Single Player bugs and crashes - After the 23rd of September 2013

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Interesting. Ok, I'll have to take a look into the processing on that unit purchasing mechanism. In the meantime, I would assume it to be badly bugged.

Yeah i believe so, because i believe it was Faustmouse that said he had the same problems.
 
I'm gonna try to resolve the air promotion bug before updating the dll. Should be another day before I can update the last crash fix. I might even try to tackle the unit purchase mechanism bug first too.
 
Buildings disappearing??

I had a Master Dojo and was getting Martial Art II in my units, but now i looked and GONE??:eek::mad: pics 1/2

What is going on?

Also i have all the needs for a Confed Civ even have the civics and cotton in vicinity but i cant get it?? pic 3/4/5

EDIT: Just noticed also that when trying to click on any of the option in the Civic screen (i circled them in pic) this does NOT work either???:crazyeye: pic 6
 
I figured out what was happening and I've generated a fix for the problem causing a crash. However, what is a bit more disturbing is how the game state got into the fix it was in in the first place. It MAY not be that abnormal as apparently the SVN was prepared for it (to a point obviously) but it was still a little odd.

Your game had a unit that had no plot. When the game was loaded, the load process found the plotless unit and sent it to be officially killed but the processing for killing a unit assumes the unit has a plot definition and if it doesn't, that assumption crashes the game. So I fixed the 'kill' command to be able to accept a unit without a plot but just as quizzical is how your game came to save a unit that didn't have one in the first place.

Fix will be on the SVN tonight.

Thanks for looking into it. I ultimately was able to use my last auto-save which was about 3-4 turns prior and on my next attempt through, I didn't encounter any crashing. I have no idea how the game got that way but hopefully the fix will help any other game that gets borked like that in the future.
 
Modules/MLF_CIV4ModularLoadingControls is incorrect.

It belongs inside
Modules/Custom_Civilizations

Someone replaced the wrong CIV4ModularLoadingControls
 
MLF is broken as well. It tries to load folders that are not mentioned in the MLF eg in Modules/OrionsMods MineWarfare used to not be loaded. It is not mentioned in the MLF so not loading it is correct.

Fixing the Modules MLF has not fixed anything else :( ie I am still getting the SAX error. I am about to check the missionaries.

edit Still can't get missionaries but it seems to be saying that I need Meditation --- wait that is from a mod that should not be loaded -- I'll check it out

Also getting the following text missing errors
Spoiler :
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_BLUNT
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_BLUNT not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_PIERCING
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_PIERCING not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_SLASHING
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_SLASHING not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_FIRE
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_FIRE not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_ELECTRICITY
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_ELECTRICITY not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_FROST
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_FROST not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_POISON
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_POISON not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_THERMONUCLEAR
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_THERMONUCLEAR not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_EXPLOSIVE
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_EXPLOSIVE not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_DISINTIGRATION
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_DISINTIGRATION not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_LASER
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_LASER not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_HEAT
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_HEAT not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_SONIC
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_SONIC not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_PSYCH
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_PSYCH not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_CYBER
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_CYBER not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_BIOLOGICAL
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_BIOLOGICAL not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_EMP
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_ATTACK_FORM_A2G_EMP not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_WEAPON_STYLE_H2H_SIDEARM_HANDED_PLUS_SHIELD
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_WEAPON_STYLE_H2H_SIDEARM_HANDED_PLUS_SHIELD not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_WEAPON_H2H_SPRAY
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_WEAPON_H2H_SPRAY not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_WEAPON_SIDEARM_SPRAY
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_WEAPON_SIDEARM_SPRAY not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_MOTILITY_AERIAL
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_MOTILITY_AERIAL not found
15:07:57 WARN : getText - received Unicode key TXT_KEY_UNITCOMBAT_CULTURE_ISRAEL
15:07:57 DEBUG: BugUtil.getText - XML key TXT_KEY_UNITCOMBAT_CULTURE_ISRAEL not found


edit 2 It appears to be ignoring the MLF files and loading everything. This explains some the errors and why I can't build missionaries. I am going o try removing the modules which should be turned off just to be sure.
 
MLF is broken as well. It tries to load folders that are not mentioned in the MLF eg in Modules/OrionsMods MineWarfare used to not be loaded. It is not mentioned in the MLF so not loading it is correct.

Fixing the Modules MLF has not fixed anything else :( ie I am still getting the SAX error. I am about to check the missionaries.

This is my MLF from yesterday that currently works and has Alberts "Caveman2Cosmos.xsd" tag on top already added by him . Just remove "xEmpireEarth" from the very bottom.
 

Attachments

I have already done that. And changed the one in OrionsMod to ignore one of the folders. It is still not working. However I will check your against mine to see if they are different. BTW I should not need to remove xEmpireEarth I should be able to just set it to 0.

edit Yours is the same as mine. It is loading all modules even the ones you have said not to or have not put in the MLF so they would be ignored.
 
Now with adding the Mine Warfare, even at 0 i am getting this error now??

also this:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "UnitNameEventManager", line 245, in onUnitBuilt
File "UnitNameEventManager", line 449, in getUnitNameConvFromIniFile
File "BugCore", line 147, in get
File "BugCore", line 118, in _getOption
ConfigError: Option UnitNaming__Combat_MINE_WARFARE not found in mod UnitNaming

Now i am getting Mines being able to be built IN city queue also.


fixed maybe below
 
UI Errors

Foreign Advisor
Also, I think we also need a scrollbar at the buttom since the Civics get cut off
Spoiler :
rpF3NJO.png


Domestic Advisor
Spoiler :
NP7HSaM.png
 
Now with adding the Mine Warfare, even at 0 i am getting this error now??

also this:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "UnitNameEventManager", line 245, in onUnitBuilt
File "UnitNameEventManager", line 449, in getUnitNameConvFromIniFile
File "BugCore", line 147, in get
File "BugCore", line 118, in _getOption
ConfigError: Option UnitNaming__Combat_MINE_WARFARE not found in mod UnitNaming

Now i am getting Mines being able to be built IN city queue also.

That is happening because MLF is not working!!! It is loading everything and I mean everything not just what it is supposed to load.

If you want a game to work you will need to delete at least the following three folders
Modules/My_Mods (unloaded)
Modules/NomadDemo
Modules/OrionsMods/MineWarfare​
and any other modules you normally turn off.

UI Errors

Yes, no one bothered to make them work with more than the basics. It is an elementary problem with most of the civ iv screens.
 
At revision: 6675 ~ XML parsing SAX error MLF_CIV4ModularLoadingControls.xml: Unable to open primary document entity (file location) Caveman2Cosmos.xsd at line 0, also says when I start game at top, "CvAltRoot.py isn't valid or doesnt contain Civ4.ini file"

I found more error I will post the screenshots of the errors tomorrow, 1 was the same as above but 7 more errors regarding new things added. ;)

Sorry more errors guys.. :(

EDIT: Killer Rabbits really? Attack 9 and 2 moves :eek: These things are all around my starting city, they killed 6 units so far and I only have 25+ turns in! :lol:
 
If you played with MineWarfare on already you cant delete the folder, it will CTD on you everytime so you have to leave it in.

If killer rabbit/mermaid problem, i believe you can delete that folder though??
 
At revision: 6675 ~ XML parsing SAX error MLF_CIV4ModularLoadingControls.xml: Unable to open primary document entity (file location) Caveman2Cosmos.xsd at line 0, also says when I start game at top, "CvAltRoot.py isn't valid or doesnt contain Civ4.ini file"

I found more error I will post the screenshots of the errors tomorrow, 1 was the same as above but 7 more errors regarding new things added. ;)

Sorry more errors guys.. :(

EDIT: Killer Rabbits really? Attack 9 and 2 moves :eek: These things are all around my starting city, they killed 6 units so far and I only have 25+ turns in! :lol:

Nothing new has been added. It is just things that were turned off aren't because a change has killed the off switch. The killer rabbit has been there since version 2 or so! That is where all the errors are coming from.

Why is no one listening to me? This is the third time I have said this.:cry:
 
alberts2 fixed the SVN error about MLF but now we have a COMPATIBILITY problem because of the errors we got before.

It added certain specialist that cant be overridden for some reason, so ALL savedgames are useless:mad:

attached is just the 1st one it found, i am sure there are more, but it crashes:mad: when finding the 1st one and it is no longer there:(
 
Founder is a specialist from the Faces of Gods mod and that bit should still be loading. I have just woken up. I'll have a look as soon as I get some coffee into me. ;)
 
Founder is a specialist from the Faces of Gods mod and that bit should still be loading. I have just woken up. I'll have a look as soon as I get some coffee into me. ;)

Killer rabbits I never ran into before and I think if they are to be in the Mod they should be less ferocious like a 5 or 6 attack! :p :lol:

Good luck, my game kept CTD after I posted bugs I found, when the rabbits killed my unit it would CTD to. :rolleyes:

I updated the SVN and will attempt to look for more bugs for you guys. ;)
 
Killer rabbits I never ran into before and I think if they are to be in the Mod they should be less ferocious like a 5 or 6 attack! :p :lol:

To work properly they need to be able to take out a bunch of knights! After all their full name is Killer Rabbit of Caerbannog:mischief:
 
Oh right, from the movie series! Holy Grail I think it was.. :lol: I get it, no wonder I never seen them before. ;)

Here is a screenshot of the parsing errors I keep getting loading up the game. I restarted from latest SVN update. :p

I'm sorry for both monitor screens showing, never saw that before. Damn now you guys can see my messy desktops :lol:
 

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    XMLParsingErrors.jpg
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