Awsh*t! I think CivCity somehow corrupted my scenario data!

allan2

Gone Fishing
Joined
Apr 2, 2002
Messages
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Location
Minneapolis, MN, USA
I unzipped CivCity into my scenario folder (like the instructions said) and ever since, every time I try to recover any of the "saved game" files, or scenario files, in that folder (I'm still working on a scenario), I get a "this program has performed an illegal operation" message, due apparently to a page fault, and can't get in. I took all the contents of the CivCity folder out and dumped them into the recycle bin, restarted the computer, etc., but still the same thing. Is there something I didn't do right in installing this utility (I did it to better edit certain cities, for trade commodities, etc.), or has anyone noticed any bug with this?

Anyway, the following post describes the scenario itself. Which it looks like I'll have to start over on. AAARRGHH!!!

Edit: I see that how the first sentence was worded was misleading. I didn't actually unzip it directly into that folder, but into the "unzipped" folder, where I read the "readme" and then copied and pasted the folder into my scenario folder.
 
North American 2010 Collapse Scenario:

Civs:
Greens
Mexicans
New Africans
Aryan Nations
American Remnants
Canadians
Native Americans

Wonders (existing) (note: no expiration, unless noted):
American Heartland in Kansas City (Remnant) – Pyramids
Statue of Liberty in New York (barbarian) – Colossus
Chapultepec Park in Mexico City (Mexican) – Hanging Gardens
Defeat of Custer at Little Bighorn (Native American) – Great Wall (one Civil Defense in every city) – expires with Conquest of Little Bighorn (event-driven)
Mormon Temple in Salt Lake City (Remnant) – Oracle (doubles effects of Churches)
CIA Files in Langley (Remnant) – Marco Polo’s Embassy – expires with Advanced Espionage
City of Big Shoulders in Chicago (barbarian) – King Richard’s Crusade – expires with Reindustrialization
Hampton Roads in Norfolk (Remnant) – Lighthouse
Harvard and MIT in Boston (Green) – Copernicus’ Observatory
Golden Gate in San Francisco (Green) – Magellan’s Expedition
Hollywood Studios in Los Angeles (barbarian) – Michaelangelo’s Chapel (one TV Station in every city)
The Big Easy in New Orleans (barbarian) – Shakespeare’s Theatre
Silicon Valley in San Jose (Green) – Isaac Newton’s College
Offshore Banking in Grand Cayman (Canadian) – Adam Smith’s Trading Company
Peyote Sacrament in Shongopovi (Native American) – J.S. Bach’s Cathedral
The Heart of Dixie in Atlanta (barbarian) – Sun Tzu’s War Academy
Arlington Cemetery in Washington (barbarian) – Eiffel Tower
The Canadian Shield in Val d’Or (Canadian) – Hoover Dam
The Manhattan Project in Albuquerque (Native American) – same
Sin City in Las Vegas (Native American) – Cure for Cancer
The Apollo Program in Houston (barbarian) – same
The Truth is Out There in Roswell (barbarian) – S.E.T.I. Program

Wonders to be built:
New Constitution – United Nations – requires New Constitution tech (event-driven)
New National Guard – Women’s Suffrage – requires New National Guard tech (event-driven)
Roswell Files Analysis – Darwin’s Voyage – requires Taking of Roswell tech (event-driven)

There is no equivalent for Statue of Liberty or Leonardo’s Workshop.

Background: I have yet to elaborate a story, but this scenario is based on a civil war in the U.S. around 2010 A.D., in the midst of a worldwide economic depression. Some nukes were dropped, a few cities are devastated and in the throes of barbarism, as are a lot of large American cities like New York, Chicago, Los Angeles, Houston, and the former U.S. Capital of Washington. A few nukes are still out there, but many were used in the great World War that prompted the world depression. At the current tech level of the civs, no new missiles can be built. Cheyenne Mountain itself is controlled by some fanatic barbarians who were formerly U.S. military–they have a nuke or two there (and are heavily defended), but luckily most of the ordnance still in there was sealed in a huge mass of concrete, which will be hard to dig out....

Anyway, with the nuking and fall of Washington, the nation of the U.S. effectively ceased to be. Anarchy ruled for a period, then factions emerged around the country based on various ideologies, while an “American Remnant” region coalesced around the military rule of General Armand Leahy (fictional), who held tenuous sway in the U.S. heartland and Midwest, as well as the farm regions of California, Colorado, and Utah, and much of the American South–basically anything not yet claimed by the various strong factions who have declared themselves independent. They have yet to build a Capital, and are a Military Junta (monarchy).

Canada didn’t survive without a schism, but in this scenario they get to keep Quebec – but they lose Alberta, the Northwest Territories, and the Yukon to the Native Americans, and British Columbia to the Greens. The remaining Canada has Capitals in Ottawa and Quebec (look at the Quebec split as one of allies), and also has administration over some of the former British Caribbean (Nassau, Freeport, Grand Cayman), as well as Aruba. They are a Social Democracy (Republic).

Besides B.C., the Greens prevailed in Northern California, western Oregon and Washington state, lower New England and Vermont, and Wisconsin. They also are federated with Costa Rica. They have multiple Capitals in San Francisco, Boston, Madison, Victoria, and San Jose (Costa Rica), and are a Social Democracy (Republic) also.

The Native Americans came about with the Dakota Accords in Bismarck, whereby American Indian groups and non-Indian libertarians in the same areas found common ground and allied into a federation. They hold sway in the Dakotas, northern Minnesota (Leech Lake and Bemidji), Upper Michigan (Houghton), Montana (except Butte), Wyoming, northern New Mexico, Mesa Verde (in Colorado), northern Arizona, and the great libertarian State of Nevada, as well as Alaska, the Yukon, the Northwest Territories, and Alberta, with an small enclave made up of New Hampshire and Maine, and Hilo and Kahului in Hawaii (the Remnants still control Honolulu). (Note: I'm debating giving these two smaller Hawaiian cities to the Greens, and probably will.) They consist of mainly the “forgotten, remote” areas of the U.S., although they possess a few larger cities, like Las Vegas, Calgary, Edmonton, and Albuquerque. They have an alliance with the Greens, as both are fighting both the Remnants and the Aryan Nations. Their Capitals are Santa Fe, Little Bighorn, Bismarck, Concord, Edmonton, and Juneau. They are a Libertarianism (Democracy).

The New Africans are not related to the Nation of Islam (after the great World War, anything “Islam” pretty much disappeared in these parts), but are militant black separatists nonetheless. They have seized power in Philadelphia, Baltimore, Detroit (which was suitcase-nuked (spy planted a “dirty bomb”) by the Aryan Nations in scenario development, hence all civs are at war with the Aryan Nations, see below), St. Louis, Mobile, and Jacksonville, with sizeable forces throughout the south, and other forces vying for takeover of many of the larger gang-controlled barb cities like Washington, Los Angeles, Atlanta, Cleveland, Miami, New Orleans, and New York. They also are federated with Jamaica and Haiti in the Caribbean, and Belize. They are a Neonationalism (Communism), and have yet to build a Capital.

The Aryan Nations formed their power base by declaring the independent Republic of Idaho (consisting of Boise, Twin Falls, Pocatello, and Coer d’Alene), and also have control of Butte in Montana, and Pendleton in Oregon, and threaten the Remnant city of Spokane (also with Green forces vying for control there). They also have seized power in Alexandria, Louisiana, and Tupelo, Mississippi, and have large forces scattered throughout the South also, with theirs and the New Africans vying for control of the Remnant-held areas. They have one Capital, in Boise, and are a Neofascism (Fundamentalism).

The Mexican government remained somewhat intact, but has reverted to a Military Junta (Monarchy), and the new regime is somewhat militaristic, and are allied with Mexican separatist forces in Southern California, Arizona, southern New Mexico, and Texas, where they have control over Tucson, Las Cruces, El Paso-Juarez, Laredo, San Antonio, and Corpus Christi, and threaten the Remnant cities of San Diego and Phoenix, and are vying for control over barbarian Los Angeles, Houston, and Miami. Their armies are pushing through Remnant Texas with superior momentum as well. For game purposes they are also federated with Venezuela (Caracas) and the Dominican Republic (Santo Domingo), and have forces on barb-held Cuba and Puerto Rico. Their Capital is Mexico City.

Barbs control many large U.S. cities with gang units (relatively weak but numerous): New York, Washington, Chicago, Los Angeles, Cleveland, New Orleans, Atlanta, Houston, and Miami. They also hold Huntington (West Virginia) with partisans, and Roswell (New Mexico) with the toughest defense unit in the game. They also are used to represent the minor dictatorships in Guatemala, Honduras (La Ceiba), El Salvador, Nicaragua, Panama, and Cuba (Havana and Santiago), as well as war-torn Colombia (Cartagena).
 
Other notes:

All 256 city slots are used, so settlement of new ones won't happen, unless of course some get destroyed in the game.

Some cities, such as island cities like Nassau and Grand Cayman, and also some cities on large lakes (like Salt Lake City, Reno, Burlington, Mackinaw City, Yellowknife, and Guadalajara), were built so that no harbors (and therefore no container ports, the OP equivalent) could be built, as well as no ships. Most mainland ports on the ocean can build these however, with the exception of Arcata (California), and possibly Prudhoe Bay (iced in, hence the pipeline to Valdez), and probably Kahului (but not Hilo).

A few remnant units of the old US military exist, and are distributed based on who's got the territory around given old Army, Navy, Air Force, and Marine bases. The Remnants also have high defense around Langley (which they hold), and overall a larger share of the former US military. However, the tech levels the civs are given at the beginning (the techs reflect more the infrastructural ability to build new things, and conscript types of units, rather than scientific knowledge per se) mean these units can't be replaced for awhile. Units that CAN be built are quite a bit inferior, but they will soon become the mainstay of everyone's forces (the units ARE mostly distinct to individual civs, however). Abitities of each civ's defensive (infantry) equivalent vary slightly, with the Remnants having the weakest overall (Conscripts, 3/4/1/1/1), the Native Americans having the strongest defensively (Citizen Militia, available with Libertarianism which they alone have at start, 4/5/1/2/2), and the Aryan Nations and New Africans each having the strongest offensively (Skinheads and Panthers, each 5/4/1/2/2). Greens and Canadians both have 4/4/1/2/2 units (Ecopartisans and Cdn. Infantry), with Green Ecopartisans also having the Alpine ability (but not Partisan abilities). Mexicans have Mex. Infantry (4/4/1/2/1). Partisans can also be built by certain civs (Greens, Mexicans, Native Americans, New Africans, and Aryans), which along with Canadians (who have the Communism equivalent, Neonationalism) also have partisans appear when their cities are taken (the Remnants don't have either partisan tech at start, but they can get them in the game). The Partisan is the exact same as in regular Civ2.

Regular Artillery (the same as Civ2) can also be built at start by all civs, but are expensive. Varying cavalry-type units appear at start among most civs (not Greens, New Africans, or Remnants): Rurales (Mexican, 7/3/2/1/2), Native Cavalry (Native American, 7/3/2/2/2), Mounties (Canadian, 7/3/2/2/1), and Klansmen (Aryans, 7/2/2/2/2). New Africans have a strong attack unit in the Urban Guerilla (7/4/1/1/2), but it is movement one so best used along roads and freeways (railroads). Now civs with the given tech "RTL, LTR" ("Ride to Live, Live to Ride") can build the Biker Gang Unit, which is 6/2/2/2/3: Native Americans, Greens, Remnants, and Aryans.

Eventually, more advanced equivalents, and some of the regular advanced Civ2 units, can be built, as infrastructure, stability, and overall national strength improves.

Governments cannot be switched, except on the turns when a Civ receives a related tech (and these circumstances are controlled). In general, the Remnants are the only ones that will discover ALL the government techs for more advanced governments, throughout the course of the game. I will give them these via events on OEDO turns, so that the AI will be inclined to switch if it "wants" to at that point, but they don't get their first one for a long time. The Greens and Canadians will both receive Libertarianism also via OEDO turn event, and I'm debating whether or not to also give the Greens Neonationalism at some point, although I'm leaning toward not (Edit: actually, I guess they need to have it already to have partisans appear around conquered cities, so they will start with it, meaning they can never switch to it). Mexicans may get Social Democracy at a latter OEDO turn, as will probably the New Africans. The Aryans will remain Neofascist throughout, and the Native Americans will remain Libertarian.

Total War flag is on.
 
More notes: to get the New Constitution tech, it requires both Libertarianism (which only certain civs can ever get), and a tech called "Key Conquest" (which all civs can get, as it also leads to the "New National Guard" tech). Each civ can get Key Conquest by conquering a certain city (different for each civ, and will not be revealed here), which would overall reflect that a civ has gained military supremacy. I've debated whether or not to have this, as it might affect replayability for the player, at least for playing the same civ twice. But it seems to be appropriate: a New Constitution for the US (or remotely, Canada, but their "key conquest" is pretty difficult) would effectively come about through establishing supremacy over most of the areas of the former US, to be recognized as unifying (and hence granting UN-like authority, although total war is ON so this may not mean much, except the "must make peace" part, and embassies).

New National Guard comes about by Key Conquest and Advanced Training (the latter which gives some advanced units), and so all civs can conceivably get it.

This is what I meant by "event-driven". The Taking of Roswell and the Conquest of Little Bighorn techs are given with the event of, well, capturing these respective cities, of course. The Taking of Roswell allows the Roswell Files Analysis wonder to be built (Darwin's), and the Conquest of Little Bighorn expires the Defeat of Custer wonder (GW) that is located there.
 
Originally posted by Mercator
CivCity doesn't say you should unzip it in the scenario folder, although that shouldn't pose a problem either.

What exactly do you mean by "recover"? And you can't get in where?

I think, IIRC, it said you should copy the folder into there, in the "Readme".

I can't get in, or recover, meaning I can't access the scenario at all, or any of the .sav files I used in the development of the scenario. I.e. I can't edit the scenario, or even access what I had of it. Meaning I have to start all over from the blank North American map I created in the map editor. Put all the cities and terrain improvements up, lay all the units out, etc. Essentially START OVER as far as the main work is concerned. AAARRRGGHH!!! :mad:
 
One question. Since it appears I have to start over, I've been thinking about what the appropriate barb activity level should be. Now as I've said the barbs have many cities, and I also think there should be some roving around the countryside once in awhile. However, I DON'T want barbs appearing rampantly in the particularly remote areas like the Northwest Territories, Yukon, and northern Ontario and Quebec, because, well, NO ONE really lives there, outside the towns represented (just Yellowknife, Whitehorse, and Fort MacMurray for the Native Americans, and Goose Bay, Churchill, Val d'Or, Chicoutimi, Timmins, Thunder Bay, Kenora, Flin Flon, and Prince Albert reflecting remote northern Canada). I can't picture hordes coming out of these areas.

So I'm inclined to go with "Roving Bands", but even this may produce too much of the latter undesired effect. Yet "cities only" may be too little as far as how aggressive the barbs are in areas they DO control. Thoughts?
 
Has anyone else had this problem with CivCity? Or has anyone ever gotten a "Page Fault" in their scenario folders, and found a way to recover the data/accessibility to the scenario? I DON'T want to start over....
 
What version of Civ2 do you have (see Game menu > Game Options)? Where are those scenario files located and how do you open them?

I really doubt CivCity did anything wrong, so the problem is probably somewhere else. Which would also mean your scenario is not lost.
 
CivII MGE. The scenario is in its own folder, which is in the provided "scenario" folder that is within the CivII folder. I can normally access the scenario by either loading the sav. file reflecting my latest progress, or using the "begin scenario" command, but both of these methods produce the "illegal operation" shutdown now (specifically a "page fault"). I have Windows '95, if that helps. I've thought of upgrading my OS for various reasons.
 
Have you installed the latest patch? Are all other (save)games running normally?

Can you still open up those files with CivCity? If you can't, CivCity must have screwed up your file, otherwise it's likely either a version problem, or some odd setting you entered, in which case CivCity itself can probably fix it.


So I'm inclined to go with "Roving Bands", but even this may produce too much of the latter undesired effect. Yet "cities only" may be too little as far as how aggressive the barbs are in areas they DO control. Thoughts?

In scenarios, it's most common to create barbarians by events rather than using the barbarian activity level. Setting the barbarian level higher than "huts only" will likely not only spawn them where you want them to.
 
Originally posted by Mercator
Have you installed the latest patch? Are all other (save)games running normally?

Can you still open up those files with CivCity? If you can't, CivCity must have screwed up your file, otherwise it's likely either a version problem, or some odd setting you entered, in which case CivCity itself can probably fix it.

I can open up any other save file not in that scenario's folder. But no file in the folder (i.e. nothing I have that's related to the scenario deveolpment) can be run.

I put the CivCity in the recycle bin after this happened, I was paranoid it could screw up the rest of my CivII files (or the game itself) if I kept it anywhere in there. So I'll have to redownload it, and try. How could CivCity fix or undo something like this? Any further recommendations?

Thanks, BTW. :D

In scenarios, it's most common to create barbarians by events rather than using the barbarian activity level. Setting the barbarian level higher than "huts only" will likely not only spawn them where you want them to.

Yeah, but I have to conserve on event space, I've a lot of other things planned, hope I have room. But you're right, probably the best way.
 
Originally posted by allan2
I can open up any other save file not in that scenario's folder. But no file in the folder (i.e. nothing I have that's related to the scenario deveolpment) can be run.

Hmmm, so do the files work again when you move/copy them to another folder? And the other way around?

Did you use CivCity on all of those corrupted files, or did they all get corrupted when you changed one (or two) files, or didn't you use it at all?

What happens if you try to open them in the civ2 map editor?

How could CivCity fix or undo something like this?

Well, if the problem was caused by changing a savegame in CivCity, something might have gone wrong in the saving process. Resaving it with CivCity might fix that.
What exact version number does your civ2 have? 5.4.0f?

Thanks, BTW. :D

No problem... I've been taking my time though. :o

If the above still doesn't get you anywhere, perhaps you could send some of those files over to me, to see if I can find out what the problem is.

Yeah, but I have to conserve on event space, I've a lot of other things planned, hope I have room. But you're right, probably the best way.

If you want to conserve event space, reduce the size of your text messages. ;) Those are the ones that take up most space. Well, seriously, I think just a handful of createunit events should do it...

If you're serious about trying "automatic spawning" you should probably go read some of the stuff that's been figured out about the barbarians. Someone must surely have figured out the conditions for where barbarians can appear. I'm not really familiar with all that, so try sleague.apolyton.net, or the "great library" located in the civ2 strategy forum @ apolyton.net/forums.
 
Oh, I've just thought of something else...
Maybe it's not a problem with the savegames at all. Maybe you did something wrong with the rules.txt or events.txt or so.

You'll be able to test that if you copy one of the failing savegames to somewhere else and try to open if there (which I suggested in the previous post too).
 
I'm going to admit that I'm a little sceptical that CivCity is the villain. It's been around a while, and used without mishap by a lot of users. On the other hand, there's a hundred ways you can 'corrupt' a scenario with bad supporting files. Fortunately, this kind of corruption is easily fixed.

Did you reinstall CivCity to see whether it can open your SAV file? As long as you don't click the Save buttons, CivCity won't change a thing.
Maybe you did something wrong with the rules.txt or events.txt or so....You'll be able to test that if you copy one of the failing savegames to somewhere else and try to open it there
Let's say Merc's idea here is right, and you find that you can successfully load the SAV file outside of the scenario directory. Then you'll need to test the scenario files (using your good SAV file) one by one, starting with the most recently saved one first. Move all the scenario files (text files, bmp/gif files), except the one you want to test, out of the scenario directory to another safe location. Load the SAV file in the scenario directory. If the SAV file loads, then that file's okay. Return the next file to be tested into the scenario directory and repeat the test. Continue like this until you find the culprit.

Text files (Rules, Game, Labels, etc.) that you modified can crash the game, giving a cryptic error message, if just a single comma is missing. If you find that a text file is the problem, post it and someone will help you find the error.

IIRC, Civ2 squawks about a bad events file when you load a SCN, but it doesn't crash.

Image files in the wrong GIF format will also crash Civ2 without explanation.

Let us know how it goes. If you're getting nowhere, post a zip with all your scenario files. Sounds like you put an awful lot of effort into this to let it waste.:(
 
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