Dune Wars?
davidlallen Oct 08, 2009, 10:11 AM As for the language problem, you just need to select english language in the option menu of the base game, then all the english only mods work when you relaunch the game with a mod turned on. No need to reinstall or to have special files.
Thanks for the tip.
@ deliverator, this is probably worth mentioning in the first post of the installation problems thread.
Sadly, using this tip, and using the new xml files from a few posts back, I can verify that this mod is still *not* language friendly. I selected French, and the main menu comes up empty.
I will post in some of the other dev sub-forums to try to find a way to debug.
Ahriman Oct 08, 2009, 10:33 AM Does anybody like the concept of religious and holy war victories in Dune Wars?
I think some kind of holy war victory is a must for Messianism/Mahdi at least, and some kind of religious victory would also make sense for Quizarate/Golden path.
These could either be tied to their specific religions, or not; their spread mechanics (Messianism=autospread on conquest, Quizareate=wipes out other religions when spread) will already tend to favor those victory types for those religions.
davidlallen Oct 08, 2009, 02:48 PM Sadly, using this tip, and using the new xml files from a few posts back, I can verify that this mod is still *not* language friendly. I selected French, and the main menu comes up empty.
I will post in some of the other dev sub-forums to try to find a way to debug.
Problem solved (http://forums.civfanatics.com/showthread.php?t=337969). Additional fixed xml files will be in 1.5.5.
ozu08865 Oct 15, 2009, 02:59 AM It seems like the units and build aren't center in the square or grid. Heres a screenie
Deliverator Oct 15, 2009, 03:49 AM Can't see your screenie. Can you add it as an attachment using the paperclip icon or the Manage Attachments button please?
koma13 Oct 15, 2009, 04:11 AM I think he's talking about that imprecision when founding a city or placing an unit in the world builder. The colorful marked plots aren't exactly in the same positions as the real plots. I am sure this is releated to the new elevation concept. Is it fixable? I don't think so. In the end it is just a small annoyance for getting this cool new terrain. I miss much more the peaks...
On the other hand I think remembering firaxis exported some of that stuff related to plot coloring into the sdk in patch 3.19, but not sure (maybe only wishful thinking :))
Slvynn Oct 15, 2009, 04:51 AM I've noticed that too, but imo it is minor issue, not critical at all, and elevation thingy really worth it.
Deliverator Oct 15, 2009, 07:38 AM I think he's talking about that imprecision when founding a city or placing an unit in the world builder.
I have looked into this previously and it may be possible to improve the situation, but I don't think I can eliminate it completely.
On another subject, I am thinking of doing a little patch that enables cities on mesa. I want to see whether people can live with the graphical strangeness. For gameplay allowing cities on mesa would be much better.
Ahriman Oct 15, 2009, 07:45 AM Can you also remove the ability to build cottages and turbinres from mesa, and/or bump up mines by + hammers?
Otherwise mines are pretty useless.
davidlallen Oct 15, 2009, 09:42 AM Can you also remove the ability to build cottages and turbinres from mesa
Can you try 1.5.5, where this is already fixed, and let us know your feedback?
Ahriman Oct 15, 2009, 09:53 AM I have 1.5.5 installed, and it dosen't seem to be fixed.
Slvynn Oct 15, 2009, 10:39 AM It is now, you can build cottages and turbines on mesa, i tried.
Ahriman Oct 15, 2009, 10:51 AM Fixing it would be *removing* the ability to build cottages and turbines on mesa, or boosting mines. So... it isn't fixed :-)
davidlallen Oct 15, 2009, 10:55 AM I can reproduce this, but I do not see how it can be happening. Mesa terrain is what used to be "peaks". There is a flag for the improvement "bPeakMakesValid", which can be true if the improvement is allowed there, and false otherwise. It is false for everything except the mines and the fort. So the game should be disallowing turbines and cottages and everything else. I don't know how to fix this.
Ahriman Oct 15, 2009, 11:04 AM Well, IIRC solar farms *aren't* buildable on mesa (I think??). So maybe take a look through the solar farm code and see if there is anythnig there?
Deon Oct 15, 2009, 11:21 AM When I get a scout from a goody hut as fremen, he doesn't have the fremen desert promotion.
Deliverator Oct 15, 2009, 01:10 PM I can reproduce this, but I do not see how it can be happening. Mesa terrain is what used to be "peaks". There is a flag for the improvement "bPeakMakesValid", which can be true if the improvement is allowed there, and false otherwise. It is false for everything except the mines and the fort. So the game should be disallowing turbines and cottages and everything else. I don't know how to fix this.
I haven't dug too much into this, but the build stuff on Peaks stuff must come from a modcomp. I don't know if it is the Mountains Back to Service modcomp. Anyway, I'm not sure it is working properly for precisely this reason.
Ahriman Oct 15, 2009, 05:01 PM Well, IIRC solar farms *aren't* buildable on mesa (I think??). So maybe take a look through the solar farm code and see if there is anythnig there?
Nvm. Solar farms are buildable on mesa too. Sorry.
Slvynn Oct 15, 2009, 07:08 PM Please help me - i cant find any resource on map for insect farms. Not a single resource. (3 of them missing)
What thing can cause such thing, and how i can fix that. Those resources just not appear on any map i start. They are also not aviable in
WB. It was since i installed mod 1st time.
davidlallen Oct 15, 2009, 08:02 PM That seems odd. Are you sure you cannot add this bonus in World Builder?
Slvynn Oct 15, 2009, 08:04 PM That seems odd. Are you sure you cannot add this bonus in World Builder?
absolutely, all 3 of them :(
Odd. I restarted game and started different map. They all appear.
Map without them - Arrakis
Map that have them - Dunipelago.
Ahriman Oct 15, 2009, 08:34 PM I will confirm that these resources do not seem to be generated by the Arrakis script. But I can place them in Worldbuilder just fine.
While we're on bugs, an old one I should mention again is that harvesters aren't being properly removed when the spice under them runs out (I think it may be that they aren't removed if the tile is being worked when the spice disappears). Maybe the script that removes the spice can be augmented to destroy all improvements on the tile?
Slvynn Oct 15, 2009, 08:36 PM I will confirm that these resources do not seem to be generated by the Arrakis script. But I can place them in Worldbuilder just fine.
While we're on bugs, an old one I should mention again is that harvesters aren't being properly removed when the spice under them runs out (I think it may be that they aren't removed if the tile is being worked when the spice disappears). Maybe the script that removes the spice can be augmented to destroy all improvements on the tile?
Yep, i saw that too.
koma13 Oct 17, 2009, 10:55 AM In the civilopedia there is no unit art for the medium carryall.
davidlallen Oct 17, 2009, 11:06 AM In the civilopedia there is no unit art for the medium carryall.
Actually all the carryalls are at different wrong heights, in the pedia and in game (DA59). Deliverator has fixed this for the thopters but the carryall nifs still need to be adjusted.
Ahriman Oct 17, 2009, 12:32 PM On the resource issue; on arrakis mapscript at least, many resources (especially crystal, but also others) are clustering a lot.
I bet this is part of what is blocking out other resources.
Check out the resource clusters in the attached screenshot; 3 copies of crystal, 2 of diamonds, 3 of creosote bush.
Deliverator Oct 17, 2009, 01:19 PM I am completely reviewing bonus placement right now. You should find things much better when I'm done.
Ahriman Oct 17, 2009, 06:22 PM Awesome.
On the worm graphic issue; playing as Ordos, when I researched Kindjal blades (which advanced me to Tahaddi era) all my workers turned into the worm graphic, as did my Kindjal soldiers.
davidlallen Oct 17, 2009, 06:29 PM On the worm graphic issue; playing as Ordos, when I researched Kindjal blades (which advanced me to Tahaddi era) all my workers turned into the worm graphic, as did my Kindjal soldiers.
Yes, I have verified that whenever you advance to the later eras, this happens. I have fixed it for the units, but the buttons are getting set somewhere else.
Psychic_Llamas Oct 18, 2009, 12:53 AM Ive got a couple of errors. the first one occured upon game start up, the second one (about Mentats) started after i traded the mentat tech to the AI.
what do Mentats do anyway?
davidlallen Oct 18, 2009, 09:37 AM Ive got a couple of errors. the first one occured upon game start up, the second one (about Mentats) started after i traded the mentat tech to the AI.
what do Mentats do anyway?
Regarding the first error, I have no idea. That particular file isn't included in the DW mod, it looks like a vanilla BTS file. Is it possible you are missing some Italian font file? Do you get this error when you start a vanilla game?
Regarding the second error, Mentats are currently Under Construction. I had noticed this alert but in this case, if you have python alerts turned off, there is no bad effect. For information about what Mentats will do, see the thread, "Mentat mechanics".
I will be adding more Mentat code, hopefully in the next 1-2 days. In the meantime, if anybody is bothered by this, you can make a small edit to assets/python/dunewars.py:
# AI movement, called from CvGameUtils
def AI_unitUpdate(self, pUnit):
self.Initialize()
iType = pUnit.getUnitType()
if self.dWormUnits.has_key(iType): return self.WormAI(pUnit)
if pUnit.getUnitType() == self.iUMentat:
return self.MentatAI(pUnit)
return false
Put a # comment character at the start of the two red lines, or delete them from the file.
Ahriman Oct 18, 2009, 03:32 PM AHR~51 (missed any?)
The Shai Hulad shrine gives +1 culture per city with the religion; it should give gold.
Ahriman Oct 18, 2009, 03:44 PM AHR52
The new pilot school is at aerial combat tech, not combat ornithopters; it was left at the tech that the aerial bay was at, not moved to the tech where the aerie is.
Ahriman Oct 18, 2009, 03:49 PM *edit*
nvm
Ahriman Oct 18, 2009, 07:24 PM David; you did not remove the guerilla promotion from your 1.6 beta (or make it effect peaks). Similarly you should remove the Thumper promotion for now.
davidlallen Oct 18, 2009, 08:01 PM David; you did not remove the guerilla promotion from your 1.6 beta (or make it effect peaks). Similarly you should remove the Thumper promotion for now.
There are about 60-80 feedbacks which I did not incorporate, either due to lack of time or knowledge. After sending the beta, I did remove guerilla. I still hope to add the required worm AI changes to make thumper useful, so I would prefer to leave that for now. Apart from taking up space, does it cause a problem?
Ahriman Oct 18, 2009, 08:19 PM Apart from taking up space, does it cause a problem?
Not a huge problem, but it is very powerful (there are a lot of sinks, and putting it on a city defender in a sink city typically then gives 20% defensively - as good as city defender - AND 20% offensively against any unit type in an adjacent sink tile - as good as shock, disruptions, improved shields, etc. etc. all combined) and its very confusing for the player (guerilla gives bonuses in.... big wide open sinks? And the text still says hill strength, which they will assume means mesa).
But you're right, its nonurgent.
There are other things that are higher priority.
davidlallen Oct 18, 2009, 09:16 PM Not a huge problem, but it is very powerful.
Let me try that again. Guerilla is removed after the beta I sent but it will be removed in 1.6. I would prefer to leave in Thumper for now, in case I have the chance to revise the worm AI.
Further in the future, it may be possible to add something to the sdk so that promotions can be made sensitive to peak. Right now there is no way to do that, which is why Guerilla is removed.
Ahriman Oct 18, 2009, 09:28 PM Further in the future, it may be possible to add something to the sdk so that promotions can be made sensitive to peak. Right now there is no way to do that, which is why Guerilla is removed.
Understood. That sounds fine.
Garfe Oct 24, 2009, 11:35 AM Hi
I love Dune and the worlds of Frank Herbert
So I installed the MOD. I started the game with the normal settings and was a bit confused every thing seems to work but the interface is missing.
I have tried re-installing all the components and have tried 3 different versions of the MOD but still no interface.
I am way to old to learn the keyboard shortcuts so please help!!
PS. I have installed and been using Fall from Heaven 2 mod for ages.
keldath Oct 24, 2009, 12:02 PM hi,
what version of the patch you have installed? 3.19?
also- which language are you using?
and what dune version did you use?
Deliverator Oct 24, 2009, 03:21 PM So I installed the MOD. I started the game with the normal settings and was a bit confused every thing seems to work but the interface is missing.
That's strange. Can you post a screenshot? The only way I know to hide the interface is to use CTRL-I or ALT-I.
koma13 Oct 24, 2009, 03:35 PM That's strange. Can you post a screenshot? The only way I know to hide the interface is to use CTRL-I or ALT-I.
To me it sounds more like some python exception in CvMainInterface.py. ;)
Slvynn Oct 24, 2009, 04:09 PM in 1.6.2 with 1.6.1b fix there is some glitch with infantry unit involved . It not get string of own commands, its hard to explain thois glitch you just should see. When i choose unit it gets last unit's commands, and whgen doubleclicking in city i just enter to city but i can move my camera where i want.
More than that there is major glitch with city screen.
I think it linked to Revdcm from 1.6.2, its somewhat mixing with new features .
God-Emperor Oct 24, 2009, 04:09 PM This might happen if you have the BUG mod installed via the CustomAssets method.
Conflicting changes to the user interface are never a good thing.
If this is the problem, you can fix it. Turn off CustomAssets for the mod by editing the mod's .ini file (in the mod folder) and changing the part that says "NoCustomAssets = 0" to "NoCustomAssets = 1".
Edit: this was RE: the disappearing interface, not Slvynn's problem.
Deliverator Oct 24, 2009, 04:13 PM in 1.6.2 with 1.6.1b fix
I've not tested 1.6.1b with 1.6.2.
keldath Oct 24, 2009, 04:26 PM I think it linked to Revdcm from 1.6.2, its somewhat mixing with new features .
can you explain further? with a screenshot maybe?
you mean the city screen gets stuck?
so far i had 1-2 ctds with v 1.6.2, and not every game, probably its due to the missile launcher fixed with 1.6.1b.
cause when i removed a civ, a specific civ , the ctd was eliminated.
Garfe Oct 24, 2009, 04:28 PM I am using 3.19 and have tried the Ctrl-I and Alt-I if it helps the help and options dont work either.
Slvynn Oct 24, 2009, 04:45 PM Its hard to screenshot a glitch
but here is small preview. I have my infantry (unit selected)
Screenshots:
a. Thats a buttons you have if you selected Infantry unit inside city
b. Thats i am ruling my infantry from cityscreen .
Garfe Oct 24, 2009, 04:49 PM There is just no interface Dun'o'pedia and the options dont work the whole interface overlay is missing but the units and ground seem to be ok
Deliverator Oct 24, 2009, 04:56 PM It is likely you are getting a Python exception:
If you locate your CivilizationIV.ini file (there should be a shortcut _Civ4Config in your Beyond the Sword directory) and set the following to 1 instead of 0.
; Enable the logging system
LoggingEnabled = 1
Then you should be able to see if a Python exception is occuring and feedback to us.
keldath Oct 24, 2009, 06:28 PM Garfe,
can you tell us exacly how you installed the mod?
missing menus happens mainly for these reasons and more probably):
1. non English install
2. wrong patch of civ
3. wrong installation of the mod.
you stroked out 1 so far.
Slvynn,
i remember i had this happening a long time ago , i think its something with the maininterface.py, or something with bug mod.
your using 1.6.1 right?
Slvynn Oct 24, 2009, 11:48 PM No, i am using 1.6.2 with 1.6.1b fix.
keldath Oct 25, 2009, 12:45 AM mmm im not sure this is wise to do, i haven't checked the compatibility of 1.6.1b with 1.6.2.
Slvynn Oct 25, 2009, 02:23 AM No, its good to try to test compatibility :P
Garfe Oct 25, 2009, 05:05 AM Hi sorry been working.
Everything is in english language.
I have installed 3.19 of BTS and the last patch for CIV 4, I do not have warlords.
I have tried 3 different versions of the dune mod the first I found was 1.3 then 1.5 with the patch 1.51 (Not sure about the numbers) these did not work so I uninstalled everything (civ4 BTS then civ4) and yesterday tried installing everything again including the latest patches and the dune wars v1.6 setup followed by dune-wars-patch-1-6-1.zip patch.
I am running Vista 64 ultimate and because my operating system drive is small (36 GB raptor) I have all my program files on a second drive. denoted as D: all my drivers are as up to date as I can make them (without using betas) I will post the python exemption log in a minute.
Thanks for everyones help.
Deliverator Oct 25, 2009, 05:15 AM It may be that installing all these versions on top of each other is causing an issue.
I'd advise going to your Beyond the Sword/Mods directory and deleting any folders with "dune" or "Dune" in the name.
Then try a clean install of Dune Wars 1.6.1 using the installer exe linked in the Welcome Thread (http://forums.civfanatics.com/showthread.php?t=338329).
Garfe Oct 25, 2009, 05:33 AM Deliverator
I have set to log started the game and used the default settings to start a game.
I saved the game then closed down. Where do I find the log.
Garfe
Garfe Oct 25, 2009, 05:35 AM Between the uninstall and re install I always clear the directory structure and then use eraser.exe to clear the cluster slack.
I then defragged.
Deliverator Oct 25, 2009, 05:39 AM Error log is found at
E:\Documents and Settings\<Your Name>\My Documents\My Games\Beyond the Sword\Logs\PythonErr.log
Garfe Oct 25, 2009, 05:58 AM I have included the python error log.
Garfe
Deliverator Oct 25, 2009, 07:00 AM @Garfe: As koma suggested, you are definitely getting Python errors relating to the interface. I'm not really a Python modder so we'll have to wait for koma13 or davidlallen for more information.
Just to confirm, you are installing Dune Wars 1.6.1 via the installer?
Also, can you check that there are no files in your My Games/Beyond the Sword/Custom Assets/python that might be conflicting.
You may also want to try keldath's 1.6.2 patch (http://forums.civfanatics.com/showpost.php?p=8575011&postcount=549) that is still being tested. This contains a fix by koma for the homeworld screen.
Garfe Oct 25, 2009, 07:20 AM Hi
Yeh I installed using the installer
I have checked that folder It has a load of folders in it but no files.
Deliverator Oct 25, 2009, 07:29 AM I just twigged that you are using Vista. Going over previous issues in the install thread I found this. Someone posted exactly the same issue as you describe:
The mod doesn't work on my pc.
The Main screen, and all menus, don't display a word, I've just got the worm picture.
I've got BTS and patch 3.19 installed.
Maybe is it a vista issue ?
Do other vista users already have had such problem ?
And Fenring responded:
It did not work for me either until I started to run it as administrator on my pc with vista.
Not having Vista myself I can't test this or tell you how to do it...
That said, the Python errors still look like they'll need investigation.
Garfe Oct 25, 2009, 08:01 AM Thanks for looking I didnt find that one.
I have tried running it as administrator and have switched off most of the vista based security crap (UAC ect) but no good will just have to olay FFH2 for now.
Slvynn Oct 25, 2009, 06:21 PM Playing 1.6.2 with patch 1.6.1 c causes CTDs on standard maps.
Ahriman Oct 25, 2009, 07:10 PM Is terraforming working in 1.6.1c?? (Or b, or a)
I have been Arrakis paradise for many turns without a single tile transforming - despite having several catchbasins!
This game is at normal speed - could there be a bug with speed adjustments?
*edit*
nvm. *not* python scripts were running, including the homeland promotion one. I think because I tried playing a 1.6.1b savegame with 1.6.1c rolled on top of it.
davidlallen Oct 25, 2009, 08:35 PM I have tried running it as administrator and have switched off most of the vista based security crap (UAC ect) but no good will just have to olay FFH2 for now.
I have looked into the python log you uploaded. There are dozens of different errors, but I think they are all "cascade" errors caused by some other problem. I have seen postings for a lot of different mods where they are unable to bring up the interface, and there seem to be a number of different reasons. I don't know what all the possible reasons are. Once the interface comes up, I am pretty sure you won't get all those python errors.
One common reason seems to be other files in customassets -- not just python ones. Do you have any files under your local customassets directory?
Another poster, a few months ago, was having similar problems and we could not figure it out; but they uninstalled the mod, removed the mods\dune wars directory, and reinstalled, and it magically worked. I am happy that player got it working, but it is too bad we could not figure out the real reason.
So please try looking in customassets and reinstalling the mod, and let us know if that helps. We need to find all the possible reasons and solutions, to make sure people can download and start playing quickly. Thanks for your patience!
Ahriman Oct 25, 2009, 08:49 PM Actually, my current 1.6.1c game.... scripts not working.
No worms, no storms, no homeworld promotion.
Can anyone else confirm scripts working or not in 1.6.1c?
Save attached.
davidlallen Oct 25, 2009, 10:14 PM Actually, my current 1.6.1c game.... scripts not working... No worms, no storms, no homeworld promotion.
Please make sure you have logging enabled, and post the contents of your PythonErr.log file.
Ahriman Oct 26, 2009, 08:31 AM I will try to take a look tonight.
It should hopefully be easy to reproduce though:
1) start game
2) found city, move soldier into friendly culture
3) End turn. Observe that soldier isn't gettnig homeland promotion.
davidlallen Oct 26, 2009, 09:15 AM I'm not able to load that save game, because it thinks the mod name required is "dune reduced". I installed 1.6.1c over my unmodified 1.6.1 directory, and I was able to start a game and run 50 turns with no python errors. I see worms, storms, and home ground promotions. When you have a chance, please upload your PythonErr.log file and we will attempt to figure out what is wrong for you locally.
BTW, there is one problem I have found in 1.6.1c, but it should not cause total failure of the python layer. Deliverator has renamed several units, but not updated the python. In assets/python/dunewars.py, change UNIT_DESERT_RAIDER to UNIT_CRYSKNIFE_FIGHTER and change UNIT_WORM_RIDER to UNIT_NAIBS_CHOSEN.
Ahriman Oct 26, 2009, 09:21 AM I'm not able to load that save game, because it thinks the mod name required is "dune reduced".
Hmm.... this sounds like it could potentially be the issue, I forget what the 1.6 folder names are or if I did anything weird. I'll explore tonight when I'm home.
Maybe I was running the wrong version of the mod or something?
Deliverator Oct 26, 2009, 09:54 AM So please try looking in customassets and reinstalling the mod, and let us know if that helps. We need to find all the possible reasons and solutions, to make sure people can download and start playing quickly. Thanks for your patience!
Garfe has already confirmed that customassets is empty and has tried re-installing several times. It seems Vista 64 Ultimate doesn't like Dune Wars.
BTW, there is one problem I have found in 1.6.1c, but it should not cause total failure of the python layer. Deliverator has renamed several units, but not updated the python. In assets/python/dunewars.py, change UNIT_DESERT_RAIDER to UNIT_CRYSKNIFE_FIGHTER and change UNIT_WORM_RIDER to UNIT_NAIBS_CHOSEN
Ah, my bad. I used Notepad++ to do the renames, but I only set it to rename all instances of the tags in XML, not the Python folder too. I can put up a 1.6.1d later seeing as we don't seem close to an official 1.6.3 patch.
Garfe Oct 26, 2009, 03:13 PM Guys I have decided to set up a dual boot to play dune wars is there any problems with using 64bit XP or should I stick to 32bit?
Ahriman Oct 26, 2009, 03:19 PM I have 64bit Vista and have had no problems with the mod (well, except my current one).
davidlallen Oct 26, 2009, 03:22 PM We have not had any report of trouble specific to 64-bit. Please try it and let us know the result. If you find a crash, please also confirm whether some other downloaded mod such as FFH or HOTK is working.
God-Emperor Oct 26, 2009, 04:15 PM Well, I finally tried playing this thing. (That's right, I never have before.)
It has not gone well.
Version 1.6.2.
I start the mod, look at the Dune'o'pedia briefly, and then do a "Play Now!"
Select Arakis map. All default settings. Random leader (Liet-Kynes, as it turns out).
Get past the "runnign with these settings" dialog.
Move starting warrior.
Move starting scout onto goody hut 2 spaces away, get some money.
Settle in place.
Open city screen. (Very nice screen, by the way.)
Assign some stuff to build queue.
Exit city screen.
Press end turn button.
CTD on the very first press of the end-turn button.
PythonDbg.log ends with:
15:21:11 DEBUG: StatusDump-Start-1
load_module CvRandomEventInterface
PY:City Built Event: Giedi City
15:21:12 DEBUG: Timer - scores took 17 ms
PY:City Built Event: Ix City
CvGameTextMgr_buildCityBillboardString.log ends with:
[13892.671] === City Sietch Tabr religion icons ===
[13892.671] === City Giedi City religion icons ===
So I'm guessing it didn't make it to the point where it would log the "City Ix City religion icons" message in that file, unless that actual logging is what failed. (I looked in this file because it isn't one of the regular log files.)
Restart, load the initial autosave, crash at same point.
There is nothing interestig in the PythonErr2.log file, it ends with:
15:31:50 DEBUG: BugEventManager - setting shortcut handler for CTRL + HOME
15:31:50 DEBUG: BugInit - global context not ready
PY:OnInit
load_module CvAppInterface
davidlallen Oct 26, 2009, 04:27 PM Well, I finally tried playing this thing. (That's right, I never have before.) It has not gone well. Version 1.6.2.
Please do not use experimental release 1.6.2 yet. Please use 1.6.1. We have found that 1.6.2 very often crashes at the end of the first turn, which matches your finding.
God-Emperor Oct 26, 2009, 04:35 PM Something that may, or may not, be useful:
The error code reported by Windows is 0xc0000094.
This is apparently a divide by 0 error.
Ahriman Oct 26, 2009, 08:13 PM Here are the python error files I am getting (from 1.6.1c)
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale' , '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\co lourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ed itor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\fl oatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ma sked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mi xins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\og l', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\ \zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tes ts', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\ XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']
sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}
sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module BugEventManager
load_module CvEventManager
load_module CvUtil
load_module traceback
load_module PyHelpers
load_module BugCore
load_module BugUtil
load_module time
load_module ColorUtil
21:10:51 INFO : BugCore - creating uninitialized mod RevDCM
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module DuneWars
load_module CvCameraControls
load_module MercenaryUtils
load_module cPickle
load_module SdToolKitCustom
PY:Mod Data Initialized : Mercenaries Mod True
load_module GodsOfOld
load_module RevInstances
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
os.getcwd(): C:\Games\Civ4\Beyond the Sword
os.getcwd(): C:\Games\Civ4\Beyond the Sword
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Addons.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Addons.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Addons.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Addons.ini']
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Revolution.ini']
load_module BugOptions
load_module BugConfigTracker
load_module BugInit
load_module BugConfig
load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.
load_module BugPath
load_module FontUtil
load_module InputUtil
load_module configobj
load_module __future__
load_module codecs
load_module validate
validate import failed
21:10:51 INFO : BugCore - creating uninitialized mod NJAGC
21:10:51 INFO : BugCore - creating uninitialized mod Scores
21:10:51 INFO : BugCore - creating uninitialized mod MainInterface
21:10:51 INFO : BugCore - creating uninitialized mod CityScreen
load_module MonkeyTools
load_module AStarTools
21:10:51 INFO : BugCore - creating uninitialized mod PLE
load_module Scoreboard
load_module DealUtil
load_module PlayerUtil
load_module ReminderEventManager
load_module Popup
load_module SdToolKit
load_module autolog
21:10:51 INFO : BugCore - creating uninitialized mod Autolog
21:10:51 INFO : BugCore - creating uninitialized mod Reminder
load_module GGUtil
load_module GPUtil
load_module ProgressBarUtil
load_module RawYields
load_module CvTechChooser
load_module TechPrefs
21:10:51 INFO : BugCore - creating uninitialized mod Advisors
load_module CvForeignAdvisor
load_module math
load_module CvExoticForeignAdvisor
load_module IconGrid_BUG
load_module DomPyHelpers
load_module TechTree
load_module AttitudeUtil
load_module FavoriteCivicDetector
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module TechUtil
load_module CvEspionageAdvisor
21:10:51 INFO : BugCore - creating uninitialized mod BetterEspionage
load_module CvHomeworldAdvisor
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module RevDCM
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module SevoScreenEnums
load_module CvWorldBuilderScreen
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvOverlayScreenUtils
load_module CvDotMapOverlayScreen
load_module CvStrategyOverlay
load_module SdToolkit
21:10:51 INFO : BugCore - creating uninitialized mod StrategyOverlay
load_module CvScreenUtils
load_module BugOptionsScreen
load_module BugErrorOptionsTab
load_module BugOptionsTab
21:10:52 INFO : BugCore - creating uninitialized mod TechWindow
load_module CvStatisticsScreen
load_module UnitStatisticsTools
load_module UnitStatisticsDefines
load_module UnitStatisticsPlayerString
load_module UnitStatisticsUnitString
load_module UnitStatisticsUnitScreenTools
load_module CvStatisticsScreensEnums
init-ing world builder screen
load_module CvWBPopups
load_module CvAdvisorUtils
load_module pickle
load_module RevolutionInit
load_module RevDefs
load_module RevEvents
load_module RevData
load_module RevUtils
load_module RevCivicsUtils
load_module BarbarianCiv
load_module AIAutoPlay
load_module ChangePlayer
load_module Revolution
load_module RebelTypes
load_module TextUtils
load_module Tester
load_module TechDiffusion
load_module StartAsMinors
load_module DynamicCivNames
load_module LeaderCivNames
21:10:52 DEBUG: BugEventManager - adding event 'PreGameStart'
21:10:52 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
21:10:52 DEBUG: BugEventManager - adding event 'LanguageChanged'
21:10:52 DEBUG: BugEventManager - adding event 'ResolutionChanged'
21:10:52 DEBUG: BugEventManager - adding event 'PythonReloaded'
PY:Initializing Revolution Mod
CvPath.assetsPath
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Assets', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\CustomAssets', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Assets', 'C:\\Games\\Civ4\\Beyond the Sword\\Assets']
filenames
[u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', u'C:\\Users\\Stephen Hutton\\Documents\\My Games\\Beyond the Sword\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Mods\\Dune Wars\\Revolution.ini', 'C:\\Games\\Civ4\\Beyond the Sword\\Revolution.ini']
21:10:52 DEBUG: BugEventManager - setting shortcut handler for SHIFT + LEFT
21:10:52 DEBUG: BugEventManager - setting shortcut handler for CTRL + LEFT
21:10:52 DEBUG: BugEventManager - setting shortcut handler for SHIFT + RIGHT
21:10:52 DEBUG: BugEventManager - setting shortcut handler for CTRL + RIGHT
21:10:52 DEBUG: BugEventManager - setting shortcut handler for SHIFT + UP
21:10:52 DEBUG: BugEventManager - setting shortcut handler for CTRL + UP
21:10:52 DEBUG: BugEventManager - setting shortcut handler for SHIFT + DOWN
21:10:52 DEBUG: BugEventManager - setting shortcut handler for CTRL + DOWN
21:10:52 DEBUG: BugEventManager - setting shortcut handler for CTRL + HOME
21:10:52 DEBUG: BugInit - initializing...
21:10:52 DEBUG: BugInit - global context not ready
PY:OnInit
load_module CvAppInterface
Any ideas?
I can delete the mod and try a clean install.
davidlallen Oct 26, 2009, 08:22 PM That is the file "PythonErr2.log". The useful information is in "PythonErr.log" (no "2").
Ahriman Oct 26, 2009, 09:03 PM PythonErr was empty.
And yet, the scripts are not functioning.
I will try a clean install.
* * *
Installed Dune wars 1.6, and Dune wars 1.6.1d, and Dune wars music 1.6. Starting a new game caused instant CTD.
Will try again without music patch.
* * *
Deleted Bts/Mods/Dune wars
Installed Dunewars 1.6 + 1.6.1d. New game causes instant CTD.
Does 1.6.1d need 1.6.1 installed first? Or is patch d broken? Or have I failed to delete some other files somewhere?
Ahriman Oct 26, 2009, 09:29 PM Ok, 1.6 + 1.6.1 + 1.6.1d + Musicpack1.6 seems to be working, with python.
davidlallen Oct 26, 2009, 10:25 PM Installed Dune wars 1.6, and Dune wars 1.6.1d, and Dune wars music 1.6. Starting a new game caused instant CTD.
We have caused fatal confusion with too many patches again.
1.6 is a full release with a huge bug. 1.6.1 is a full release including the fix to this bug. 1.6.1d only has changed files for the features which were added.
1.6 + 1.6.1d will crash because it has the huge bug.
Do not install 1.6; or else, install 1.6.1 afterwards.
Ahriman Oct 27, 2009, 08:58 PM 1.6.1e: updated homeworld screen is bugged, as Atreides I can buy Sardaukar Noukker despite not having Sardaukar cooperation.
I think it was an Elite unit, if that makes any difference.
koma13 Oct 28, 2009, 05:20 AM Any chance it's a unit that was updated?
Deliverator Oct 28, 2009, 06:01 AM Some unit XML tags have been updated in my recent patches. The Noukker is one of them, but I also noticed that I had Ixian Spiders in my list without Thinking Machines. Did we decide that the offworld bonus resource (Thinking Machines, Sardaukar Coop, etc) was required for units to be added to the pool?
koma13 Oct 28, 2009, 06:08 AM Did we decide that the offworld bonus resource (Thinking Machines, Sardaukar Coop, etc) was required for units to be added to the pool?
Yes. I think I forget to add that limit when units are updated...
EDIT:
Here is a 2nd fix for the homeworld screen:
God-Emperor Nov 03, 2009, 05:36 PM Here is a set of "issues", rather than split them up between various topics I'll just put them all here.
As I have been playing I've noticed a few things. These are all for 1.6.1d, Arrakis mapscript.
GE03: Spice blows add spice to plots adjacent to fresh water plots when those fresh water plots are desert waste. The code to prevent this looks like it ought to work, but since it doesn't I suspect that the pPlot.isFreshWater() never returns true for any "ocean" tile (but I have not checked).
If the well that provided the fresh water is upgraded, the spice goes away, leaving the harvester improvement on a non-spice tile (I think this part was fixed in 1.6.3).
GE04: The Desert Dock says "...Deep Desert Receive +4 Experience..." and "Builds Deep Desert +50% Faster". The term "Deep Desert" is not used anywhere else and is not defined anywhere that I have noticed, so there is no way to know what units this applies to without examining the XML (or building one of each type). Based on the XML it this is for all units that are DOMAIN_SEA (i.e. thopters, suspensors, and carryalls).
GE05: Most mesas have a +25% defensive bonus. Some have +50%. I have not checked, but I suspect that it is becuase the peak type is not exactly a terrain type so the higher ones may be combining the peak's +25% and the rough's +25% as if it were a rough plot that was converted to a peak - the hover text doesn't say anything but "Peak", but that may not mean it isn't really both.
My initial theory was that there could be some invisible, unmentioned in the hover text, feature on the plot. The problem with this alternate theory is that there is no feature that gives a 25% defensive bonus in DW.
GE06: Assaut Cannons with the City Raider II promotion (and probably any other unit with this too) and higher show the siege tower graphic when attacking (wooden siege tower that fires arrows which appears next to the attacking unit). This can be fixed by setting MIN_CITY_ATTACK_MODIFIER_FOR_SIEGE_TOWER to some high value (like 1000) in GlobalDefines.xml or GlobalDefinesAlt.xml.
GE07: In CIV4UnitInfos.xml the Heavy Carryall unit is flagged with bCanMoveImpassable not bCanMoveAllTerrain. The net result is that they cannot go on land or be built in some cities (cities that would not be ports, if desert were water). Swapping the values of these two makes them match the other carryalls' behavior.
GE08: Python error. I think I have seen this same error multiple times. It happened when viewing the graphs:
Traceback (most recent call last):
File "CvScreensInterface", line 957, in handleInput
File "CvInfoScreen", line 2786, in handleInput
AttributeError: CvInfoScreen instance has no attribute 'sGraphTextHeadingWidget'
ERR: Python function handleInput failed, module CvScreensInterface
Ahriman Nov 03, 2009, 06:03 PM Nice finds.
Deliverator Nov 03, 2009, 06:08 PM GE05 sounds like the Rugged and Mesa defensive bonuses are stacking.
GE07: In CIV4UnitInfos.xml the Heavy Carryall unit is flagged with bCanMoveImpassable not bCanMoveAllTerrain. The net result is that they cannot go on land or be built in some cities (cities that would not be ports, if desert were water). Swapping the values of these two makes them match the other carryalls' behavior.
That's probably my fault. I must have gone cross-eyed and changed the wrong tag when trying to fix the Heavy Carryall.
God-Emperor Nov 03, 2009, 06:13 PM GE05 sounds like the Rugged and Mesa defensive bonuses are stacking.
Oops. I did mean "rugged", not "rough".
davidlallen Nov 03, 2009, 08:55 PM GE06, GE07: easy fixes performed locally, will be part of 1.6.4.
GE04: "Deep desert" is not the most obvious term for the category of carryalls, thopters and suspensors. What should we call them? It doesn't include hornets, so "air units" is probably wrong. One possibility, which I would support, is to delete the desert dock unit. Historically, it is a "repaint" of the drydock building. If anybody wants to keep it, what should we call the category?
GE08: I don't think this is DW-specific. Can you make a reproducible set of steps?
GE03, GE05: added to the list for eventual fixing. Want to help?
negyvenketto Nov 04, 2009, 06:06 AM I have some problems. First I found the same no interface effect as Garfe did.
Hi
I love Dune and the worlds of Frank Herbert
So I installed the MOD. I started the game with the normal settings and was a bit confused every thing seems to work but the interface is missing.
I have tried re-installing all the components and have tried 3 different versions of the MOD but still no interface.
I am way to old to learn the keyboard shortcuts so please help!!
PS. I have installed and been using Fall from Heaven 2 mod for ages.
Someone suggested to use NoCustomAssets = 1
I have tried, but got CTD while loading the mod.
Uninstalled the mod and the patch, deleted the CustomAssets folder, started BTS to create a clean one (before I used the BUG mode installed to this folder).
Installed the mod (1.6.1) and the patch (1.6.3). And the game started OK.
I was happy for a day. But now I can't load my save from yesterday, 'cos I got CTDs again loading the mod :crazyeye:
Please help me what can I do, what is wrong? One day it's starting, other day CTD :confused:
Deliverator Nov 04, 2009, 06:32 AM Do you run Vista? If so you should start the mod using right click Run as Administrator and see if that works. Also, you should try changing the language to English in another mod or vanilla and see if that helps.
The Custom Assets folder should not be used for this mod - the mod installs to Beyond the Sword/Mods within your Program Files. You should clear out anything that is currently in Custom Assets.
negyvenketto Nov 04, 2009, 06:37 AM A screenshot. The desktop turned to black, the small window is plain gray, both unusual.
I'm running W7 RC1
The CustomAsset is cleared yesterday.
http://i248.photobucket.com/albums/gg194/negyvenketto/DW/DW.jpg
Deliverator Nov 04, 2009, 06:44 AM Our first Windows 7 user that I know of. It's strange that you say it was working and now it isn't - that sounds like something must have changed.
negyvenketto Nov 04, 2009, 06:51 AM Do you run Vista? If so you should start the mod using right click Run as Administrator and see if that works.
Thanks, strange but it's working. At least for me it's strange, no other mod, I used before, requires this.
Slvynn Nov 04, 2009, 06:52 AM For Vista Thats is a common problem, easilly solved.
All you need is to launch application as Administrator
Thats because DW mod using BUG mod as its part
Can you try it?
Edit: ah xposted was on work so my posting time was 15 mins :D
glad its solved :)
Deliverator Nov 04, 2009, 07:51 AM Thanks, strange but it's working. At least for me it's strange, no other mod, I used before, requires this.
David posted a possible fix for the Vista/administrator issue here (http://forums.civfanatics.com/showpost.php?p=8602588&postcount=232), but no-one has yet confirmed whether this solution works.
idahopotato Nov 05, 2009, 12:01 PM I am at a spot where I am attacking the BG, and it keeps crashing right after I finish my turn and the BG starts moving units. The game just exits and goes to the report error to microsoft screen. Has this happened to anyone else?
davidlallen Nov 05, 2009, 12:06 PM I am at a spot where I am attacking the BG, and it keeps crashing right after I finish my turn and the BG starts moving units. The game just exits and goes to the report error to microsoft screen. Has this happened to anyone else?
Please post a save game, as close as possible to the crash point, and give us instructions about how to make it crash. (It may be as simple as, "Load this save game and then push next turn".)
Have you used python logging before? If so, turn it on and see if you get any python errors. If not, post the save game, and we will look.
idahopotato Nov 05, 2009, 12:12 PM Please post a save game, as close as possible to the crash point, and give us instructions about how to make it crash. (It may be as simple as, "Load this save game and then push next turn".)
Have you used python logging before? If so, turn it on and see if you get any python errors. If not, post the save game, and we will look.
Ok so I have no idea how to do any of the above. I am not much of a computer person, or a game person. To be honest, I am only playing this game because I love Dune so much and this Mod feels very Dune-like. I love riding a dozen sandworms against my enemy so much that I have been playing this thing several hours a day for a week now. Anyway, I will try to skip next turn or play around with it to see if it happens repeatedly and then get back to you on it.
davidlallen Nov 05, 2009, 12:16 PM Ok so I have no idea how to do any of the above. I am not much of a computer person, or a game person. To be honest, I am only playing this game because I love Dune so much and this Mod feels very Dune-like. I love riding a dozen sandworms against my enemy so much that I have been playing this thing several hours a day for a week now. Anyway, I will try to skip next turn or play around with it to see if it happens repeatedly and then get back to you on it.
No problem. The first thing to do is turn on autosaves, so that if you do get a crash, you won't lose as much time replaying. Please find the file my documents\my games\beyond the sword\civilizationiv.ini and open it in notepad. There is a line like:
AutoSaveInterval = 20
Change it to 5, or even 1. This means the game will automatically save itself every 5 turns or every 1 turn. Now if you get a crash, you can start the game again and load the most recent save game from the autosaves directory. If you play again and it crashes again the same way, then we want you to send us the save game file you just loaded. To do that, make a post on the forum, and use the paperclip button above the editor window. This will allow you to attach the savegame file to your post. That's it! Once we can reproduce the problem then we can fix it.
keldath Nov 07, 2009, 11:38 AM hey,
i wanted to try something,
i thought to myself, ,
what if, we can add a new thing to the game, desert cities,
say in some point in the tech tree, we enable settlers to build cities in open desert, after all at the end, arrakis becomes a green planet,
pehaps we can also limit the number of desert cities,
so i tested,
i gave settlers can move all terrain, and made deep desert and desert waste colonizble,
the minute i moved the settler into sand, i got my settler transform into a worm rider...
what do you think of my idea guys?
idahopotato Nov 09, 2009, 12:59 PM No problem. The first thing to do is turn on autosaves, so that if you do get a crash, you won't lose as much time replaying. Please find the file my documents\my games\beyond the sword\civilizationiv.ini and open it in notepad. There is a line like:
AutoSaveInterval = 20
Change it to 5, or even 1. This means the game will automatically save itself every 5 turns or every 1 turn. Now if you get a crash, you can start the game again and load the most recent save game from the autosaves directory. If you play again and it crashes again the same way, then we want you to send us the save game file you just loaded. To do that, make a post on the forum, and use the paperclip button above the editor window. This will allow you to attach the savegame file to your post. That's it! Once we can reproduce the problem then we can fix it.
Just got back into town. Here is the file I mentioned. I am never able to finish my turn. I attack units in the BG territory close to mine and it crashes everytime. I hope this helps. Thanks
Ahriman Nov 09, 2009, 01:16 PM i gave settlers can move all terrain, and made deep desert and desert waste colonizble,
I don't think this is a great idea. It would take a *ton* of work.
If you really wanted to do this, then you should make the whole world land, rather than having ocean and coast.
Slvynn Nov 09, 2009, 01:21 PM I fear bunch of problems with this change as well. Call it " Slvynn's "intuition"" :P
davidlallen Nov 09, 2009, 01:40 PM Just got back into town. Here is the file I mentioned. I am never able to finish my turn. I attack units in the BG territory close to mine and it crashes everytime. I hope this helps. Thanks
Thank you for posting the save game. It makes it much easier to debug problems. I can reproduce your crash, and I have good news and bad news. The good news is, your crash is already fixed. It is due to the attack animation on the assault cannon unit. I think as soon as you attack a BG assault cannon, or it attacks you, the game will crash.
The bad news is, the earliest patch available to solve your problem may also break your save game. You can update to 1.6.1c at this post (http://forums.civfanatics.com/showpost.php?p=8578535&postcount=558). If you do, I am 90% sure you will be unable to load your save game. Because we change so many things in one release, we have not tried to maintain save game compatibility. Try that patch and then try loading your game. It may work.
There is a more recent patch, 1.6.3 at this post (http://forums.civfanatics.com/showpost.php?p=8599251&postcount=6). Because this patch adds a unit, I guarantee your save game will not work.
If you really want to keep your save game, perhaps deliverator can break out the assault cannon fix into a separate file.
|
|