1.29 Semi-public beta

Hi

The update is looking good and stable here. Great job.

A couple of issues:

1. When playing as the Romans I expect to be able to build warriors and then upgrade them to legionaries when I have the iron, barracks and gold prerequisites. This seems to be unavailable in my first game using the 1.29f beta.

See my post in a related thread here. That thread seems to say that, given enough gold, the upgrade should still be possible.

2. A small beef I have with both 1.21g and 1.29f is that when I am scrolling along the top or bottom edge of the map there's an extra half-square jump or something after the scroll that can catch me out when moving units. I run at 1280 x 1024 resolution. Does this happen for others? It would be neat if it could be fixed before a new release.
 
Originally posted by AlanH


1. When playing as the Romans I expect to be able to build warriors and then upgrade them to legionaries when I have the iron, barracks and gold prerequisites. This seems to be unavailable in my first game using the 1.29f beta.


My warriors upgraded to legionaires w/ out a snag.

Aside note, I thought armies were given the ability to pillage in 1.29f, or is that a PTW feature?
 
OK,
I was playing on the train this AM -- regent level as Romans on Dojoboy's modded map (see other thread on Mac forum). Had a crash as my domestic advisor was suggesting a city switch to aqueduct to sustain growth.

Crash report attached:

**********

Date/Time: 2003-03-06 16:07:02 -0500
OS Version: 10.2.4 (Build 6I32)
Host: James-Palacinos-Computer.local.

Command: Civilization III
PID: 1520

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0xffffffff

Thread 0 Crashed:
#0 0x00439da0 in 0x439da0
#1 0x0033fa58 in drawCivs__10ForeignWinFv
#2 0x003442e4 in on_redraw__10ForeignWinFv
#3 0x0023b824 in redraw__10GraphicWinFv
#4 0x003435e8 in onShow__10ForeignWinFv
#5 0x00278afc in on_left_click__10AdvisorWinFii
#6 0x0026c1ac in left_click_event__3WinFiii
#7 0x00271820 in on_l_button_up__3WinFiii
#8 0x00264ef0 in OnLButtonUp__17SysMessageHandlerFii
#9 0x001d5c70 in OnLButtonUp__14MessageHandlerFP6HWND__iiUi
#10 0x001d5484 in window_proc__14MessageHandlerFP6HWND__UiUil
#11 0x001a5c68 in DispatchMessageA
#12 0x00216e1c in do_task__6JGLSysFv
#13 0x00216d68 in wait_task__6JGLSysFv
#14 0x002652e0 in wait_task__Fv
#15 0x0026b730 in set_modal__3WinFiPFv_iP3Win
#16 0x0036c3b8 in on_button_clicked__9InterfaceFi
#17 0x00219314 in on_left_click__10BaseButtonFii
#18 0x0026c1ac in left_click_event__3WinFiii
#19 0x00271820 in on_l_button_up__3WinFiii
#20 0x00264ef0 in OnLButtonUp__17SysMessageHandlerFii
#21 0x001d5c70 in OnLButtonUp__14MessageHandlerFP6HWND__iiUi
#22 0x001d5484 in window_proc__14MessageHandlerFP6HWND__UiUil
#23 0x001a5c68 in DispatchMessageA
#24 0x00216e1c in do_task__6JGLSysFv
#25 0x00216d68 in wait_task__6JGLSysFv
#26 0x002652e0 in wait_task__Fv
#27 0x002e42c8 in humanTurn__7ConsoleFv
#28 0x002f846c in control_game__Fb
#29 0x002cb768 in run__13Civilization3Fiib
#30 0x0038a29c in WinMain
#31 0x001b55fc in main

PPC Thread State:
srr0: 0x00439da0 srr1: 0x0000f030 vrsave: 0x00000000
xer: 0x20000000 lr: 0x0026235c ctr: 0x001ca990 mq: 0x00000000
r0: 0xffffffff r1: 0xbfffe9e0 r2: 0x004e7000 r3: 0x005ba5c0
r4: 0x03298b60 r5: 0x0000016b r6: 0x00000062 r7: 0x00000000
r8: 0x00017800 r9: 0x00000400 r10: 0x00000166 r11: 0x077245b4
r12: 0xffffffff r13: 0x00000000 r14: 0x00000000 r15: 0x80000000
r16: 0x0068e0a4 r17: 0x00680640 r18: 0x00574ebc r19: 0x00000011
r20: 0x00000063 r21: 0x005aee7c r22: 0x00000000 r23: 0x005b845c
r24: 0x00693adc r25: 0x00000004 r26: 0x005ba55c r27: 0x005aee7c
r28: 0x00000000 r29: 0x005301ec r30: 0x0000016b r31: 0x00000063

**********

Date/Time: 2003-04-21 08:16:07 -0400
OS Version: 10.2.5 (Build 6L29)
Host: James-Palacinos-Computer.local.

Command: Civilization III
PID: 3433

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0x3b383a49

Thread 0 Crashed:
#0 0x002f0040 in on_left_double_click__7ConsoleFii
#1 0x0026aaec in left_double_click_event__3WinFiii
#2 0x00270264 in on_l_button_down__3WinFiiii
#3 0x00263b40 in OnLButtonDown__17SysMessageHandlerFiii
#4 0x001d5180 in OnLButtonDown__14MessageHandlerFP6HWND__iiiUi
#5 0x001d49c0 in window_proc__14MessageHandlerFP6HWND__UiUil
#6 0x001a5fd8 in DispatchMessageA
#7 0x00215c8c in do_task__6JGLSysFv
#8 0x00215bd8 in wait_task__6JGLSysFv
#9 0x00264020 in wait_task__Fv
#10 0x002dc3c4 in set__14ConsoleMessageFiiPcb
#11 0x002f2048 in setMessage__7ConsoleFiiPcb
#12 0x0028bc00 in recomputeBorders__4CityFbbb
#13 0x0028d648 in cultureUpkeep__4CityFv
#14 0x00298d14 in baseUpkeep__4CityFv
#15 0x00375554 in faction_upkeep__6LeaderFv
#16 0x002f7988 in gameUpkeep__Fv
#17 0x002f7c6c in control_game__Fb
#18 0x002cb148 in run__13Civilization3Fiib
#19 0x003885fc in WinMain
#20 0x001b5048 in main

Thread 1:
#0 0x90073c48 in mach_msg_trap
#1 0x90005f90 in mach_msg
#2 0x901489f0 in __CFRunLoopRun
#3 0x90180f58 in CFRunLoopRunSpecific
#4 0x94d9c1c0 in _ZN10HALRunLoop9OwnThreadEPv
#5 0x94d911b0 in _ZN9CAPThread5EntryEPS_
#6 0x90020d48 in _pthread_body

Thread 2:
#0 0x9003eaa8 in semaphore_wait_signal_trap
#1 0x9003e8c4 in _pthread_cond_wait
#2 0x90232754 in TSWaitOnSemaphoreCommon
#3 0x9023b550 in TimerThread
#4 0x90020d48 in _pthread_body

Thread 3:
#0 0x9003eaa8 in semaphore_wait_signal_trap
#1 0x9003e8c4 in _pthread_cond_wait
#2 0x90232754 in TSWaitOnSemaphoreCommon
#3 0x90247ecc in _Z15AsyncFileThreadPv
#4 0x90020d48 in _pthread_body

Thread 4:
#0 0x9003eaa8 in semaphore_wait_signal_trap
#1 0x9003e8c4 in _pthread_cond_wait
#2 0x90232754 in TSWaitOnSemaphoreCommon
#3 0x90233094 in DeferredTaskThread
#4 0x90020d48 in _pthread_body

Thread 5:
#0 0x90042688 in semaphore_timedwait_signal_trap
#1 0x9003e8b4 in _pthread_cond_wait
#2 0x94d83ac4 in _ZN7CAGuard7WaitForEy
#3 0x94d832b0 in _ZN7CAGuard9WaitUntilEy
#4 0x94d822e0 in _ZN15XThreadedDevice8IOThreadEv
#5 0x94d95a24 in _ZN15XThreadedDevice13IOThreadEntryEPv
#6 0x94d911b0 in _ZN9CAPThread5EntryEPS_
#7 0x90020d48 in _pthread_body

PPC Thread State:
srr0: 0x002f0040 srr1: 0x0000f030 vrsave: 0x00000000
xer: 0x00000000 lr: 0x002efeb4 ctr: 0x00258810 mq: 0x00000000
r0: 0x000018b4 r1: 0xbffff220 r2: 0x004ec000 r3: 0x00001898
r4: 0x00000001 r5: 0x00000001 r6: 0x3b383a05 r7: 0x00000000
r8: 0x0000000a r9: 0x00000140 r10: 0x00000000 r11: 0x00000001
r12: 0x004e9b4c r13: 0x00000000 r14: 0x00000000 r15: 0x00000000
r16: 0x00000000 r17: 0x00594ba0 r18: 0x00000000 r19: 0x00000039
r20: 0x00000522 r21: 0x006c2cd8 r22: 0x05bbfa00 r23: 0x05bbfa00
r24: 0x00000000 r25: 0x00000001 r26: 0x0052fa40 r27: 0x005730b8
r28: 0x06bfc790 r29: 0x005ba9c8 r30: 0x005bad80 r31: 0x00554160

Went back and reloaded an autosave from the previous turn and ran thru the scenario again and got no crash.
JP
 
Originally posted by jpalacino
OK,
I was playing on the train this AM -- regent level as Romans on Dojoboy's modded map .....

This may be the reason for the crash. My modded map was created w/ the 1.21g editor. Its likely not compatible.
 
I've been having annoying crashes in my current games. I'm using game-created maps, no mods, and just a handful of civs so my machine doesn't slow to a crawl. In both games, it decides to randomly crash at the beginnings of certain turns. In the one I was playing last night, I was the Chinese. At 800BC I had just researched one tech and was moving on to selecting another, and as I did, I heard my hard drive chugging away for a few seconds and then the game unexpectedly quit. I reloaded it from an autosave, tried to select the same tech, and it did the same. I reloaded again, went to the Science Advisor screen instead ("What's the Big Picture?"), chose the tech, closed it, and it quit again. I'll be trying again today, but I have no idea what's causing this. Nothing like this ever, ever happened to me before in 1.21.
 
Originally posted by snazzyjoe
I've been having annoying crashes in my current games.

Open the Console application in OSX and go to the Preferences menu item under the Console menu. In the resulting dialog, click on the "Crashes" tab and check both boxes in that tab.

When Civ3 crashes again, it will create a file called "Civilization III crash.log" and put that log on your screen. If you could paste or e-mail the last entry in that log (it looks like the crash log entry earlier in this thread), that would help greatly.

Also, if you have a saved game which you can use to reproduce a crash by following certain steps, then by all means e-mail that saved game and a description of the steps to reproduce that crash to me. My e-mail address is in the readme for the 1.29 patch.
 
Ok...quick question :

I setup the console as directed, played CIV III, made it freeze, but I don't get a crash log...

I went through the logs, and there is nothing new for CIV III (the only civ III log dates back in 2002).

Could that be because I used force to quit ??

The freeze always occur when I move units around (during my turn). Large map with a few civs (6 I think), created with the new 1.29 version.

Thanks for any help.
 
Very nice to get this new version. Thanks a lot to Brad... :goodjob:

Played a little bit with it, on the GotM 16 (Roman)... Seems to work great: no crashes so far.

The only problem so far: the keyboard mapping is not working correctly. I use a French keyboard, and get the mapping of a US one (i.e. to use the shortcut for the "wait" command, I have to type "z" on my "azerty" keyboard instead of the normal "w"). If I remember correctly, that problem was already there with some previous version (1.17 and earlier?), and was corrected with 1.21.

Another issue: about the problem loading saved games coming from the PC, which don't have the correct creator/filetype codes: note that it occurs only when using the Mac OS dialog boxes for loading saved games. It works without a hitch if that option is not activated and the saved game is inside the appropriate folder.

Oh, and I did not have any problem upgrading my Warriors to Legionnaries...
 
So far soo good, tried a new game, a saved game and a modded game. One crash soo far, but it went away when I made a reload so it must have been someting tempoary (didn't catch a log, stupid me).

The mod-help editor messages is a very nice feature! It helps a lot!

/M

(Running 10.1.5)
 
Originally posted by Pinky
The freeze always occur when I move units around (during my turn). Large map with a few civs (6 I think), created with the new 1.29 version.

How long did it freeze for? Did the music stop and not start back again? If the music stops, the game is almost certainly locked up. If you can provide a saved game that reproduces something like that, it should be easy to fix. Otherwise, it's nearly impossible.
 
:love: :love: I proclaim it 'We Love The Brad' Day! :love: :love:

My only regret is that I found this out on a Tuesday. Maybe I could sneak-download it, though-today's my "light" homework block day.

Brad, if you ever need a lacky to lick your car clean... :worshp:
 
Originally posted by Brad Oliver


Open the Console application in OSX and go to the Preferences menu item under the Console menu. In the resulting dialog, click on the "Crashes" tab and check both boxes in that tab.

I'd like to think someday that'd be possible. I, however, am still in the Stone Age with Mac OS 9.2. Any way to get a crash log with my current OS?
 
Hi there,

Ok, I've got some more info. I didn't get a crash log because the game doesn't crash. It hangs for about 2.20mins (timed 2 freezes) on a unit, no music or anything, in the middle of a unit's turn (it's halfway walking to the next tile). I left the game there, and it came back (the music alerted me).

It CAN happen on my last unit to move, and I have never seen it on a unit going to a preset destination (ie click & drag to a location far away). Always on a click & drag to next tile...

When I start moving everything, it hangs rapidely. Fortifying all but 1 unit allowed me to go from 2590BC to 1250BC without problems. Otherwise, it usually hangs between 2590BC and 2500 BC.

I'll try to find a more precise pattern if possible.

Thanks for the help Brad (& all !)

edit: mailed you the saved game, it's too big to post, even zipped (> 100k).
 
Originally posted by dojoboy
This may be the reason for the crash. My modded map was created w/ the 1.21g editor. Its likely not compatible.

It should be compatible, actually. Higher versions can open games/maps of previous versions, just not vice-versa. Besides, he got it working again, so it shouldn't really be too much of an issue.
 
Hi

I raised the question about Warrior-to-Legionary upgrades going missing in my 1.29b1 upgrade.

I posted details here as that seemed to be a relevant thread.

Briefly, I found it when playing my first 1.29b1 game as Rome. I could build legionaries, and I had enough gold for the upgrade, but thre was no Upgrade button, U didn't work, and Shift-U said "no Warriors canbe upgraded".

anarres confirmed that my game file shows the effect, and suggested it may be a corrupt civ3mod.bic file or else it's Mac-specific.

Following his suggestions I re-installed 1.29b1 from scratch. I replaced my prefs and tried multiple game starts. I have also tried downloading and applying the 1.29b1 patch again.

I've had no further follow-up from anarres in that thread, so I'm following the Mac-specific option and bringing it back here.

Every time I start a game, the Civilopoedia indicates there is no upgrade option for Warriors. This applies for a Roman game or a Persian game. The civs that should upgrade to Swordsman work OK, so it only affects upgrades to civ-specific units.

Brad. This is a reproduceable problem here. Maybe a data non-initialization bug, since others don't see it? Please advise what else you need from me to nail it.
 
There may be something wrong with your .bic. Could you post it up here and let us take a look at it, and see if we can reproduce the problem using your civ3mod.bic?
 
Originally posted by Pinky
Hi there,

Ok, I've got some more info. I didn't get a crash log because the game doesn't crash. It hangs for about 2.20mins (timed 2 freezes) on a unit, no music or anything, in the middle of a unit's turn (it's halfway walking to the next tile). I left the game there, and it came back (the music alerted me).

It CAN happen on my last unit to move, and I have never seen it on a unit going to a preset destination (ie click & drag to a location far away). Always on a click & drag to next tile...

When I start moving everything, it hangs rapidely. Fortifying all but 1 unit allowed me to go from 2590BC to 1250BC without problems. Otherwise, it usually hangs between 2590BC and 2500 BC.

I'll try to find a more precise pattern if possible.

Thanks for the help Brad (& all !)

edit: mailed you the saved game, it's too big to post, even zipped (> 100k).

I've had the exact same problem with Civ III 1.21g running on Mac OS X 1.2.5, so
it may not be new. I usually just force quit, load the auto-save, and continue from there.
 
Originally posted by DiamondzAndGunz
There may be something wrong with your .bic. Could you post it up here and let us take a look at it, and see if we can reproduce the problem using your civ3mod.bic?

I've uploaded it as alanh_civ3mod.bic.zip.

I notice that the file is dated 8th December 2001.

Thanks for your interest.
 
Originally posted by AlanH

I notice that the file is dated 8th Decemober 2001.

... whereas the civ3mod.bic file in my 1.21g copy is dated 29 April 2002 and is a couple of KBytes bigger.

I tried running 1.29b1 with the civ3mod.bic file from my 1.21g folder. This seems to make no difference in the warrior upgrade behavior. As I don't know what the function of this file is, I can't tell what actual difference it makes.

I've checked using the 1.21g beta editor for Mac and the relevant default unit properties are:

Warrior upgrades to Swordsman (available to all except Rome and Persia and Barbs)
Swordsman upgrades to Legionary (available to Rome only)
Legionary upgrades to Immortals (available to Persia only)
Immortals upgrades to nothing

So I assume the code has to traverse this sequence looking for a valid Civ-specific unit and if one exists then I'm allowed to upgrade to it. Perhaps there's a snafu in this piece of logic and it falls off the end sometimes?
 
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