A New Dawn Bug Reports and Feedback

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The CTD that comes late in game happens every game for me and my friends. Even if we play on standard size and only 10 civs. I will try another and see what happens then. But I am sure we got a mem leak of some sort.

My Computer isn't great my today's standards or really any standards, and I was running 35 or 36 Civs on Giant Earth Map, vassals of 25 or so of them, I personally had control of 30% of the planet and with the vassals make the 40%, and 300+ units for me alone. And then, only when I declared war with Rome, it crashed. Of course I had to minimize all the non-game stuff like graphics, etc, but still I was using "only" 1.6 GB of memory. Which, if you aren't running 64 bit, at that point long before that point you're no longer playing Civ 4. But I didn't click every option, only the ones I liked, I downgraded graphics and related play options severely so I could keep playing whenever I came to a CTD, and it kept me going to 150 turns. With you playing on standard size with 10 civs and this still happening, my first inkling is that you are running a 32 bit system. Or that you are running with all options on and might have graphics way too high. The graphics, I've found on mods like this, are only to be played on high settings if you have a beast of machine. Also, make sure you have a video card that can handle the graphics (not saying buy a video card, upgrade your computer, etc... seriously, to finish the game I mentioned I'd actually have to spend $200 on upgrading my memory but that's just not feasible the way things are right now, really if you haven't already, downgrade graphics settings, and I hate to mention if but if you aren't running a 64 bit OS you really should consider that, even if you are like me and running less than 4 GB of memory). If that didn't apply to you... hopefully the creator of the mod can help. I just thought I'd put my two cents worth in, but hopefully I wasn't too abrasive in doing so :sad:

Also, something I've been posting a lot of lately... if you've done all of that already... and you recently installed Windows 7 64 bit, double check your paging file size. If you didn't change it when you upgraded to Windows 7 it will be the same size as the amount of ram you have. In my case I needed to add nearly 1.5 GB to the thing and (I forgot) that was probably more the winning factor in buying me those 150 turns than anything.
 
I can't imagine why nuking would increase mem usage by 100mb (or even at all).

That's not what I was alluding to. The 100m growth over time is not that huge, and my point was that it was unlikely to be part of the causative symptom. However, consistently seeing the last log being about nuking before the crash is a smoking gun. I think therefore that you probably do not have a memory issue at all, and that the nuke code is somehow responsible for the crash (not for the modest memory growth).
 
That's not what I was alluding to. The 100m growth over time is not that huge, and my point was that it was unlikely to be part of the causative symptom. However, consistently seeing the last log being about nuking before the crash is a smoking gun. I think therefore that you probably do not have a memory issue at all, and that the nuke code is somehow responsible for the crash (not for the modest memory growth).

I see. I ran a few test games already, starting in the modern era, AI autoplayed for 200 turns to let the AI setup and then gave me and the others a bunch of nukes. Then I proceeded to encourage a thermonuclear war, but I didn't crash. Admittedly, I exited out 10 turns after the world turned into a smoking crater.

Anyway, there are 2 separate nuke mods in AND. The MAD nukes mod, which only enables with the MAD civic, that allows for you to pre-target cities with nukes & Civ Feuhrer's nuke mod, which adds biological and world-destroying missile types. Not really sure what the cause is between them (or maybe a synergy of both...?) but I can run some test games and see if I can get it to CTD.
 
Possibly already fixed in three but putting it here in case somebody more recent can confirm:

I just got a message that kanesh (a 1 point city totally surrounded by my culture) was granted leave to join my nation, I clicked welcome back and then nothing. It's still controlled by the Hittite.
 
Possibly already fixed in three but putting it here in case somebody more recent can confirm:

I just got a message that kanesh (a 1 point city totally surrounded by my culture) was granted leave to join my nation, I clicked welcome back and then nothing. It's still controlled by the Hittite.

That is definately not a new bug. I have had that happen in C2C v11, which at that rime was using AND 1.75 as it's base.
 
After playing for aout 6 hours yesterday, I have found some minor problems:
1) The Chariot City Screen Problem (See previous page)
2) Units are not displayed correctly if they are fortrified: Axmen are displayed as Warriors, Longbowman as Spearman (Byzantine Civ) Furthermore, Swordman somtimes loose their textures and are displayed in pink.
3) When I have stack with a Great General (The one with the flag) and attack another stack, after the first attack, the units in my stack are selected by random. So, I can not simply attack one after the other, because it also selects units, that have no movement points left. I have to selct every unit one after the other in order to attack. It is quite annoying.

On the positive side: The round time have improved significantly from 1.75c. Great work, making the mod even better than it was!

Baha
 
I've read up on some more of the forums in here and I guess what I have to do is see if I can get into worldbuilder and kill off some of the many civs that are spamming the map. The only positive will be that the ones that are left will have expansion room unlike before and if I do some massive tech handouts, I might have some sort of competition in this game. Otherwise, I've got nothing. Even upping the paging file another 1 GB just bought me three turns, and it was probably me being extra cautious rather than anything else. I sort of feel like I outposted my welcome, here, though. Sorry.
 
I've read up on some more of the forums in here and I guess what I have to do is see if I can get into worldbuilder and kill off some of the many civs that are spamming the map. The only positive will be that the ones that are left will have expansion room unlike before and if I do some massive tech handouts, I might have some sort of competition in this game. Otherwise, I've got nothing. Even upping the paging file another 1 GB just bought me three turns, and it was probably me being extra cautious rather than anything else. I sort of feel like I outposted my welcome, here, though. Sorry.

Not at all. It's just that we're all kinda snowed under and it's hard to give concrete advice until we manage to reproduce things ourselves. Bug reports and feedback are always appreciated and appologies when they appear to go unacknowledged.
 
Not at all. It's just that we're all kinda snowed under and it's hard to give concrete advice until we manage to reproduce things ourselves. Bug reports and feedback are always appreciated and appologies when they appear to go unacknowledged.

Thanks...

I did wind up having some of the smaller civs absorbed into the larger ones. From what I can tell that gets me down to something like 15 or so civs total. The game ran quicker and smoother after that but I didn't bother playing much so its not really "play-tested" in terms of a solution. The savegame file was basically the same size, though, although part of that is due to me handing out techs like crazy after doing this and the fact that I didn't just delete the cities I did some warmongering in worldbuilder and had various civs take over those cities. If this doesn't work I'll probably go back and simply delete the cities instead.

I did take note of some other things on my computer outside of Civ. As per the actual shortcut to Beyond the Sword, there was a suggestion somewhere that I work it to run on administrator privelages automatically, I tried but I was locked out for one reason or another. Windows after XP can be screwy with overdone security. In this case I can't get BTS to run on admin because there's no option to open the advanced settings as an admin, and there's no prompt for asking my admin permission on these things on this sort of stuff. It's also pretty bad because right below it is what I guess might be a solution to this whole thing "run in separate memory space"... both options are grayed out and I suppose figuring out how to click on them could be somewhat of a solution. I know that I have a monster 5.5 GB paging file which should be able to handle whatever my ram isn't handling... its just that my computer doesn't seem to be shifting memory over to the paging file (unless the mod is running up to 4 GB, and I seriously doubt that, I get the feeling Civ 4 is not accessing my paging file IF there is a MAF and not some bug).
 
After reviewing the log files... I forgot that I got impatient and quit the install for Warlords halfway through and that seems to be what the log files are indicating the problem is. I don't know why that's the problem, other than perhaps the mod/game are picking up Warlords as being there, but when they go to use stuff from it they find that its not there, and thus there's some sort of conflict and it causes problems. Basically the entire top three or four lines of the error log was spammed with "Warlord" this and "Warlord" that. And then some stuff about the BUG mod trying to debug everything and the game failing to initialize or something. I can't seem to get the error log to post as it is an invalid file... but I'll try uninstalling and reinstalling Warlords and go from there.
 
I got this using 1.76 beta 4. Get it every now and then... I think it appears in the log on top of the screen when i selected certain techs.

20:21:58 TRACE: Error in techSelected event handler <bound method AutoLogEvent.onTechSelected of <autologEventManager.AutoLogEvent object at 0x545C9BD0>>
20:21:58 TRACE: integer division or modulo by zero
 
I got this using 1.76 beta 4. Get it every now and then... I think it appears in the log on top of the screen when i selected certain techs.

20:21:58 TRACE: Error in techSelected event handler <bound method AutoLogEvent.onTechSelected of <autologEventManager.AutoLogEvent object at 0x545C9BD0>>
20:21:58 TRACE: integer division or modulo by zero

Not a "real" error. It is an error while trying to log what is happening and does not affect the game.

I have a fix for that. We were getting it in C2C. unfortunately you can't use the C2C version because that file contains mod specific stuff, in this case prehistoric goody huts and the like. Afforess simple code fix.
Spoiler :
Code:
	def onTechSelected(self, argsList):
		if (AutologOpt.isLogTechnology()):
			iTechType, iPlayer = argsList
			if iPlayer == CyGame().getActivePlayer():
				researchProgress = gc.getTeam(gc.getPlayer(iPlayer).getTeam()).getResearchProgress(gc.getPlayer(iPlayer).getCurrentResearch())
				overflowResearch = (gc.getPlayer(iPlayer).getOverflowResearch() * gc.getPlayer(iPlayer).calculateResearchModifier(gc.getPlayer(iPlayer).getCurrentResearch()))/100
				researchCost = gc.getTeam(gc.getPlayer(iPlayer).getTeam()).getResearchCost(gc.getPlayer(iPlayer).getCurrentResearch())
				researchRate = gc.getPlayer(iPlayer).calculateResearchRate(-1)
				if researchRate == 0:
					message = "Divide by zero in autologEventManager onTechSelected"
				else:
					zTurns = (researchCost - researchProgress - overflowResearch) / researchRate + 1
					message = BugUtil.getText("TXT_KEY_AUTOLOG_RESEARCH_BEGUN", (PyInfo.TechnologyInfo(iTechType).getDescription(), zTurns))
				Logger.writeLog(message, vColor="Green")

It is not actually doing something just reporting what has happened but sometimes it gets a divide by zero. I suspect it is when you are in anarchy but get a tech from a goody hut. Not that it matters.
 
Not at all. It's just that we're all kinda snowed under and it's hard to give concrete advice until we manage to reproduce things ourselves. Bug reports and feedback are always appreciated and appologies when they appear to go unacknowledged.

What data can I give you that will help you reproduce the bugs? Is there some way to dump all the options I'm using to a file so you can try the exact setup?
 
What data can I give you that will help you reproduce the bugs? Is there some way to dump all the options I'm using to a file so you can try the exact setup?

Usually save games. The issue for me specifically is that I am primarily a C2C modder, so while we share the same DLL source it's actually built with different compile options and has differing functionality in some areas. This means I'd need to keep two sets of builds and assets to be able to load (and more importantly debug) save games from either AND or C2C.

Having said that a couple of things are worth noting:

1) If specific problems persist and Afforess needs me to look at them I'll spend the necessary time setting up a parallel build products environment so I can debug in the context of the AND flavor of the DLL build

2) For many problems they will likely be common to AND and C2C. See my posting about save-game compatibility elsewhere - it's a fairly ambitious (some might say mad!) use (abuse really) of the technology, but there's a fair chance I can coax it into loading AND save games for me into a C2C runtime context, which will probably be enough to reproduce many issues.
 
A realistic corporations bug: Moving from Senate to technocracy caused a *massive* spike in my corporation fees, but neither Senate nor technocracy claims to affect those on the civis screen or in the 'pedia.
 
Excuse me if this has been said before but I'm not reading through 200+ pages haha.

I get a crash during INIT Graphics. The Mod has installed fine, and I go through loading and custom game options fine it's just when I've pressed ok and it starts to build the game it crashes. Always on this section.

Any suggestions?

I have a fully updated copy of Civ4 gold, new drivers for a 9650GT, running vista 32.
 
I just upgraded my "1.75C" to "1.76 beta 4" and I noticed I am getting some XML errors as the mod loads. Looks like it is an issue with some of the extra leaders that the core civ pack added (I didn't do the full megacivpak installs but I did do the core civpack that is recommended for Revolutions feature to work best). I get 7 XML errors for the following leaders:

Adenauer, Cartimandua, FrancisII, IndiraGandhi, Pachacuti, Richard, and Xerxes.

The errors say that either "Tag: CIVIC_PARLIAMENT" or "Tag: CIVIC_VASSALAGE" "in Info class was incorrect"

Basically, I am wondering if there is there anything I can do to manually fix this error (e.g., by changing the tag to something else and if so what should I change it to)? Or do I need to delete these leaders and/or reinstall with a fresh install? Or will it work ok even with these errors?

------------------------------------------------

Update: Looks like an easy manual fix. I think I just need to change those leader's "favorite civic" to something else. But I'm wondering what civics in 1.76 have replaced:

1) CIVIC_PARLIAMENT
2) CIVIC_VASSALAGE
 
He took them out. See: http://forums.civfanatics.com/showthread.php?t=344528
So, any leader with those as their favorite civic will be 'broken'.

Ok, that makes sense. But weren't there some "standard" leaders (e.g., not from the extra civpak) that used to have those civics as their favorites? If so, I wonder what happened to their favorite civics? Were they just deleted or did they get changed to something else?
 
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