A New Dawn Bug Reports and Feedback

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Just ran through about 1/3 of a game on marathon gigantic map and had no CTD's at all and the balancing looks to have been ironed out loads since 1.55.

I am however playing with depletion mod enabled and think that the mine/resource depletion seems pretty spot on. But I did have a source of corn that depleted and as far as I am aware thats not supposed to happen.
 
with useable mountains option turned off AI (my vassal, far behind in techs) researches Mountaneering (btw, i couldn't find it myself in tech tree, but in civipedia it was saying i need 2 turns)
 
Using 3.19 BTS, with 2.91 ROM 3.10 ROME and 1.72 AND. Always receive a C++ runtime error during the INIT Graphics phase of map loading. This does not happen if I choose a lite installation or if I leave AND off completely. I looked for the LOG but maybe I dont know where to find it. No save available, b/c I cant even get into the game right now. Any ideas?
 
Using 3.19 BTS, with 2.91 ROM 3.10 ROME and 1.72 AND. Always receive a C++ runtime error during the INIT Graphics phase of map loading. This does not happen if I choose a lite installation or if I leave AND off completely. I looked for the LOG but maybe I dont know where to find it. No save available, b/c I cant even get into the game right now. Any ideas?

One thing I found worked when RoM+ would crash to desktop during CiV start up was to defragment my hard disk. It is the least messy first choice. ;)
 
I reinstalled ROM w/ current patch and then AND 1.72 with Patch B. no other mods installed. I started a new game, played for a few hours. Went to load a save and it crashes every time. Attached is a save file that crashes.
 

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Is this a bug:

I founded Judaism. Built the Temple of Solomon. Converted to Judaism. The Rabbi icon shows up. I queue several up OK, but the next turn it tells me I cannot build the Rabbis and removes them all from the queue. It's happened several times in the last 2 games. I have several cities without Judaism. Maybe I'm doing something wrong, but I can't figure out what.
 
Model: HP G60 Notebook PC
Processor: AMD Turion-Dual Core RM-70 2.00GHz
RAM: 3.00 GB
System Type: 32-bit

So basically this is my problem. I'm on a huge earth map, and as America I, discovered the "Old World" from the "New World", and I traded contacts so I would know every civ (all 39). So I'm on the 2nd turn into that and whenever I end the turn and it starts the 3rd, a bunch of civs want to talk to me. First Russia, then England, then India, then a memory allocation failure or what ever it's called. This happens every time. My save is 1,590 kb big.

Please help!
 
Is this a bug:

I founded Judaism. Built the Temple of Solomon. Converted to Judaism. The Rabbi icon shows up. I queue several up OK, but the next turn it tells me I cannot build the Rabbis and removes them all from the queue. It's happened several times in the last 2 games. I have several cities without Judaism. Maybe I'm doing something wrong, but I can't figure out what.

This is a change that was made to national units. Afforess intended it this way at one point, possibly to increase the speed of the city screen (my WAG). If you're playing a version between 1.70 and 1.72, then this is working as intended. It's been changed back since to work as in the original game.
 
Model: HP G60 Notebook PC
Processor: AMD Turion-Dual Core RM-70 2.00GHz
RAM: 3.00 GB
System Type: 32-bit

So basically this is my problem. I'm on a huge earth map, and as America I, discovered the "Old World" from the "New World", and I traded contacts so I would know every civ (all 39). So I'm on the 2nd turn into that and whenever I end the turn and it starts the 3rd, a bunch of civs want to talk to me. First Russia, then England, then India, then a memory allocation failure or what ever it's called. This happens every time. My save is 1,590 kb big.

Please help!

Sounds like too many civs for your computer. Don't know the exact numbers, but I personally try to never play with more than 15 civs, both for speed and memory issues. Try a game on a smaller map with fewer civs. Not everyone can play this game at max :(
 
Sounds like too many civs for your computer. Don't know the exact numbers, but I personally try to never play with more than 15 civs, both for speed and memory issues. Try a game on a smaller map with fewer civs. Not everyone can play this game at max :(

What specks should my computer have to play with 50 civs, on a gigantic map, with a custom install of AND, and AAranda's religions? I'm going to get an MX11 in july or august, so I could upgrade the ram as such.

EDIT: I like playing with as many civs as possible. it's more of a challenge. and i always have to play at least on a huge map, becuase i can't stand any smaller ones.
 
Played 1.72b last night up to ~150 AD. Played fine no problems encountered.

Until I went to "Exit to Desktop". Game froze.

Do Ctrl/Alt/Del to get out and this Windows msg was there when the game screen closed:\

Runtime Error!
Program:...........\CIV4BeyondSword.exe

R6025
-Pure Virtual function call

I haven't tried to start it up yet tonight. And like I said it played fine for close to 3 hours. Just didn't like it when I went to leave.

If you need logs and/or Save let me know.

JosEPh

I've had something like that happen on other BTS mods. I always exit to the main menu, then exit to desktop to avoid it.
 
@Afforess

No CTD however the Domestic Animal mod doesn't load. Apparently it has the loading command in the MLF_CIV4ModularLoadingControls in the "Afforess" folder but didn't install it into the Afforess folder. It loads it into the "Hydro" folder but the MLF_CIV4ModularLoadingControls in the Hydro folder doesn't list it.

To solve this manually you can move the Domestic_Animals folder from the Hydro folder to the Afforess folder OR add the code below to the MLF_CIV4ModularLoadingControls in the "Hydro" folder.

Code:
				<Module>
					<Directory>Domesticated_Animals</Directory>
					<bLoad>1</bLoad>
				</Module>
 
What specks should my computer have to play with 50 civs, on a gigantic map, with a custom install of AND, and AAranda's religions? I'm going to get an MX11 in july or august, so I could upgrade the ram as such.

EDIT: I like playing with as many civs as possible. it's more of a challenge. and i always have to play at least on a huge map, becuase i can't stand any smaller ones.

Wow! I agree, it would be wonderful to play on a huge map and 50 civs, however, the computer you need for that has not been made yet. At least without putting up with a ton of lag and veeery slow turns. I have a top of the line Alienware with 6 megs of Ram and SLI Nvidia graphics card and I play on standard map with 8 civs for minimal lag and about 15 to 20 second turns. When I play on large map and 30 civs I get 3 second lag on the city screen per building and about 45 second turns around the 1800's on marathon speed. That's too much for me.
 
2 changes that I believe would improve gameplay:

I think the peace treaty number of turns should scale with game speed like everything else. 10 turns in standard speed is fine, but 10 turns in marathon speed is a drop in the bucket.

We should be able to build windmills in ocean squares as in real life.
 
taken care of thx.

Spoiler :

Traceback (most recent call last):

File "BugUtil", line 695, in <lambda>

File "DiplomacyUtil", line 233, in handleUserResponse

File "DiplomacyUtil", line 238, in dispatchEvent

File "DiplomacyUtil", line 194, in dispatch

File "DiplomacyUtil", line 486, in getProposedTrade

File "BugUtil", line 255, in debug

File "BugUtil", line 282, in log

File "TradeUtil", line 527, in __repr__

File "TradeUtil", line 542, in format

File "TradeUtil", line 544, in format

File "TradeUtil", line 680, in format

File "TradeUtil", line 594, in <lambda>

File "TradeUtil", line 634, in getTradeWorkers

AttributeError: 'NoneType' object has no attribute 'getDescription'
ERR: Python function handleUserResponse failed, module CvDiplomacyInterface
 
@Afforess

The tweak you did to the water mod doesn't make sense. You made the Artesian Well replace the reservoir. However the reservoir doesn't appear until much later in the tech tree. the Artesian Well is enabled by invention while the reservoir is enabled by steam power. I suggest you change the artesian well to replace the cistern instead of the reservoir. Because the cistern is enabled by canal systems. Which is an earlier tech.
 
Afforess, Field Hospital freezing seems caused by the definition "<bPrereqWar>1</bPrereqWar>" I assumed that the AI could not understand it, after i deleted this definition, the freezing no longer exists.
 
@Afforess

No CTD however the Domestic Animal mod doesn't load. Apparently it has the loading command in the MLF_CIV4ModularLoadingControls in the "Afforess" folder but didn't install it into the Afforess folder. It loads it into the "Hydro" folder but the MLF_CIV4ModularLoadingControls in the Hydro folder doesn't list it.

To solve this manually you can move the Domestic_Animals folder from the Hydro folder to the Afforess folder OR add the code below to the MLF_CIV4ModularLoadingControls in the "Hydro" folder.

Code:
                <Module>
                    <Directory>Domesticated_Animals</Directory>
                    <bLoad>1</bLoad>
                </Module>

Sure, I can do that.

2 changes that I believe would improve gameplay:

I think the peace treaty number of turns should scale with game speed like everything else. 10 turns in standard speed is fine, but 10 turns in marathon speed is a drop in the bucket.

We should be able to build windmills in ocean squares as in real life.

I agree with the first one, but you might want to start a thread for ocean improvements.

I still get this error but you have it as fixed?

Submitted:

Afforess ( afforess ) - 2010-04-10 17:53:24 UTC
Priority:

4
Status:

Closed
Resolution:

Fixed
Assigned:

Afforess
Category:

Python Errors
Group:

1.72
Visibility:

Public


:


Traceback (most recent call last):

File "BugUtil", line 695, in <lambda>

File "DiplomacyUtil", line 233, in handleUserResponse

File "DiplomacyUtil", line 238, in dispatchEvent

File "DiplomacyUtil", line 194, in dispatch

File "DiplomacyUtil", line 486, in getProposedTrade

File "BugUtil", line 255, in debug

File "BugUtil", line 282, in log

File "TradeUtil", line 527, in __repr__

File "TradeUtil", line 542, in format

File "TradeUtil", line 544, in format

File "TradeUtil", line 680, in format

File "TradeUtil", line 594, in <lambda>

File "TradeUtil", line 634, in getTradeWorkers

AttributeError: 'NoneType' object has no attribute 'getDescription'
ERR: Python function handleUserResponse failed, module CvDiplomacyInterface

Try the latest beta.

@Afforess

The tweak you did to the water mod doesn't make sense. You made the Artesian Well replace the reservoir. However the reservoir doesn't appear until much later in the tech tree. the Artesian Well is enabled by invention while the reservoir is enabled by steam power. I suggest you change the artesian well to replace the cistern instead of the reservoir. Because the cistern is enabled by canal systems. Which is an earlier tech.

I don't recall making that change, however, I will update it for you.
 
There is a bug where your empire suddenly doesn't have access to a resource even though you still have access to it on the map. I have seen this bug before with earlier versions of AND where it affected Stone and Marble. In a current game I now have the problem with Iron. I have at least 2 Iron resources in my empire, non depleted, and at the beginning of this turn my empire reports as having no Iron and all my Swordsmen had to stop being built. I had never seen this problem before resource depletion, though I can't be certain they are related.


Spoiler :


Installed Components:
{Required Files} {Beautification Project} {Castle Improvements} {Ice Breaker} {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Civic Buildings} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Withdraw Depletion Guilds {Modern Corporations} {Blue Marble Terrain} {Improved Artwork} {Airbase Range} {Civic Diplomacy} {Better Air Interception} Wilderness

Install Type:
Custom

Version:
1.72

Install Directory:
C:\Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Windows




Attached are the saved game and the previous autosave.

One possible issue, in the current game I'm playing, I had removed the resource requirements on the Fisherman's Hut and Fish Traps buildings. I had also removed the Poacher building because I was sick of looking at it. Everything else is standard AND 1.72 patch B. I don't think these changes will affect loading my saved games.
 

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