Bug Report

CTD when loading savegame (same for autosave and manual save). Playing as Malays, prince difficulty, large RI Earth map, year 404AD.
 

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Not really a bug, and maybe it's been noted before, but why "Historia est vitae magistra"? In latin it's "Historia est magistra vitae", it's a phrase by Cicero (which is actually longer, but this is the most quoted part).:)
 
These crashes are hard to solve. The quickest way around them is to go back and not do things that led to the saves state, just sending a spy to a different town, or leaving a unit where it was should do the trick.

Go to ..\Saves\single\auto ; Play from the latest or second to last save. Play slightly different than you did in the save above.
 
I made a change in the ...\My Games\Beyond the Sword\CivilizationIV.ini file, that really helps me when I have to do a "Fall Back" (some might know, that I'm doing a lot of my own changes - and I'm often close to what the game-engine can handle - so a little crash or two happens now and then).

Following two settings has been changed:

The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 20 (I think default is 5)

Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 1 (I think default is 4 (or 5)).
 
Hello please help, im playing in win10 64x i the game closes moments afther click end of turn.

sorry for my bad english u-u
I have the same problem, crash when ending the turn (latest version, 3.6); no way to pass this turn even if New Random Seed on Reload was selected.

Is there a place where can I find the dll source code so I can try and debug it? Nevermind, found the svn repository
 

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Any idea from the developers on how to debug this? I've been able to compile a debug dll but game returns an error as soon as I load the savegame, pointing me to line 367 of FFreeListTrashArray.h which reads

assert((pData->getID() & FLTA_ID_MASK) < m_iCurrentID);

(better, it gives me the option Abort/Retry/Ignore: Ignore doesn't work, I keep getting the error, Abort and Retry crash the game before it loads).
 
These crashes are hard to solve. The quickest way around them is to go back and not do things that led to the saves state, just sending a spy to a different town, or leaving a unit where it was should do the trick.

Go to ..\Saves\single\auto ; Play from the latest or second to last save. Play slightly different than you did in the save above.
the problem its that even if i dont doo aniting the crash happen :c
 
the problem its that even if i dont doo aniting the crash happen :c

Because it's probably an AI move causing the crash. I just fixed a CTD happening in modern time, when a bomber tries to destroy a route or an improvement it might happen that this causes a CTD because a value gets divided by zero, Which version of RI are you playing with? Latest one 3.6?
 
Because it's probably an AI move causing the crash. I just fixed a CTD happening in modern time, when a bomber tries to destroy a route or an improvement it might happen that this causes a CTD because a value gets divided by zero, Which version of RI are you playing with? Latest one 3.6?
yes the last one with the patch
 
yes the last one with the patch
I tried your save and it crashes for me too; I tried debugging it but had no luck so far. The code crashes somewhere around the part about moving cargo units, but I'm not sure that might be the cause. As a suggestion, you might try loading your savegame, using WorldBuilder removing all the ships and their cargo and see if you can go on (AI players included). If it works, you can narrow it down to the ship causing trouble and remove that one only. That is, if that's really the problem (not sure about that but it might be). If it works, it might be possible to look at that part of the dll code to solve the bug.
 
I tried your save and it crashes for me too; I tried debugging it but had no luck so far. The code crashes somewhere around the part about moving cargo units, but I'm not sure that might be the cause. As a suggestion, you might try loading your savegame, using WorldBuilder removing all the ships and their cargo and see if you can go on (AI players included). If it works, you can narrow it down to the ship causing trouble and remove that one only. That is, if that's really the problem (not sure about that but it might be). If it works, it might be possible to look at that part of the dll code to solve the bug.
that sounds like a plan but if i cant find the problem i fear thaat this will happen to in another game s&oo i will try, there its no way to know the type of unit the ai its carrig because i have a similar bug in the civ 3 r&r one where i cant create or update my destrollers because the name of the ship was incorrect in thje files, so each time the ai try to create that ship the game crash, i was able to fix it but i want to know if this can be th eproblem with the game im plaiying ?
 
that sounds like a plan but if i cant find the problem i fear thaat this will happen to in another game s&oo i will try, there its no way to know the type of unit the ai its carrig because i have a similar bug in the civ 3 r&r one where i cant create or update my destrollers because the name of the ship was incorrect in thje files, so each time the ai try to create that ship the game crash, i was able to fix it but i want to know if this can be th eproblem with the game im plaiying ?

Well, if you can find if a ship is causing troubles you can delete it and go on with your game, I suppose; I'm trying to debug some crashes that happened in my games too but it's not as easy as I expected because the debug dll that I've built doesn't work properly when loading a game. If I can come up with something, I'll let you (and the developers) know.
 
Well, if you can find if a ship is causing troubles you can delete it and go on with your game, I suppose; I'm trying to debug some crashes that happened in my games too but it's not as easy as I expected because the debug dll that I've built doesn't work properly when loading a game. If I can come up with something, I'll let you (and the developers) know.
TY MEN
 
Just noticed that the AI doesn't seem to be able to tell if the water units it builds will be able to actually go anywhere significant. Incas have built up like a 20 stack fleet thats trapped in some five tile ice cap pond unable to reach the actual ocean
 
Just noticed that the AI doesn't seem to be able to tell if the water units it builds will be able to actually go anywhere significant. Incas have built up like a 20 stack fleet thats trapped in some five tile ice cap pond unable to reach the actual ocean


The easy way to prevent this is to remove these 4 lines from the ......./XML/Terrain/CIV4FeatureInfos.xml for the first feature: <Type>FEATURE_ICE</Type>

<TerrainBoolean>
<TerrainType>TERRAIN_COAST</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>

Or just change the value for this line
<bTerrain>1</bTerrain>
from 1 to 0 if you do not want to skip the seaice in coastal waters for good.

This change makes it impossible for seaice to be placed here during the mapsetup (except for flaws which might happen during the setup) but it will prevent the seaice to spread into coastal waters later in the game.
 
Just noticed that the AI doesn't seem to be able to tell if the water units it builds will be able to actually go anywhere significant. Incas have built up like a 20 stack fleet thats trapped in some five tile ice cap pond unable to reach the actual ocean
o wow that probably makes sense tnaks i will check
 
Just noticed that the AI doesn't seem to be able to tell if the water units it builds will be able to actually go anywhere significant. Incas have built up like a 20 stack fleet thats trapped in some five tile ice cap pond unable to reach the actual ocean
its works, i remove all the ice near costal cities and it works and use the @TheBirdMan one to , thank you berry much, i finaly can continue my playtrougt :goodjob:
 
Just noticed that the AI doesn't seem to be able to tell if the water units it builds will be able to actually go anywhere significant. Incas have built up like a 20 stack fleet thats trapped in some five tile ice cap pond unable to reach the actual ocean
False alarm, the crash still happen, i even errase the incas and noting modifie the file to prevent the new ice forming in the coast, and delete all ice tiles that block any city but the problem still remains, i take the civs and delete all his units until stop de crash, in the end the william was the cause of the crash ans whas this ship the dutch east, idk why the crash happen there but its seems thar removing the ship fixt the problem, there its any idea about this problem ?
Captura de pantalla (42).png
 
The build recommendation/AI city governor seems to disproportionately prefer Clock Tower as a choice, despite it not having any impact on the city due to none of the buildings being there already. Maybe speaks to an error in the evaluation systems of 'buildings giving bonuses to other buildings'?
 
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