[MOD] Genetic Era for Warlords

Those of you who (like zoidberg76) who are saying that it is working fine now... are you using the version posted yesterday or monday?

MusX... that is not a crash report. I am not even sure what that is...!?! Where did you find that file located? It looks like a file that reports version information of every executable/dll located in your civ directory and sub directories.
 
@Musx

Man, looks like your computer is messing up things in the process of loading the mod. I'm no modder, i can't tell you how things work, but it appears reinstalling the game is not the sollution. I would suggest something else, just to make sure things are working in your pc. Create a partition in your hard drive, install windows on it, and load that system. Then install civ in this new OS and see what happens.

Some comments. The game is aparently working perfectly for me. But i can't tell without playing several times to the end of the game. Currently, i'm in my first game around 1950. Let's see where it goes. I had the exact same problems with the first download i made, but this is aparently solved, because no bugs happened AT ALL. Not a single crash (not even the old "hard to track" event bug). It appears that the problem is not on the file itself, but in the players' computers. I don't know what, but installation mess up, overwriting of files, load problems. And i will have to postpone the testing for tomorrow, since i'm a musician and today i have work...

I would suggest reinstalling the game and deleting all the mods, and then see what happens.

Now for some feedback on the game.

The events generator is just perfect (man, the dark ages is a REALLY TOUGH period). The gameplay surely has improved. I i don't know if you have changed the ai, but it seems to have improved a lot. But i have some suggestions (maybe too early for that, but...).

The Cog is unballanced. I'm in a archipelago map, and caravels are aparently useless. The cog can beat even galleons! The "bandit" tipe of units i found to be a very good adittion. Only rifling can obsolete them. For now, that's it. Have to play a little more, and write down my opinions (I had a lot, but forgot them... have to start over again).

!!!! Just had an idea !!!!

I'll attach my savegame. Those who are experiencing crashes, get it and see where it goes... Good luck for all!
 
I reloaded 8 - 10 turns prior to the crash, and declared war on my neighbor. I also windowed the game using ctrl + shift + R , and bypassed the crash. I played from 1400AD when the infinite loop occurred to 1800AD. I made an open boarders agreement with a civ and CTD.
 
I reloaded 8 - 10 turns prior to the crash, and declared war on my neighbor. I also windowed the game using ctrl + shift + R , and bypassed the crash. I played from 1400AD when the infinite loop occurred to 1800AD. I made an open boarders agreement with a civ and CTD.

CivFanCCS, Did you download the mod yesterday (Wednesday?) or are you still using the earlier post from Mon/Tues?

Please download the latest version if you haven't. Then let me know if you still have trouble.

Lerinor said:
The Cog is unballanced. I'm in a archipelago map, and caravels are aparently useless. The cog can beat even galleons!

This was by design... but you might be right. The galleons are better in that they are faster and that they can carry cargo (spies and explorers). But you are right. Cog's are better for fighting. I did that on purpose but maybe it still needs changing.
 
the crash report which apear contain many info, offset and hex table, but i can't save them, can't select and copy :confused: the file i'm attached is file which is created together with crash and i can get link to it. before i go "get more info about" there are following information:
AppName: civ4warlords.exe
AppVer: 2.0.8.0
ModName: cvgamecoredll.dll
ModVer: 0.0.0.0
Offset: 0010daf3

if i know how i could post full report (this with offsets and hex) :confused:
 
Those of you who (like zoidberg76) who are saying that it is working fine now... are you using the version posted yesterday or monday?

Hi Prime!

In both games (the one with the crash in 60BC) and the one that works fine until now (2000AD) I played with the first posted version of 0.8 (but I overwrote the 0.32 because I heard of the pink circles). Downloadad the "new" version already but weren´t able to play.

One difference between the two games was, that in the crash game, I never was at war with anyone until the crash occured, in the second game, I had periods of war very early, but peace also....

BTW, great work!

Yours Zoid
 
I have not experienced a crash yet on the new version but I have only had one "game" played by the computer and I did nothing that I felt would fix the original problem. So the old bug would not surprise me if it was still there. But it should not have any other bugs at all.
 
Hi Prime!

In both games (the one with the crash in 60BC) and the one that works fine until now (2000AD) I played with the first posted version of 0.8 (but I overwrote the 0.32 because I heard of the pink circles). Downloadad the "new" version already but weren´t able to play.

One difference between the two games was, that in the crash game, I never was at war with anyone until the crash occured, in the second game, I had periods of war very early, but peace also....

BTW, great work!

Yours Zoid

Ok, tried again the old game that got stuck in 60BC and declared war on erevyone. But ending the turn resulted again in an error, so war/peace seems to have nothing to do with this bug
 
@Prime

When the game crashed in that old bug (since i started playing, about 8 to 10 times), i heard everytime a water flowing sound related to some good event (green letters appeared in the upper left corner). But too brief, because there was no time to read (the crash then closed the game).

Maybe you could use this to start tracking what triggers the bug, or maybe it has nothing to do... hope it helps! :religion:
 
Hi, in another forum it says that the following mods are included in the Genetic Era Mod:

Terraform Mod
Settler Religion
Tech conquest
Unit allegiance
Lost wonders
Lost units

Is that still the case? If not, is this mod compatible to the ones mentioned above?
 
primeOver,

I downloaded from the link that was was in one of your postings. Not from the main download link. While i was downloading from main link i figured i might as well just try and fix it quick. I did fix it before 20% was downloaded so i just stopped. If that XML error was all that was fixed it should be sync. I played perfect game for 3 hrs, got to 1625 AD on epic game. That problem with the infinite loop is prob. rare. Impossible to find it without throwing in a bunch of print statements... could be dll or python. If I get some time I will try and debug this, but I actually am a developer in RL and doing code at home and at work = early death. I have some tools that may track this down i will keep you posted.
 
Hi, in another forum it says that the following mods are included in the Genetic Era Mod:

Terraform Mod
Settler Religion
Tech conquest
Unit allegiance
Lost wonders
Lost units

Is that still the case? If not, is this mod compatible to the ones mentioned above?
Yes, the mod include theses mods... and that didn't change before the first version...

primeOver,

I downloaded from the link that was was in one of your postings. Not from the main download link. While i was downloading from main link i figured i might as well just try and fix it quick. I did fix it before 20% was downloaded so i just stopped. If that XML error was all that was fixed it should be sync. I played perfect game for 3 hrs, got to 1625 AD on epic game. That problem with the infinite loop is prob. rare. Impossible to find it without throwing in a bunch of print statements... could be dll or python. If I get some time I will try and debug this, but I actually am a developer in RL and doing code at home and at work = early death. I have some tools that may track this down i will keep you posted.
download from the link in the first post, that work fine
 
EVERYONE: PLEASE NOTE: Before you report any bugs, make sure you are using the most recent download from the first post!

This is the most stable, most correct version of the mod right now and is working for me, dub, and a few others of you without most of the problems you are reporting (except the original bug I mentioned).

Thorn, did you:

1. Download the most recent version?
2. Install to a new folder?
3. Install to a wrong folder?
4. Are you using the original Civ4 warlords executable?
5. Are you trying to load old saves with most recent version?

It seems most people are able to get the game to run event if it will crash once or twice in the game. Don't understand why you can't.
 
Yes, the mod include theses mods... and that didn't change before the first version...



Thanks, I just got a little confused with these mods not being included in the start post.

Is the Genetic Era Mod compatible to the good earth maps (especially the Giant Earth Map by Genghis_Kai or the Earth Map by Rhye)?
 
Is the Genetic Era Mod compatible to the good earth maps (especially the Giant Earth Map by Genghis_Kai or the Earth Map by Rhye)?

For that i know, no map are made for Genetic Era Mod, if you want play on Earth, you can use an existing earth map and add new resources by yourself, or you can use this map script that create a earth world, not exactly the same, but similar.
 
I setup drwtsn32 and gain more crash info... maybe this will tell you something :confused:
Spoiler :
*----> Status dump for thread id 0xd0c <----*

eax=00000000 ebx=00000017 ecx=00000000 edx=00000017 esi=022922ec edi=00000000
eip=024bdaf3 esp=0012fc48 ebp=00000000 iopl=0 nv up ei pl zr na po nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00000246

*** WARNING: Unable to verify checksum for M:\Gry\Civilization 4\Warlords\Mods\GeneticEra.v0.8\Assets\CvGameCoreDLL.dll
*** ERROR: Symbol file could not be found. Defaulted to export symbols for M:\Gry\Civilization 4\Warlords\Mods\GeneticEra.v0.8\Assets\CvGameCoreDLL.dll -
function: CvGameCoreDLL!CvPlot__isArctic
024bdae8 cc int 3
024bdae9 cc int 3
024bdaea cc int 3
024bdaeb cc int 3
024bdaec cc int 3
024bdaed cc int 3
024bdaee cc int 3
024bdaef cc int 3
024bdaf0 57 push edi
024bdaf1 8bf9 mov edi,ecx
ERROR ->024bdaf3 66837f2603 cmp word ptr [edi+0x26],0x3 ds:0023:00000026=????
024bdaf8 7506 jnz CvGameCoreDLL!CvPlot__isArctic+0x6c0 (024bdb00)
024bdafa 32c0 xor al,al
024bdafc 5f pop edi
024bdafd c20400 ret 0x4
024bdb00 53 push ebx
024bdb01 8b5c240c mov ebx,[esp+0xc]
024bdb05 56 push esi
024bdb06 33f6 xor esi,esi
024bdb08 eb06 jmp CvGameCoreDLL!CvPlot__isArctic+0x6d0 (024bdb10)
024bdb0a 8d9b00000000 lea ebx,[ebx]

*----> Stack-back trace <----*
WARNING: Stack unwind information not available. Following frames may be wrong.
ChildEBP RetAddr Args to Child
00000000 00000000 00000000 00000000 00000000 CvGameCoreDLL!CvPlot__isArctic+0x6b3

*----> Stack dump <----*
000000000012fc48 4c d0 e6 0d 50 d3 3f 02 - 00 00 00 00 64 79 b4 00 L...P.?.....dy..
000000000012fc58 01 00 00 00 ec 22 29 02 - 2b a4 36 7c ff ff ff ff .....").+.6|....
000000000012fc68 6d 05 91 7c 4c d0 e6 0d - 00 00 4d 01 7f 00 00 00 m..|L.....M.....
000000000012fc78 8f 21 34 7c 06 00 00 00 - 00 00 00 00 2c 01 00 00 .!4|........,...
000000000012fc88 01 00 00 00 07 00 00 00 - 70 06 39 01 00 00 00 00 ........p.9.....
000000000012fc98 7c fc 12 00 a8 a3 37 7c - 05 00 00 00 02 00 00 00 |.....7|........
000000000012fca8 05 00 00 00 01 00 00 00 - 9e 00 00 00 00 00 00 00 ................
000000000012fcb8 06 00 00 00 03 00 00 00 - 0a 00 00 00 d8 f0 ff ff ................
000000000012fcc8 00 00 00 00 20 00 00 00 - d8 47 28 02 ec 22 29 02 .... ....G(..").
000000000012fcd8 00 00 00 00 00 00 14 40 - 87 e0 3f 02 01 00 00 00 .......@..?.....
000000000012fce8 a8 21 29 02 d4 17 00 00 - ec 22 29 02 2b 46 41 02 .!)......").+FA.
000000000012fcf8 a8 21 29 02 4c 14 c5 00 - 64 79 b4 00 00 00 00 00 .!).L...dy......
000000000012fd08 10 b3 0d 1a a8 21 29 02 - 64 79 b4 00 00 00 00 00 .....!).dy......
000000000012fd18 c4 d4 0d 1a 1c b3 0d 1a - ff ff ff ff fc fe 12 00 ................
000000000012fd28 70 c5 a7 00 01 00 00 00 - 03 8a 4d 00 4c 14 c5 00 p.........M.L...
000000000012fd38 58 74 4c 05 b0 4b 46 05 - 94 ba 0b 02 94 ba 0b 02 XtL..KF.........
000000000012fd48 94 ba 0b 02 94 ba 0b 02 - 94 ba 0b 02 94 ba 0b 02 ................
000000000012fd58 b0 4b 46 05 00 00 00 00 - f0 ce 46 05 01 00 00 00 .KF.......F.....
000000000012fd68 a8 21 29 02 d0 fd 12 00 - 64 79 b4 00 00 00 00 00 .!).....dy......
000000000012fd78 6f ae 4d 00 d0 fd 12 00 - 01 00 00 00 aa 16 53 02 o.M...........S.
 
Top Bottom