[BtS] Rise of Mankind

@Zappara

Hey, I've been playing your mod on 1.0 for some time now, but i've run into a problem; and its not listed as fixed under the new patches.

I was fine until I got to the Industrial Age. Now my game crashes after playing for about 45 mins. It always happens when I click on an item to build in the city screen (But it doen't always happen, and it isn't prejudice about what item it is; I've seen it happen on buildings and units.)

When it does crash I get an error message in a Civ4 dialog box (not a windows dialog box) that says "Memory Allocation Error" or it says something about a C++ error. At which point i am reluctantly forced to click OK for the game to be shut down.

I've already went to the main technical support forum and Ori tells me its mod related.

http://forums.civfanatics.com/showthread.php?t=265156

I have the logs from the error on the above thread with Ori.

Hopefully you can help. I really don't want to have to start over again.
 
@RandallS_1985

I've checked the logs you've posted on that other thread. Unfortunately those didn't give any clues because those were just the logs right after the game had started. If you could load a game few turns before the crash event (have logging enabled) and then post the log files from those turns, I might be able to find something from them.. but even so it's just a longshot for finding possible bugs. Or if you could post save game file few turns before crash, I could load it myself and check what happens. You're not the only one who has reported crashes on industrial age.

If there's some bug, it requires some long testing sessions and finding 100% sure way to make that bug happen, would be the best case to find where it is exactly located. For checking if it's art file related, could you test it by setting all graphic settings to minimum and see if there's still crash? If there's no crash, then it could be xml/python related issue which leaves about 120 files to check (14MB) which is still lot to do. So narrowing down the possible causes is the best way to find bugs.
 
I think I've isolated the glitch to a particular Unit. The game crashed last time when I picked the Curaissar (I think that's how you spell it) in the city screen. This would make sense, he was the first thing I could build in the Industrail Age. There must be something wrong with one of his codes. I've included my game save, so you can take a look.
Beware though, the British are kicking my tail...... and I used to like Churchill:lol:
I hope you can figure it out. :)
 

Attachments

I think I've isolated the glitch to a particular Unit. The game crashed last time when I picked the Curaissar (I think that's how you spell it) in the city screen. This would make sense, he was the first thing I could build in the Industrail Age. There must be something wrong with one of his codes. I've included my game save, so you can take a look.
Beware though, the British are kicking my tail...... and I used to like Churchill:lol:
I hope you can figure it out. :)
Heh, my computer can't run those gigantic maps at modern ages.. runs out of video ram before I get to replicate your crash problem :lol: Giant/Gigantic maps were designed for high end computers :D I'm now just missing few parts from new computer which should run civ 4 smoothly on any settings :) Anyway, I couldn't test that save game far enough, logs that I got didn't show any odd errors. Could you zip the logs that you get after crash so that I could take a look at them? in civilizationIV.ini have the following settings enabled:

LoggingEnabled = 1
OverwriteLogs = 1
RandLog = 1
MessageLog = 1

Messagelog is important since that helps me check what AI was doing at the moment of crash.

I think you should use the futuristic planes that White Rabbit made in this mod Zap. They look cool and would be nice additions to your future age. Its a shame you can't use the fighters and bombers from Final frontier.
If you mean these units, I have them ;)
 
Heh, my computer can't run those gigantic maps at modern ages.. runs out of video ram before I get to replicate your crash problem :lol: Giant/Gigantic maps were designed for high end computers :D I'm now just missing few parts from new computer which should run civ 4 smoothly on any settings :) Anyway, I couldn't test that save game far enough, logs that I got didn't show any odd errors. Could you zip the logs that you get after crash so that I could take a look at them? in civilizationIV.ini have the following settings enabled:

LoggingEnabled = 1
OverwriteLogs = 1
RandLog = 1
MessageLog = 1

Messagelog is important since that helps me check what AI was doing at the moment of crash.


If you mean these units, I have them ;)

Yes those are exactly what i meant Zappara comrade...can you find a way to give them Final Frontier lasers?
 
My game is running slow now that I'm in this age (You must need like 4 or 5 gigs of RAM to really push the limits :mischief: ) But, I can't help myself I got hooked on big maps and tons of civs during Civ 3, its hard to imagine a simpler map.:lol:

I should be able to get a log later today, but do I need to clear previous logs before that, and if so how do I do that?
 
@RandallS_1985
If you have setting OverwriteLogs = 1 in civilizationIV.ini the old logs will be deleted automatically when the game starts.

@Sword_Of_Geddon
3D models aren't exactly my expertise and haven't really studied how to swap weapons to different units.
 
I'm having trouble reproducing the glitch right now, maybe the Curaisser isn't connected.:rolleyes: It always happens when I click on something to build on the city screen; but apparently its highly inconsistent outside of that. I'm afraid that when it does happen again it will be after multiple turns again, I can't seem to make it happen.
"Memory Allocation Error", maybe my RAM can't handle this size of map this late in the game; but that doesn't explain why it only happens on the city screen:confused:
If I do get "lucky" enough to hit the glitch immediately after a load I will send you the log, until then, I'm not sure what else to do:(
 
I'm having trouble reproducing the glitch right now, maybe the Curaisser isn't connected.:rolleyes: It always happens when I click on something to build on the city screen; but apparently its highly inconsistent outside of that. I'm afraid that when it does happen again it will be after multiple turns again, I can't seem to make it happen.
"Memory Allocation Error", maybe my RAM can't handle this size of map this late in the game; but that doesn't explain why it only happens on the city screen:confused:
If I do get "lucky" enough to hit the glitch immediately after a load I will send you the log, until then, I'm not sure what else to do:(

There's a huge amount of post about 'MAF' (Memory Allocation Failure). There are plenty who think that this is a problem that is hardcoded within the Civ exe. But Firaxis deny any repsonsibility. I think the 'VISA' guys have some kind of mod-specific work-around. See posts by TAFirehawk, who has waged a campaign for Firaxis to do something, or do a search for 'MAF' to see how others have tried to get over the problem. Beware: I'm not a tecchie but this is what I've picked up from trawling. Now I just never play on anything bigger than 'huge' maps, and even then I get late game probs which is why I 'quicksave' before hitting 'next turn'.......
 
I played a game of this on a small map without any problems. It might be larger maps just cant handle the mod on some comps.

BTW Zap you could ask Woodelf about how to get the laser effects from Final Frontier on the planes White Rabbit made...
 
It appears your BTS is not updated to 3.13, which is required to play this Mod.
 
ok I will try to update with a different patch(it looks like I have one that doesn't work)
 
X-c-e-l-l-e-n-t Mod!

Please, continue to update zappara. :thumbsup:

JosEPh
 
Hello, this is an excellent mod and I really enjoy playing it! I just had one quick question as I don't have any modding experience. I was wondering if I wanted to remove the 4 wonder limit, can you please tell me where I would need to edit the scripts in order to do that?

Thanks a lot!
 
@Amelas

..\Mods\Rise of Mankind\Assets\XML\GlobalDefines.xml

Code:
<Define>
	<DefineName>MAX_WORLD_WONDERS_PER_CITY</DefineName>
	<iDefineIntVal>4</iDefineIntVal>
</Define>
Change the value to -1 if you want to be able to build unlimited number of great wonders in all cities (ie. the BtS default).
 
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