1.5 Feedback

This is a very difficult CTD to diagnose, since it is not freely recreatable although it generally seems to take ~300 turns to show up.

It was happening before turn 300; the save from post 58 crashes when you try to trade maps, and it is only turn 188.
 
Thinking about it, I was getting the autorun CTD when running 1.5.1 with Arrakis.py so I now think this is something that was added/changed in 1.5.1.

When I get home I think I'll try the following:

1) Delete CIV4TerrainSettings.xml to see whether the change in those settings is causing it.
2) I'm wondering whether the non-standard texture folder structure introduced in 1.5.1 might be causing an issue. I'd like to try moving all the textures back into in art/terrain/textures rather than sub-folders (and changing the necessary art defines) to see whether that might be causing the issue.

I doubt either of these is responsible, but these are the best ideas I have at the moment.
 
Here: :)

Spoiler :
civ4screenshot0005n.jpg

civ4screenshot0006.jpg


I removed all quanats from ahriman's savegame and now it doesn't ctd anymore.
I think it only happens when quanat graphic is on end (polar region) of map. The Civ4 engine doesn't like that.
 
So here's another CTD; just hit end turn.

I don't know if its the same or not, but if it is... I'm not doing anything in my turn that would expand my line of sight. None of my cities cultural borders are expanding (though one is going to the turn after) and none of my units are moving outside my borders (there is one infantry unit auto-exploring, but I stopped him moving and the CTD still happens.
None of my cities are increasing in population size (to display graphics).

Entering Worldbuilder does NOT cause the crash. So either its a different issue, or the cause of the crash is produced in between turns after the save.

Attached is the save that crashes ("Save1") and the autosaves for preceding turns.

*edit*
Koma, good find, I don't know if that is the issue in this crash too.

*edit2*
I think it is the same Qanat issue; in my save, the Ecaz city Jarezi on the south polar region is about to finish building a Qanat (viewable in worldbuilder) just before the crash occurs.
 

Attachments

I think it is the same Qanat issue; in my save, the Ecaz city Jarezi on the south polar region is about to finish building a Qanat (viewable in worldbuilder) just before the crash occurs.

Try to remove the city in world builder and see if the crash next turn still occurs.
 
I removed all quanats from ahriman's savegame and now it doesn't ctd anymore.
I think it only happens when quanat graphic is on end (polar region) of map. The Civ4 engine doesn't like that.

Nice work Koma. :)

Qanat = Aquaduct graphic right?

That makes some kind of sense then - the funky code that figures out where the graphical aqueduct graphic goes somehow doesn't work with the new terrain changes.

So, if that's true we just need to use a new building graphic for Qanat rather than the Aqueduct. Small price to pay for a mod that works.

I've read before that the bWater flag in TerrainInfos has something to do with the Aqueduct routing, so perhaps we could fix it, but I'd rather just remove it for now.

Can you reveal the whole map with Ctrl-Z with all the Qanat=Aqueduct's removed?
 
Try to remove the city in world builder and see if the crash next turn still occurs.

Already tried it :-)
Yes, removing the city prevents the crash.

However, turning the three polar desert waste tiles adjacent to the city into normal desert waste does NOT prevent the crash.

Removing all the polar desert waste in the BFC does not prevent the crash.

Removing all the polar terrain in the BFC does not prevent the crash.

Removing the polar ice resource does not prevent the crash.

Qanat = Aquaduct graphic right?

Yes.

That makes some kind of sense then - the funky code that figures out where the graphical aqueduct graphic goes somehow doesn't work with the new terrain changes.

Yes, easy fix.
 
However, turning the three polar desert waste tiles adjacent to the city into normal desert waste does NOT prevent the crash.

It's not the polar terrain itself, it's more that the Aquaduct is leading to ehm.. nowhere. I had a similar problem when placing rivers in colonization world builder causing a ctd. Maybe it's possible to set a max latitude for buildings. Reducing it to 80 or 75 should help.
 
Maybe it's possible to set a max latitude for buildings. Reducing it to 80 or 75 should help.

That would be weird for gameplay purposes, and confusing for players who didn't understand why they couldn't build their qanat. I would suggest instead just going to a different graphic and losing the aqueduct art. It doesn't really make sense for the channel to be coming from some nearby hill anyway; in vanilla its raining in the hills so it makes sense to carry water from there, but this doesn't hold true on Arrakis.
 
I removed all quanats from ahriman's savegame and now it doesn't ctd anymore.

Excellent find! I had been tearing my hair out.

*How* did you remove city buildings from Ahriman's save? I only know how to do that using WB, and you cannot invoke WB on his save.
 
Excellent find! I had been tearing my hair out.

*How* did you remove city buildings from Ahriman's save? I only know how to do that using WB, and you cannot invoke WB on his save.

I removed qanats with python's CyCity().setNumRealBuilding. :)
 
Slavery/serfdom/imperial fealty whipping/drafting results here:
http://forums.civfanatics.com/showthread.php?t=335213&page=6

Posts 107, 108.

Many of the AI players are destroying their economies through over-whipping or drafting their populations to death; I tested what happened if we removed the ability of those three civics to be used to whip citizens for hammers or draft them for units.
 
I'm getting a CTD at the end of this turn.

To be clear, not between turns,but at the end. Ie, when you would normally get "Press enter to end turn" the game crashes right there, before I press anything.

The attached save, there's only one unit left to move, the scout thopter. Once it uses up all it's moves, the game crashes every time. Pretty sure the problem isn't related to that thopter itself, because even deleting it doesn't avoid the crash, and the crashing happens distinctly a second or so after you're done with the thopter, and focus moves away from it.
 

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I'm getting a CTD at the end of this turn.

Thanks for the feedback! Please let us know exactly which version you are using. There is a known bug in 1.5.1 and 1.5.2 regarding the visibility of the aqueduct building, which is fixed in 1.5.3 and upwards.
 
The version number is contained in the name of the installation zip/exe file, for example, dune-wars-patch-1-5-4.exe is the 1.5.4 version. Also, you can tell by looking in the system tab of the BUG control panel. In game, type ctrl-shift-o and go to the system tab. The version number is at the upper right.
 
Some questions that will help define where you are:
a) Does terrain have rock/badlands/rugged/mesa with hills and peaks? Or does it have rock, mesa, graben (in sinks) salt pan (in sinks). If the former then you're 1.5.
b) Is there a resource Sisterhood Convenant? If so, then you're in 1.5.2 or later, otherwise you're 1.5 or 1.5.1.
c) Is there a Qanat building, or a Mushtumal building? If the former, then you're in 1.5.2 or earlier, and 1.5.1 and 1.5.2 have crash bugs associated with this building.
d) Do windtraps spread fresh water? If so, you're in 1.5.3 or earlier. If not, you're in 1.5.4. Alternatively, are the religions Imperium/Landsraad/Tleilaxu supremacy/Mahdi/Technocracy/Shai-Hulad? If so you're in 1.5.4. If they're still versions of christianity, zensunni, judaism, etc., you're in 1.5.3 or earlier.

c) is the most important here. If there is still a Qanat building, then its a known bug that has been fixed.
 
Just a quick little issue, not really important, but you guys might want to fix in the next update. You're using an older version of the install script, the newer version is a bit better, spent alot of time updating it actually. Also you guys are using a script that wants to place an icon, but you don't have one defined, so the shortcuts it creates looks bad. I recommend updating to the new install script with add on support and putting the source code in the optional add on section, and using an icon. Anyway, like I said minor issue, but just figured I'd point them out.
 
The version number is contained in the name of the installation zip/exe file, for example, dune-wars-patch-1-5-4.exe is the 1.5.4 version. Also, you can tell by looking in the system tab of the BUG control panel. In game, type ctrl-shift-o and go to the system tab. The version number is at the upper right.

In that case, it seems I have v1.5, and not anything after that.
I had a look over the first post in the download thread, and I can't see anywhere to get 1.5.4

Edit: Oh wait, I found it, on the offsite link. that's a bit unintuitive. Also, the links in the first post appear to be broken. The url on the main download is:

http://forums.civfanatics.com/downloads.php?do=file&id=13270[COLOR=%22blue

removing that little extra bit at the end makes it work of course
 
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