[Beyond the Sword] History In The Making

I wondered how long it would last without a CTD.

Large map, Terra 2, turn 151.

See saved file

How can this be fixed, it really is annoying.

I tried the file a few times. Sometimes I get nothing.

Sometimes I get the BTS screen with the Vatican picture but no option buttons for a few seconds followed by a glimpse of a pair of alerts that possibly say "failed to load " and "failed to uncompressed files " before it crashes to desk top.

So I can't really experiment with it to rule anything out before somebody competent comes along to be of real assistance.

Does anything happen at the time of the crash? Like a Great person, or a war or something?
 
Hi guys. The current game I'm playing right now crashes every time I try to go to the next turn. I've attached the save below.

I'm playing as a renamed Greek Civilization
Big and Small map
Temperate climate
Islands mixed in
massive continents
marathon speed
 

Attachments

I'm sorry I can't help you.

Perhaps this is a good time to repost #4 from this thread -Maybe it will help you to help grave help you.-

BUG REPORTING & OTHER TYPO ERRORS:


Besides the obvious Crash to Desktop (CTD’s) and other fatal errors that prevent gameplay, also report the following, for example:

- Gameplay balancing issues
- Typographical errors
- “Red Blobs” for unit/building graphics
- Functions that should be working, but aren’t.


If you do get a reoccurring CTD, please post your save game on the official thread so I can take a look at it.

Also, please supply the following information when reporting a CTD:


Quote:
- Map you were using (include size, map script, any options you set).
- What operating system are you using? (XP, Vista... is it 32-bit, 64-bit, etc).
- What Civs were in the game (or were selected to play on the map).
- The Civ you were using.
- If the CTD occurs while loading HiTM or a map, please try and tell me where on the loading bar the CTD occurs
(during the XML load, Player Setup, etc).

Also, it wouldn't hurt to look at the log files. You can copy and post them up on the forums for me to look at. It really helps alot.

Also, if you're getting other Python/XML errors, please post up the contents of the approperiate log file. It's alot easier for me to read your error logs than it is sometimes for me to decypher what you're trying to explain.

If you don't know how to enable logging, see the example CivilizationIV.ini file I provided. It should help you set up the correct settings to allow Modular Loading, Error Logging, etc. Below is how I have my INI file set up...


An example of what my BtS CivilizationIV.ini file looks like:

Code:
[CONFIG]

; Don't show a warning when a video memory allocation fails
HideOutOfVRamWarning = 0

; Set to 1 to automatically end slide show
EndSlides = 0

; Allow Mouse Scrolling in Windowed mode
MouseScrolling = 0

; Enable Trilinear Filtering for the Minimap
MinimapTrilinearFilter = 1

; Enable Tree Region Cutting
CutTrees = 1

; A non-zero value overrides the FIELD_OF_VIEW parameter from GlobalDefines.xml
FIELD_OF_VIEW = 0

; Allow Camera Flying
AllowFlying = 0

; Don't show minimum specification warnings
HideMinSpecWarning = 0

; Random seed for map generation, or '0' for default
MapRandSeed = 0

; Random seed for game sync, or '0' for default
SyncRandSeed = 0

; Email address from which Pitboss reminder emails are sent
PitbossEmail = 0

; SMTP server authentication login for Pitboss reminder emails
PitbossSMTPLogin = 0

; SMTP server for Pitboss reminder emails
PitbossSMTPHost = 0

; Number of seconds to accept live game list updates from GameSpy (-1 for initial snapshot only, 0 for no live updates
GameUpdateTime = 10

; Bandwidth options are modem or broadband
Bandwidth = broadband

; QuickStart - SinglePlayer games only!
QuickStart = 0

; Dont show the game background during movies - may speed up movie playing
HideMovieBackground = 0

; Enable/disable background music
PlayMusic = 1

; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 0

; Use managed interface textures (may be safer but shouldn't be needed, uses more memory)
GUIManagedTextures = 0

; file format (TGA,JPG,BMP), Warning: TGA requires a lockable buffer which can lower performance
ScreenShot Format = JPG

; Enable voice over IP capture and playback
EnableVoice = 1

; App Selects Specific IP to use for Multiplayer
SelectIP = 0

; Disable PAK memory mapping (May affect performance)
DisablePAKMemoryMapping = 0

; Don't skip frames if falling behind
BinkNoSkip = 1

; Copy entire image each frame, not just dirty pixels
BinkCopyAll = 1

; Show movies using hi-color, not true-color (may be faster)
Bink16Bit = 0

; Copy ever other scanline during movie playback (faster)
BinkInterlace = 0

; Specify whether to play in fullscreen mode 0/1/ask
FullScreen = 0

; Set max frame rate clamp (0 means none)
SetMaxFrameRate = 0

; Set to 1 to put PitBoss to sleep when no players are connected
PitBossSleep = 1

; Set to 1 to page units out when non-visible
DynamicUnitPaging = 1

; Set to 1 to page unit anims out when the unit is non visible
DynamicAnimPaging = 1

; Set to 1 for no on-screen event messages
NoEventMessages = 0

; Set to 1 for no tech splash screens
NoTechSplash = 0

; Set to 1 for no intro movie
NoIntroMovie = 1

; Set to 1 for no python exception popups
HidePythonExceptions = 1

; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 5

; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 4

; Enable Audio
AudioEnable = 1

; English(0),French(1),German(2),Italian(3),Spanish(4) - Defaults to user-installed language
Language = 0

; Determines which user profile is loaded on game start
UserProfile = Grave

; Sync input to smooth interface (may run slower)
SyncInput = 0

; Force numlock always on while playing
ForceNumlock = 0

; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 0

; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\HISTORY IN THE MAKING

[GAME]

; Map Script file name
Map = Terra

; GameType options are singlePlayer/spLoad
GameType = singlePlayer

; Pitboss Turn Time
PitbossTurnTime = 0

; Max number of turns (0 for no turn limit)
MaxTurns = 0

; Game Options
GameOptions = 00000000000000000000000

; Victory Conditions
VictoryConditions = 11111111

; Handicap for quick play
QuickHandicap = HANDICAP_NOBLE

; GameSpeed options are GAMESPEED_QUICK/GAMESPEED_NORMAL/GAMESPEED_EPIC/GAMESPEED_MARATHON
GameSpeed = GAMESPEED_QUICK

; Era options are ERA_ANCIENT/ERA_CLASSICAL/ERA_MEDIEVAL/ERA_RENAISSANCE/ERA_INDUSTRIAL/ERA_MODERN
Era = ERA_ANCIENT

; Sealevel options are SEALEVEL_LOW/SEALEVEL_MEDIUM/SEALEVEL_HIGH
SeaLevel = SEALEVEL_MEDIUM

; Climate options are CLIMATE_ARID/CLIMATE_TEMPERATE/CLIMATE_TROPICAL
Climate = CLIMATE_TEMPERATE

; Worldsize options are WORLDSIZE_DUEL/WORLDSIZE_TINY/WORLDSIZE_SMALL/WORLDSIZE_STANDARD/WORLDSIZE_LARGE/WORLDSIZE_HUGE
WorldSize = WORLDSIZE_DUEL

; Game Name
GameName = Grave's Game

; Save Path - relative to working (Civ4) folder
FileName = 0

; Account Username
Nickname = 0

; Email Address
Email = 0

; DirectIP Host Address
DirectIP = 0

; In-game Alias
Alias = Grave

; Modular XML Loading
ModularLoading = 1

; Main Menu Mods
MainMenuMods = Afterworld;Broken Star;Charlemagne;Crossroads of the World;Defense;FfH Age of Ice;Final Frontier;Gods of Old;Next War;Rhye's and Fall of Civilization;The Road to War

; Move along
CheatCode = 0

[DEBUG]

; Number of turns to autorun before exit (0 for no limit)
AutorunTurnLimit = 0

; Set App on Auto-Run
Autorun = 0

; Enable D3D9 Queries
D3D9Query = 0

; Custom Screen Height, minimum: 768 - Normal resolutions can be set in-game and will be used when set to 0
ScreenHeight = 0

; Custom Screen Width, minimum: 1024 - Normal resolutions can be set in-game and will be used when set to 0
ScreenWidth = 0

; Establish connection to Python Debugger
HAPDebugger = 0

; NetComm Port
Port = 2056

; Create a dump file if the application crashes
GenerateCrashDumps = 0

; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 0

; Overwrite old network and message logs
OverwriteLogs = 0

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 0

; Break on memory allocation order #
BreakOnAlloc = -1




IMPORTANT!

KNOWN UNRESOLVED BUGS:

ISSUE #1:

Quote:
- See Posts #826 and #829. A CTD occurs when you try to pillage a tile improvement that is not within Cutural Borders. To avoid this CTD, simply do not pillage improvements not within Cultural Borders. All improvements within Cultural Borders are unaffected by this. I'll try and fix this as soon as I can, but I am not proficient enough in C++ to draft my own code, so please be patient.

ISSUE #2:

Quote:
- With the update to v3.17, the JUnitReligion mod no longer works. This will get corrected just as soon as possible.


Of course, suggestions/feedback are also welcome. I’m always looking for second opinions to make HiTM better
 
Would that JUnitReligion cause problems in making a golden age using a prophet without a religion? That is where my game CTDed. I don't think it was anything else. I certainly don't recall doing anything I wouldn't have done in normal Civ IV that turn... So hopefully you could take a look at why Great Prophet was crashing. Could be something to do with that text patch I downloaded... Anyway, looking forward to the next version with fixes for the Great Person Crash...
 
Hey, I'm not sure quite how possible this is, but would it be possible to have the founding of a religion tied to a prophet finding the new religion instead of new techs? High culture could probably foster a prophet, and to balance it out, maybe limit things the finding of religions to a Civ to only one.
 
Allowing mines to be constructed on top of a forest would be nice. Also, the idea of mines turning into shaft mines over time appeals to me.
 
I am hoping this is a quick easy fix and let me apologize ahead of time if it has already been covered but I have been researching and trying for a week to get this fixed. I can't get this or any other mod to play on my machine (vista). BTS plays just fine but the new scenarios in this mod won't load. I get as far as the options screens and then as it begins to load it gets to 'graphics init' and crashes. I love the game and am really looking forward to little variation after years of playing. I hope one of you can steer me in the right direction? Thanks ahead of time.
 
Allowing mines to be constructed on top of a forest would be nice. Also, the idea of mines turning into shaft mines over time appeals to me.

Well, in that case, mines would just be a tile improvement, like roads etc. In a way I agree with you, since mines wouldn't acutally strip a hundred-miles area of vegetation or other habitation. But then the bonus production from mines would have to be greatly reduced. What I would like to see even more, is the introduction of the possibility of building farms on hills, and to have passable mountain terrain like in older civ versions and colonization (of course the peak don't have to disappear entirely).

But I'm having a slight problem I want to have fixed. I find that it's impossible for me to enter/pass through tiles with the fortress improvement built on the land of friends. In this one case I'm thinking about, it is Carthaginian land (not that I think it matters which civ I'm referring to). We have an open borders agreement, and I think this is a weird situation. Anyone else experienced this?
 
Yes, that fortification problem is a tad bit odd. But not entirely though. It's nice to have a open borders agreement but that doesn't mean that I can walk into a Carthagian fortress and pour myself a nice cuppa :).

I agree that impassable terrain like peaks should be able to pass. But maybe only after the discovery of explosives?! Also, laying a road through a forest, jungle or hill/mountain could yield hammers, while not destructing the road. I mean, you have to carve a way through rough material that perfectly suits your porch.
 
Yes, that fortification problem is a tad bit odd. But not entirely though. It's nice to have a open borders agreement but that doesn't mean that I can walk into a Carthagian fortress and pour myself a nice cuppa :).

I know. But it is strategically important, and also realistic, that friendly ships are allowed to pass through canals. Just think of the suez canal and the panama canal in this instance. On my earth map, where fortresses are built during the classic/medieval period, these canals are part of the fun of the game. I'd hate to have to separate the africa continent from the middle east again, just to simulate a canal. Please, this problem must be fixed.

I agree that impassable terrain like peaks should be able to pass. But maybe only after the discovery of explosives?! Also, laying a road through a forest, jungle or hill/mountain could yield hammers, while not destructing the road. I mean, you have to carve a way through rough material that perfectly suits your porch

I've had lots of ideas for new terrain in earlier posts. These include passable peaks -mountain pass, marshland, etc. I miss the mountain terrain that can be passed -not that the peak tiles should be left out of any game -they could simply be rarer. Btw, love the mountains in colonization. And the light forest/forest differences...

Not sure about the yields from building roads through forests though. I think that the bonus to movement is good enough. And the amount of timber gained from cutting through a forest to lay a road is so small in the greater perspective that it shouldn't matter much.

But you know what would be really great? More civs. Such as a civ limit of 50, or maybe 2000, or something... :D Please, Grave. Compile the dll, and I WILL erect a monument to your honour. :bowdown:
 
I see that grave put Guerilla in mod and I wold like to ask something about that if someone know the answer. Is there any chance when you take the city with Guerilla unit that city become barbarian? Maybe its stupid question but I would like to know :confused:
 
Had a strange occurance yesterday...playing a game actually in the Modern Era (me in the modern era :faint: )...saved game before MNF, all fine. But when I reloaded, the game started up with a blank "tech advisor" screen, and then a non existent interface. If I tried to load up a slightly earlier "autosave", got a mem alloc error and a CTD....

Hmmmm...

Thought about it for a while, fired HiTM up again, started a new game (to get interface back), then immediately loaded my "modern era" game, and hey presto, all fine. :)

EXCEPT, the tech advisor has still gone awol (still a blank screen for F6)...so somehow, the interface isn't being saved properly with some games...

Just a thought then, for any with "CTD interface related games", maybe try what I did (start new game, load up your save game from within that). It isn't in anyway a fix, but might help you carry on a game you're enjoying..

Here's the python err.log (current) for that game:- View attachment PythonErr.zip
 
Hi guys,

I am not currently seated at the PC where I have the game installed and can therefore not post my savegame. Sorry for that.

BUT I have a problem: playing the huge world map, I have a gross performance break when entering the year 1734, for no apparent reason. My system is WAY to quick to witness such problems.

My taks manager tells me however, that CIV4 isn't occupying any CPU space...

Can anybody tell me, if this is a known bug and if there is a way out of this? I will post my savegame and detailed data on the map settings and everything once I get home.

Thanks guys, and by the way: outstanding MOD! :p
 
Here's my save-game finally. The performance breakdown occures when I end the turn. Additionally I've noticed that there are errors occuring with the Interface, which had never happened before during the game...



Anyone any Ideas how this could happen?

I am using an Intel Core 2 Duo e8500 and 3 GB DDR 2 800 RAM

Running on Windows XP, with a Gigybyte PS3 Mainboard.
 

Attachments

I see that grave put Guerilla in mod and I wold like to ask something about that if someone know the answer. Is there any chance when you take the city with Guerilla unit that city become barbarian? Maybe its stupid question but I would like to know :confused:
Not sure if you can capture a city with them tbh. At least not one belonging to a nation you're not at war with.
 
Here's my save-game finally. The performance breakdown occures when I end the turn. Additionally I've noticed that there are errors occuring with the Interface, which had never happened before during the game...



Anyone any Ideas how this could happen?

I am using an Intel Core 2 Duo e8500 and 3 GB DDR 2 800 RAM

Running on Windows XP, with a Gigybyte PS3 Mainboard.

I tried it . No crash on the next turn, but the interface disapeared. I just had pop-ups for the next build, =and - for the sliders in the upper left, but no numbers. nothing in the upper right, nothing in the lower right except a button to end the turn. no command menu for a unit.
 
sorry if this topic has been already discussed but there are too many posts in this thread to read it all.. so... i overwrite the patch in the assets folder etc etc, the new leaders appear in the pedia : Nebuchaznezzar and Pol Pot but u can't play with them.. is there any bug with the patch? thank u! :)
 
Back
Top Bottom