View Full Version : Help!
Madeira Apr 22, 2003, 02:14 PM Im testing a scenario/mod pack im working on, its pretty much complete but recently I must have done something to it and screwed up, I start playing, after some turns (in one game it was after just a few turns, in another it was a lot more) the game just crashes, no error messages at all, just the Windows XP error window.
I have no clue what the problem is, tried changing some things but it keeps happening.
The game crashes during the end turn process, I believe its after the AI makes their moves, but before I start my turn, once it crashed right after telling me London's borders grew because of its high culture.
Are there any scenario or mod makers out there who've had experience with these sorts of things?
xghost Apr 22, 2003, 03:21 PM Yep, this used to happen to me a lot. Then when I bought PTW and got the latest patches, it stopped. Are you up to date on all things Civvy Madeira? :D
Madeira Apr 22, 2003, 04:02 PM Well, I started working on the scenario with a riped copy of PTW a few months ago, finaly bought it a couple of weeks ago when it reached Portugal. I uninstalled my "illegal" PTW before installing the "legal" one ;)
The version im using is 1.14, I suppose its an euro version so I cant install the latest patch cause its american only.
A few more notes about the crash, once while playing with the Spanish, I got the crash, but was able to get past it by going back a few turns using the auto save, and changing a few things in a couple of my cities, not sure what difference it made.
In my latest game, I try changing every city's production to settler, which will be completed in the next turn, i end my turn, and the game crashes before I see the settlers being produced and the cities' size reduced, so the problem might be with the AI, at least this time.
xghost Apr 22, 2003, 04:06 PM Hmmm...well no idea. :D Sorry, can't help you (wish I could), you'll just have to wait until someone with some actual Civ3 knowledge comes onto this thread. Again, sorry.
Madeira Apr 22, 2003, 04:52 PM No problem, thanks anyway!
Anyone?
mrtn Apr 22, 2003, 06:31 PM Is it an "illegal" .bix? If it is, you might want to make a legal version, i e type in every bleeding thing by hand in a fresh bix. I don't know how bad the ripped ptw is, but I've heard of problems with it before, so...
Madeira Apr 23, 2003, 07:58 AM I just used the editor that came with the ripped ptw to start working on it, when i bought it I just continued work, with a few new options that didnt exist in the ripped editor. Do you mean the text files like the civilopedia and pediaicons?
Yoda Power Apr 23, 2003, 08:02 AM could you post the bix file, then we might could find the problem.
Madeira Apr 23, 2003, 12:31 PM Ok, here it is.
This scenario is not historical accurate, but fun. The units have been completely redone, with many many units made by many civ fanatics :), this mod pack (it will be more than one scenario) also includes two ideas I had that make some interesting changes or additions:
Settlers are "wheeled" and every terrain is impassable for wheeled units, so, you'll have to build a road to the place you want to settle first (unfortunately you cant unload a settler from a ship unless its to a city), the AI works well with this, since there are many resources and luxuries all over the map, with time the AI builds roads to them, and then they use those roads to expand. This way, you wont see your map full of cities, even 1 square islands, after just a few dozen turns. Also, I made the leader a settler unit without the wheeled flag, so you can use leaders to colonize overseas, but no longer to build armies or finish improvements, so the AI uses them for settling only. Armies can only be built with the Academy.
There are a couple of Ancient units and many many modern units that require extra resources so they can be traded, example, world war 2 units from america, germany, britain, russia, japan, all the way to modern times, there are 3 different factory resources for the Americans alone, placed in US territory, other civilizations will be able to make F-16s for instances if they trade for the right resource, will add a great deal of flavour if you consider the Russians also have a bunch of factory resources that allow production of things like Mig 21s and many others. This part is untested, havent got there yet, my games crash in the medieval period.
Started another game today, played much longer than last time, with English as well, then it crashed, right after I got the domestic advisor telling me Plymouth had built a courthouse, didnt get to press the ok circle, it crashed. If I go back and change Plymouth's production, it crashes anyway, so the problem is not with the courthouse :) It must be either some elusive unit that was produced by the AI, or some problem with city governors or something.
Madeira Apr 23, 2003, 12:36 PM Here's the units.pcx if you want to take a look at the hundreds of units im using.
Madeira Apr 23, 2003, 03:05 PM Found the bug!!
Downloaded Powerbar, and thanks to it I was able to see every civilization's moves.
I had a strategic resource spread all over the map, literary dozens of them, the game crashed when a Chinese worker built a road to another, it seems there is a limit to the number of strategic resources you can have. I used Powerbar to teleport all the chinese workers back to Beijing, and was able to move on to the next turn, only to crash again a few turns later, hehe.
So now I've changed the Villagers resource from strategic to luxury, it didnt give me any problems in earlier versions of my mod (recent change).
Special thanks go to CrusaderJoe and SpiderZord for such a usefull little program :)
Now I can go on testing my scenario.
xghost Apr 23, 2003, 03:08 PM Too late Madeira, I think some people already started since you made it available for download. :D
pdescobar Apr 23, 2003, 03:46 PM Exactly how many strategic resources do you have? I wasn't aware of a crash-causing limit...
Madeira Apr 23, 2003, 05:04 PM LOL xghost, you cant play the scenario unless you have every unit with the right folder names in the right spot :)
Its possible, but very time consuming ;)
The ziped thing is over 90mb, though i can take some off if I remove the Inca and Polynesian leaderheads.
pdescobar, dont think there is a limit to the number of different strategic resources, counting the many different "factory" resources I have to make all those flavour units unique to the civs that have the required factories (unless traded), I must have some 20 strategic resources. But that was not the problem, the problem seemed to be having a very large number of the same resource. Game seems to crash after some time, when the AI started building a road over that resource.
Anyway, changing it from strategic to luxury didnt work, game crashed again, getting tired of starting new games. So I'll just change it to luxury.
That must be it, last thing I see before the game crashes, with the help of Powerbar, is an AI worker moving to a square with the villagers resource.
pdescobar Apr 23, 2003, 05:22 PM If the last thing you see is them move to the square, they aren't building the road that turn unless you have extra movement on your workers. If the problem is that there is too many of resource type X I don't see how making it luxury instead of strategic would change anything as there will still be the same number of it. I'm inclined to believe the problem is elsewhere.
Some questions:
Is that square on the very edge of the map? There were some problems with units at map edge in earlier versions although that was probably resolved by PTW 1.14
Is that worker the last of that civ's to move (you may not be able to tell?)
Is that civ the last of the AI civs to move (it would be the next one after you on the histograph screen?)
Madeira Apr 24, 2003, 11:57 AM Yes, the worker has a movement of 2, as all light infantry.
Not the edge, it happened in different squares in different ocasions. Also different civs, so its not allways the last. Cant tell if its the last worker.
Well, im going to start a new game now, testing it as just a bonus resource.
Madeira Apr 25, 2003, 09:11 AM So far so good, discovered military tradition and navigation and no crash yet, guess that worked. Still doing play balancing.
What is strange is, I've used this 'villagers' resource before and had no problems, but recently i wanted to clean up the map, remove all the villages, so i just deleted the resource, and created it again, after creating all the 'factory' resources, so the villagers changed position in the resources list, i wonder if the game will crash when the ai builds a road to one of the later factory resources.
Willem Apr 25, 2003, 11:52 AM Originally posted by Madeira
pdescobar, dont think there is a limit to the number of different strategic resources, counting the many different "factory" resources I have to make all those flavour units unique to the civs that have the required factories (unless traded), I must have some 20 strategic resources. But that was not the problem, the problem seemed to be having a very large number of the same resource. Game seems to crash after some time, when the AI started building a road over that resource.
Weird things can happen sometimes when you start adding resources. I had a Luxury resource that was only available in Jungles, but as soon as I tried to connect it to my trade network, the game would crash everytime, even though I had added a couple of others that didn't cause a problem. So it doesn't necessarily mean that it's because of the quantity, though I wouldn't have a clue what else would do it.
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