[BTS Total Mod] Thomas' War

Anyone else have problems with the game turn not ending in the 1800's? This is two people at the moment. I've played and passed the 1800's so it's not a universal thing.

I'm going to compare the two saves see if I can find anything. If anyone else experienced this a save will help (even better a save the turn before it happened then the earliest auto before that).

Thanks, hopefully this will be fixed for my patch

Back home :)

Was able to reload my game, and I deleted all privateers (I think 3 of them were on the board) -- was able to get past the game stall and on to the next turn.

Here are the save files:

View attachment England-Monarch.CivBeyondSwordSave

View attachment England-Monarch after Fix.CivBeyondSwordSave

(and yes, I know, I am getting my rear kicked here...not one of my best games)

I will likely continue on this afternoon -- but interesting that removing privateers unlocks the freeze.

Also, here is the earliest autosave (about 10 turns before the freeze up)

View attachment AutoSave_AD-1844.CivBeyondSwordSave

g
 
Back home :)

Was able to reload my game, and I deleted all privateers (I think 3 of them were on the board) -- was able to get past the game stall and on to the next turn.

Here are the save files:

View attachment 194217

View attachment 194218

(and yes, I know, I am getting my rear kicked here...not one of my best games)

I will likely continue on this afternoon -- but interesting that removing privateers unlocks the freeze.

Also, here is the earliest autosave (about 10 turns before the freeze up)

View attachment 194219

g

Thank you that will help a lot!

So the problem seems to be linked to the hidden nationality units. I changed Tesla's Ray to work completely different in the next patch so if it was that then that shouldn't be a problem with the patch. Besides that I'm not sure. I didn't change that unit at all. Tesla's Ray was the only thing that could affect it (if there was something which I'm still not sure there was between its effect and hidden nationality).

I'll study these new saves and get back to everyone.

In the meantime I would suggest people go into the UnitInfos XML, change the privateer cost to -1, and then reload the mod. This will disable privateers for the moment (you'll need to delete the ones in play off the worldbuilder) so you can continue playing - also see if the error comes up again. Hopefully I'll have this fixed.
 
FWI, I'm pretty sure it was NOT Tesla's Peace Ray that was the problem. I've played through several games and it's always locked up with privateers on the field (well, water), once before the ray was even available, much less built.

By contrast, I tried starting a game in Modern and it worked fine.
 
Yeah, I was skeptical that Teslas Ray was causing it, but the privateers are completely unchanged. I'm going to look through all the code and saves and see what comes up.

Thanks, I'm sure with all this feedback the problem will be solved
 
Thank you that will help a lot!

So the problem seems to be linked to the hidden nationality units. I changed Tesla's Ray to work completely different in the next patch so if it was that then that shouldn't be a problem with the patch. Besides that I'm not sure. I didn't change that unit at all. Tesla's Ray was the only thing that could affect it (if there was something which I'm still not sure there was between its effect and hidden nationality).

I'll study these new saves and get back to everyone.

In the meantime I would suggest people go into the UnitInfos XML, change the privateer cost to -1, and then reload the mod. This will disable privateers for the moment (you'll need to delete the ones in play off the worldbuilder) so you can continue playing - also see if the error comes up again. Hopefully I'll have this fixed.

I'll do that and continue my game to see what happens. A lot of privateers are being built at present.....about to continue my game.

g
 
Ok... i've deleted all the privateers from the map and i've also changed the privateers cost to -1 into the UnitInfos XML

the bug occur again two turns after (1835 + end of turn) for unknown reasons.. (i will discover medicine next turn..)

I can't see any privateer on the map, you can check by yourself
 

Attachments

I'll do that and continue my game to see what happens. A lot of privateers are being built at present.....about to continue my game.

g

I was able to get through the remainder of my game. I don't know if the privateers are the root cause for the stall -- as soon as I got rid of the privateers, had no further problems.

I'll likely play a game later this weekend or next week without privateers at all and will let you know how it goes.

g
 
If you're still planning on another generation of the mod, a couple traits that I thought might fit the game...

1 - Just. Doesn't always reflect the leader's commitment to "justice" as defined in the West today, but to law and order. -25% maintenance in all cities, 2x courthouse production. Examples: Leo VI "The Wise" of the Byzantines (Spi/Jus), Lucius Cornelius Sulla (Jus/Imp), Solon (Phi/Jus), Qin Shi Huang Ti (pick an existing trait/Jus), Hammurabi (see the Qin emperor), or any other lawgiver or dedicated legal reformer.

2 - Maritime. +1 Commerce from river, coast, and sea tiles (OR) +2 Experience to Naval units. Examples: Odysseus (Dip/Mar), Harald Haadrada (Agg/Mar), Zhu Di (Imp/Mar).
 
Okay, using the upcoming patch I was able to get into the future era and finish a game yesterday without a single CTD, python exception, or stall.

This doesn't mean that everything is fixed of course, since I still can't identify the exact cause of the stall in the first place. I implanted in the code however checks for every idea we came up with on the forums and stuff I noticed while playing.

I want to do another game and check the saves that were sent to me today, and if both of those go well I'll put the patch up, say by Monday, so other people can test it besides me.
 
I read about this mod, downloaded it a week ago and am trying to get it started, but I have a weird error : never had this before (see bmp)!!
I have no probelm playing RoM, HiTM, Overlord2, etc by the way
Do I need a new BTS version (I play 3.17 now)
Please help me :cry:
 
Okay, using the upcoming patch I was able to get into the future era and finish a game yesterday without a single CTD, python exception, or stall.

This doesn't mean that everything is fixed of course, since I still can't identify the exact cause of the stall in the first place. I implanted in the code however checks for every idea we came up with on the forums and stuff I noticed while playing.

I want to do another game and check the saves that were sent to me today, and if both of those go well I'll put the patch up, say by Monday, so other people can test it besides me.


Excellent -- I'll wait for the patch before starting a new game.

Great job with the mod.

g
 
I read about this mod, downloaded it a week ago and am trying to get it started, but I have a weird error : never had this before (see bmp)!!
I have no probelm playing RoM, HiTM, Overlord2, etc by the way
Do I need a new BTS version (I play 3.17 now)
Please help me :cry:

It's strange that you experience that error only for my mod but RoM, etc all work fine as the error is referring to something not related specifically to my mod. I can only guess the fact that I'm using some colonization assets could perhaps be the cause. You can try deleting the Custom UI I use (delete the Resource folder in Thomas' War/ and the artdefines_misc XML file in Thomas' War/Assets/XML/Art/ ) Additionally, researching your problem on the forums it seems some people have experienced this for unmodded BTS and playing on a different screen resolution setting allowed it to start. Again, it's weird that this type of problem is only affecting your loading of my mod and not all of BTS for you. I'll see what else I can find out...
 
I noticed another problem this evening, although this one may be due to my system specs:

Casimir (Poland) and Hitler (Germany) have blank Civilopedia entries (the entry is selectable, but it's just empty text boxes), the game locks up if they are selected in 'Play Now,' they have blank descriptions if selected in 'Custom Game' as the player's side, and the game locks up going to the diplomacy screen if they appear as opponents.

There are minor visual glitches with other leader portraits - Gustavus Adolphus (Sweden) is transparent save for his teeth, eyes and clothes, for example - but only Casimir and Hitler seem to affect gameplay.
 
I noticed another problem this evening, although this one may be due to my system specs:

Casimir (Poland) and Hitler (Germany) have blank Civilopedia entries (the entry is selectable, but it's just empty text boxes), the game locks up if they are selected in 'Play Now,' they have blank descriptions if selected in 'Custom Game' as the player's side, and the game locks up going to the diplomacy screen if they appear as opponents.

There are minor visual glitches with other leader portraits - Gustavus Adolphus (Sweden) is transparent save for his teeth, eyes and clothes, for example - but only Casimir and Hitler seem to affect gameplay.

The eye and teeth only thing is probably because your system is using the nonshader version of the leaderheads (namely cause Colonization didn't have any nonshader version of the leader heads). I have friends where this has happened for the regular leaders when they set their systems to lower specs and used the nonshader version.

As for hitler and casimir. There indeed was an XML typo in both their nonshader artdefines. I have corrected this. Thank you.
 
Yea, seems to be the privateers, I wanted to note for you that it only seems to be the other people's privateers. If I build one, I don't seem to have any problems. No problem with the peace ray, but maybe the peace ray has something to do with glitching out the other guy's privateers?

I deleted the other guy's privateer and the game turned over just fine for me, so whatever is going on they do seem to be the issue.

Idk, just thought I'd register to post this for ya :P

Very nice mod btw.
 
Thanks for the post! Ever bit of info helps.

I should be posting a patch in this thread tomorrow for people to test that hopefully solves the problem.

If that goes well I'll update the main download and officially post the patch.
 
Another thing I noticed, when trying to attack Germany's privateer, it would not let me without declaring war against them. Thats how I knew it was Germany's privateer. Might be something there.
 
Greetings, Tsentom1. Firstly, I'd like to compliment you on your modpack. Frankly as far as quality goes, it's the best out of the lot. Tons of stuff, yet in managable portions - a balance many mods, and games in general, do not achieve.

Secondly, I'm pondering if I could have your help in merging this mod with RevolutionDCM. The gameplay enhancements, from Dale's Combat Mod to Revolution, to the enhanced data digging of BUG makes it a compliment to virtually any mod. The lack of SDK changes also made me think it would be relatively easy to merge all the files...XML is fairly easy to copy and paste around.

However, the Python stopped me dead, utterly at that. As you might imagine, I'm far from a programmer and Python is the most confusing mess I've ever encountered. While I'm reckoning I merged the XML to a decent degree (Not that I could entirely test it out...), being unable to figure out what needs to be changed in the Python for the two mods to work as one has created a strange mess of a game where buttons disappear and encounters with other civilizations causes the game to crash.

I'm not begging for you to do all the work, though perhaps what I am asking is the hardest bit of it. The jist here is that I'm wondering if you'd be willing to merge the python files. If so, I could send you the work I've already done, that is, the merged XML files, to hasten the process.

I won't be much chargrined if you turn me down, though. After all, you're busy improving the modpack and fixing bugs. No time to be mucking about with python nightmares...regardless. If you can offer your assistance, I do believe the modpack will be better for it (Of course, with RevolutionDCM as an addon only).

Thank you for the consideration in any case, good sir, and have a good evening/day, whichever applies most.
 
It's strange that you experience that error only for my mod but RoM, etc all work fine as the error is referring to something not related specifically to my mod. I can only guess the fact that I'm using some colonization assets could perhaps be the cause. You can try deleting the Custom UI I use (delete the Resource folder in Thomas' War/ and the artdefines_misc XML file in Thomas' War/Assets/XML/Art/ ) Additionally, researching your problem on the forums it seems some people have experienced this for unmodded BTS and playing on a different screen resolution setting allowed it to start. Again, it's weird that this type of problem is only affecting your loading of my mod and not all of BTS for you. I'll see what else I can find out...

Problem resolved. I just had to update my ATI drivers. Maybe it is because you used some colonization assets (I thought Colonization was only for PS, Wiis and co not for PCs, am I wrong?). It now works perfectly, and I'd like to congratulate you by the way, your mod is awsome. Just one question: about the new traits, some are not clear enough ie no clear measure, and some just seem not to work (mercantile for example: where do I see the additional 20% from trade)
 
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