Ages of Man: the BUG REPORTS thread

Ran into an annoying crash problem with the leviathan. If it is carrying needle jets and your order it to attack or if it is attacked by an enemy the game will crash immediately. However if the leviathan is not carrying any air units then it can attack and be attacked fine :confused:
 
Interesting. I thought I'd tried that before, but it's a specific enough thing that I might not have. Most likely it's an animation issue, which means it'd be fixed as soon as I create a custom unit model. I have a couple models I was deciding between for the Leviathan, although I was having conversion issues with each.

Now, I'd put model conversions on hold while I worked the game-breaking bugs out of the Mythology mod. Since that's almost done, I'll get back to the Ascension unit models in January, and I'll move the Leviathan to the top of the list. (Actually, the Needlejet is already at the top, because while I have the unit model in, the lack of animations REALLY hurt it.)
 
i launch the mods, and they always crash. i can't get more than 15 turns out of a game.

We need a lot more information if we're going to help you figure this out. Things like:

1> What other mods (if any) are you running at the same time?
2> What DLCs do you have?
3> Does it crash during your turn, after you take a specific action, or does it crash during the AI's turns?
4> Why does Hawaii have Interstate highways?
5> Which of my four mods are you using? If the answer is "all four of them", then you should know that the Ascension and Mythology mods aren't compatible with each other yet. (I'm working on that.) If the answer is anything that doesn't include the Base mod, then that's your problem, as the other three need the Base to be loaded (preferably first).
6> Which map scripts are you using?
7> Which Era are you starting in, what difficulty are you playing on, how many civs are you using, and did you change any of the settings in the Advanced Setup screen?
8> Did you USE the Advanced Setup screen? (You really need to. I'm working on that, too.)
 
We need a lot more information if we're going to help you figure this out. Things like:

1> What other mods (if any) are you running at the same time?
2> What DLCs do you have?
3> Does it crash during your turn, after you take a specific action, or does it crash during the AI's turns?
4> Why does Hawaii have Interstate highways?
5> Which of my four mods are you using? If the answer is "all four of them", then you should know that the Ascension and Mythology mods aren't compatible with each other yet. (I'm working on that.) If the answer is anything that doesn't include the Base mod, then that's your problem, as the other three need the Base to be loaded (preferably first).
6> Which map scripts are you using?
7> Which Era are you starting in, what difficulty are you playing on, how many civs are you using, and did you change any of the settings in the Advanced Setup screen?
8> Did you USE the Advanced Setup screen? (You really need to. I'm working on that, too.)

I'm having a simular issue, Mongolia, Ancient era start, All but Mythology mod running, Other mods on were Info Addict, and a city state mod.

I was using the Giant Earth map from YNAEMP but not the mod itself, But a TSL senario I made since Mongolia is unselectable with all the DLCs on in that mod.

I got to around 170 turns and now it crashes very often, almost always on the AIs turns.
 
Other mods on were Info Addict, and a city state mod.

At the moment, it might conflict with InfoAddict depending on load order. I'd tried to make the two fit together, and before this last version they'd work fine since they modified certain UI elements in exactly the same way. But for some reason when you'd reload a saved game it wouldn't initialize the Mandala unless I explicitly added its entry to the DiploCorner Lua (which InfoAddict also modifies), because for whatever reason it just wasn't running the initializations otherwise. In the process of fixing the savegame issue I hope to return it to compatibility with InfoAddict, but for now they'll only work if it uses MY version of those UI functions (meaning IA needs to load first, or not at all).

Try it without InfoAddict and see what happens.
 
I wasn't using Mythology so I obviously wasn't running into the Mandalia problem, but I'll try another game without it and see how well it works (was only using IA to see how well the AI was doing, I don't soppose you could add your own equivilent into your mods could you?)
 
I don't soppose you could add your own equivilent into your mods could you?)

I could, but I'd rather not. I'm going to make it compatible with InfoAddict, because there are just too many players who use it for me NOT to make them work. I'm hopeful that the other changes I'm going to make will make the DiploCorner change unnecessary, so the two WILL be compatible in the long term.
 
1. I am running a couple mods at the same time, most are just mods that add new Civs to the game. I am using the Ancient Mediterranean Civ Mod and the Greek Epic Mod along with a mod that adds city-states to the game, a Hebrew Civ mod, Hukkak's Revised Extra Civ Pack mod, and the Ingame Editor.
2. Since my game of Civ5 came included with Babylonia and Mongolia, I have no other DLC.
3. Because the game has barely started, I have not met any AI players. Therefore, it must crash on my turn.
4. I'm not sure why Hawaii has interstates, it's a collection of islands. :)
5. I am using all four at once, I did not know that Mythology and Ascension weren't compatible.
6. If that means what map type I use, I use Ring, or Inland Sea.
7. I am starting in the Ancient Era, I use around 6-12 civs, and I have changed settings on the Advanced Setup.
8. I do use the Advanced Setup.
 
1. I am running a couple mods at the same time, most are just mods that add new Civs to the game. I am using the Ancient Mediterranean Civ Mod and the Greek Epic Mod along with a mod that adds city-states to the game, a Hebrew Civ mod, Hukkak's Revised Extra Civ Pack mod, and the Ingame Editor.

While it's likely that none of those conflict, I can't be sure since I don't have them. If you had logfiles then it might be easier to figure out exactly what's causing the crash.

3. Because the game has barely started, I have not met any AI players. Therefore, it must crash on my turn.

It doesn't work that way. Just because you haven't met them doesn't mean the game isn't processing their turns in between yours. The point is, if the crash happens between when you hit the End Turn button and when your next turn starts, then it's likely caused by the AI doing something stupid.

5. I am using all four at once, I did not know that Mythology and Ascension weren't compatible.

The only incompatibility between them is in the number of promotions. There are just about 20 too many if you start a game with both; generally this manifests as all units gaining about 20 extra promotions when created, but it might cause other issues. I'm working to fix this, since they're supposed to be compatible in the long term.
 
The game crashes during the Please Wait screen, so then it is on an AI processing turn. I don't know what logfiles are, kind of an idiot in modding, I don't make mods. I have noticed also that when I see my Settler in the beginning the promotions of the unit are so abundant that they cover the top parts of the letters that spell 'Settler.'
 
The game crashes during the Please Wait screen, so then it is on an AI processing turn.

Okay, that helps a bit. Try using only three of the four mods (i.e., not both Mythology and Ascension) and see if it still happens.

I don't know what logfiles are, kind of an idiot in modding, I don't make mods.

No problem. It's like this:
1> Find your user directory. In Win7, it'll be in My Documents/My Games/Sid Meier's Civilization V/. This is the directory containing the MODS folder you placed my mod's files in, so I'm sure you know where it is.
2> In that folder, open the file "config.ini" in notepad.
3> Right at the top is "EnableTuner = 0". Change it to a 1.
4> About two-thirds of the way down the file is "LoggingEnabled=0". Change it to a 1.
5> Near that entry will be a bunch of other flags involving logging, all of which default to 0. You can turn whichever ones look interesting to you to 1, but they're not really necessary for this.
6> Okay, now back in that user directory is a "Logs/" subdirectory. Within that folder, the game will create a bunch of logfiles. The only ones that really matter are Database.log, xml.log, and Lua.log. Now, the core game will give assorted warnings and errors in those files (especially in the Lua.log file), so you might want to start up a non-modded game once, to see what sort of things are "normal" in each file. Then, when you load up my mods for a game, you can see if it added any additional errors to each.

I have noticed also that when I see my Settler in the beginning the promotions of the unit are so abundant that they cover the top parts of the letters that spell 'Settler.'

That's the conflict I mentioned between Mythology and Ascension. The game breaks if there are more than 200 promotions in the database; Base+Empires+Mythology or Base+Empires+Ascension each come in just below that line, but the full set of 4 goes about 20 over the limit, so every unit will be given the last 20 promotions in the table. It's possible that one of those promotions is responsible for the crashes (if it's something the unit it's on isn't supposed to have), so try running only 3 of the 4 and see if it still crashes.
 
Ok will try it, thanks. I edited the config.ini file but what should I do with the other .log files? How would I know if other errors showed up during a non-mod compared to modded game?
 
How would I know if other errors showed up during a non-mod compared to modded game?

Start a game once with all mods turned off. You don't actually have to PLAY the game, just get it to the first turn. Open the three logfiles I mentioned; whatever you see in there at that point can be considered "normal" and is safe to ignore from now on.

Database.log and xml.log will have a couple warnings and errors, because the core game's database has errors in it. (Yes, that's right, the developers put errors in the game, have had these logfiles at their fingertips, and still haven't fixed them in over a year.) If you see any warnings or errors in there beyond that baseline, report it in this thread as a bug. Most of the time, these errors will be caused by conflicts with other mods and/or DLCs, because I check the logs for errors before posting new versions.
Note that these two files will be written when a new game is started, but they're not updated after that point at all. So you can check them on the first turn.

Lua.log will have a lot of map-related stuff, most of which you can ignore. It's going to change a bit from game to game, so it's not quite as easy to spot variations, but Lua has one big advantage: the only phrase you need to watch out for is "Runtime Error". That's the one that means something crashed internally, and it'll only come up towards the end of the file (i.e., the part where the game is doing MY stuff). Pretty much anything without that phrase can be ignored.
Unlike the other two, the Lua logfile is continually added to by the game. It's possible that something would crash internally but the game itself wouldn't crash, so the Runtime Error that caused the problem might not be right at the end. But it shouldn't be too hard to search for those words.

So once you know what's "normal", play a game with mods turned on. If the logs give any errors you didn't see in the baseline versions, then it's caused by my mod (indirectly or not).
 
When you say all mods turned off, does that mean all the Ages of Man mods or all mods installed on my computer? And because I'm kind of an idiot, besides "Runtime Error," how can I spot these errors? Should I open these files before I start the game or after the game has been established?
 
When you say all mods turned off, does that mean all the Ages of Man mods or all mods installed on my computer?

ALL mods, ideally. No mod should be adding any errors to these files, so if the no-mod and all-but-mine games give different results, then those other mods you're using must be causing the problems.

And because I'm kind of an idiot, besides "Runtime Error," how can I spot these errors?

In the Database and xml logs, they'll all have "Error" or "Warning" at the start of the line. In the Lua log, it'll say "Runtime Error" (although in Lua your error messages will generally be doubled, to where you see a warning line followed by a Runtime Error for any conflict).

Should I open these files before I start the game or after the game has been established?

The Database and xml.log, and the initial part of the Lua log (the part you can generally ignore), are written during the period after you click "Start Game" in the advanced setup screen, but before you get to the Dawn of Man screen, during that whole time when the narrator is repeating the same intro for your civ that you've heard hundreds of times. At that point, when you're on your first turn with your Settler and Warrior, the Database and xml logs are DONE. The Lua log continues to write as you play the game, though; if the game crashes, then you can go back through it looking for Runtime Errors. (If there are any runtime errors before turn 1, then something is REALLY wrong. But I test for that before posting the files, so this shouldn't happen to you.)
 
on the xml.log with NO mods activated at all, the only error I can find is the fact that it says the validation of notifications has failed. the database.log file says that the constraint in the first line has failed. however, it then says the validation and constraint were passed. on the lua.log file,
[1643.088] Runtime Error: [string "Assets\UI\FrontEnd\Modding\InstalledPanel.l..."]:568: table index is nil
[1643.088] Runtime Error: Error loading Assets\UI\FrontEnd\Modding\InstalledPanel.lua.
[1643.089] InstalledPanel: Refreshing Mods
[1643.120] Runtime Error: [string "Assets\UI\FrontEnd\Modding\OnlinePanel.lua"]:1583: table index is nil
[1643.120] Runtime Error: Error loading Assets\UI\FrontEnd\Modding\OnlinePanel.lua.

do you know what this means?
I have not done anything, I haven't even founded my first city and this is in the Lua.log file.
 
on the lua.log file,
[1643.088] Runtime Error: [string "Assets\UI\FrontEnd\Modding\InstalledPanel.l..."]:568: table index is nil
[1643.088] Runtime Error: Error loading Assets\UI\FrontEnd\Modding\InstalledPanel.lua.
[1643.089] InstalledPanel: Refreshing Mods
[1643.120] Runtime Error: [string "Assets\UI\FrontEnd\Modding\OnlinePanel.lua"]:1583: table index is nil
[1643.120] Runtime Error: Error loading Assets\UI\FrontEnd\Modding\OnlinePanel.lua.

Neither of those are in my mod. I'm not saying it can't be caused BY my mods, but the failure is in the core game's Lua. Specifically, line 568 of InstalledPanel.lua and line 1583 of OnlinePanel.lua; you can't always trust the line numbers, since included functions add to line totals, but it's still useful for getting a rough idea where the failure was. Those are both parts of the ModBrowser, though, which means those failed before the mods ever even loaded.

It's possible that you didn't put all of my mod files in the right spot, or that something in the mod got corrupted, or that it's still retaining bits of the mods you've turned off. So the first thing to do is clear your Cache. In your user directory, right next to Logs and MODS, is a directory called "Cache". Inside it will be two directories and five files; after exiting Civ5, delete everything inside /Cache/. Restart the game, and it'll re-fill that directory.

If that doesn't work, the second thing to do is go into Steam and tell it to "verify integrity of game installation" (which should be one of the options if you go into the Properties info of Civ5 by right-clicking on it in the Library window). That'll see if any of your existing files in your core game are broken.

Beyond that, I can try looking into the Mod Browser UI logic to see exactly WHY it's failing, but it's not something that's happened to others, so it's likely something specific to your exact installation.
 
Because I have a Mac computer, I have "hacked" my way through modding Civ5. Therefore, I am not able to even find or USE for this matter, the ModBrowser. I have found the MODS folder in the Civ5 directory, and because it shows up in the MODS screen of the game, I know its in the right place. I'm not really sure where InstalledPanel.lua and OnlinePanel.lua are, so I won't know how to fix this. I have deleted all of the content in my Cache folder. Also, I don't use Steam for Civ5. What should I do now?
 
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