Bug Reports and Technical Issues

Crash to desktop. :(

Here's the save.
I know it's late, but you should be able to continue that game with the latest update.
 
Keep crashing to desktop after this next turn for some reason?

Please ignore my horrible Japan game, its the only UHV I cant beat :crazyeye:
The game should now be playable with the latest update.
 
CTD on end turn, I think it has something to do with Thailand collapsing because there's an error message on the log after the cancelled capitulation message.

EDIT: Releasing Indonesia solves the problem. Thailand collapsed with Khmer taking their cities. Maybe it's a problem of Khmer and Indonesia trying to respawn in the same city (Kadaram; between Ayuthaya and Malaya)?
In case you haven't continued after your own hotfix already, you should be able to do so now after the latest update.
 
Hi, big fan of the mod! I'm playing as Babylon on 1.16 Release and getting a CTD every time I end the turn that completes my UHV. This is the first UHV I've completed on 1.16 so I can't say whether it's a fluke; I'll try to complete another to find out. Also, and I don't know if this is related, but many times when I try to quit to main menu, I get a CTD, especially on larger savegames. I'm uploading the Babylon save two turns before the crash.
Can you try again with the latest updates? I cannot reproduce your crash, the game finishes fine. I recall not being able to reproduce this type of crash before, so it may or may not have been addressed by previous fixes.
 
I'm about to win my third UHV and game as Persia :king: but unfortunately, the game crashes when I press end turn in 350 AD...
I'm guessing this is related to Byzantine's spawn but no matter what I do the game crash.
The save is attached, RFC DOC 1.16
 

Attachments

Also, any clue what the problem is in Xerxes Turn 411, which consistently CtD when I end the turn?
The turn took a while but it ultimately completed for me. Could be your memory.
 
I'm about to win my third UHV and game as Persia :king: but unfortunately, the game crashes when I press end turn in 350 AD...
I'm guessing this is related to Byzantine's spawn but no matter what I do the game crash.
The save is attached, RFC DOC 1.16
This completes for me, including the Byzantine spawn.
 
Yeah that's my bad, took me a while to look at all of those crashes. Got stuck on the first crash and couldn't figure out what was happening for literal weeks and kind of got coder's block.
 
This completes for me, including the Byzantine spawn.
Actually it's definitely not related to the Byzantine spawn, I tried to cheat a religious victory before their spawn but I crash and automatically return to desktop as soon as press end turn while I'm supposed to win.
Exatcly the same thing happens when I win my UHV.
I cheated a cultural victory and it worked for some reason...
Also FYI, sometimes when I click "return to main menu" my game crash in the same manner and also the game (RFC DOC only, not the other modmods) usually takes a while to start.
Do you think I should reinstall my game?
 
I am playing as roman and got a huge empire in Europe, when tackling the Aztecs and Incas after 1300, they won't capitulate (your empire is too big) but they do want peace... I can't hold their cities (cores and far away), so rather vassalize them, however if no one would submit cause you too powerful... we'd rather die... makes little sense...

A known bug that I discovered declaring war on Turkey 10 turns after they claimed Athens and troops of mine switch sides... I have had this more often with Turkey in the past.

Also Arabia back in 620 appeared they declare war, you give them the cities and they get troops (between 1-5 each turn) that switch to them, unless this is intended?

Save is after some troops switched you can the 2 troops next to Babylon, which used to be mine.
 

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Anyone else get these reports 'malfunctioning TechAquired event handler' etc? Does this mean anything?
 
Anyone else get these reports 'malfunctioning TechAquired event handler' etc? Does this mean anything?
I get them late in the game usually later in the 1600's, not sure what they mean.
They are definitely indicative of an error, if you could provide a save where they occur I can determine what kind.
 
I had them too, starting about 500 AD (Ethiopia). Save would be valid for the Civilizations Reborn modmod unfortunately which I am playing but which takes code from the main branch and I suspect the latest stability changes. At least there are messages from PythonErr.log (there are more of the same ones, these two differ by line numbers):

Spoiler log :

Traceback (most recent call last):
File "BugEventManager", line 400, in _handleDefaultEvent
File "CvRFCEventHandler", line 798, in onTechAcquired
File "Stability", line 137, in onTechAcquired
File "Stability", line 318, in checkStability
File "Stability", line 1071, in calculateStability
ZeroDivisionError: integer division or modulo by zero
Traceback (most recent call last):
File "BugEventManager", line 400, in _handleDefaultEvent
File "CvRFCEventHandler", line 798, in onTechAcquired
File "Stability", line 137, in onTechAcquired
File "Stability", line 348, in checkStability
File "Stability", line 318, in checkStability
File "Stability", line 1065, in calculateStability
 
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I had them too, starting about 500 AD (Ethiopia). Save would be valid for the Civilizations Reborn modmod unfortunately which I am playing but which takes code from the main branch and I suspect the latest stability changes. At least there are messages from PythonErr.log (there are more of the same ones, these two differ by line numbers):

Traceback (most recent call last):
File "BugEventManager", line 400, in _handleDefaultEvent
File "CvRFCEventHandler", line 798, in onTechAcquired
File "Stability", line 137, in onTechAcquired
File "Stability", line 318, in checkStability
File "Stability", line 1071, in calculateStability
ZeroDivisionError: integer division or modulo by zero
Traceback (most recent call last):
File "BugEventManager", line 400, in _handleDefaultEvent
File "CvRFCEventHandler", line 798, in onTechAcquired
File "Stability", line 137, in onTechAcquired
File "Stability", line 348, in checkStability
File "Stability", line 318, in checkStability
File "Stability", line 1065, in calculateStability

the lines in question:
Code:
iRelationWeaker = -8 * min(iNegativeWeaker, len(lWeakerAttitudes) / 2) / (len(lWeakerAttitudes) / 2)
Code:
iRelationStronger = 5 * (iPositiveStronger - len(lStrongerAttitudes)) / (len(lStrongerAttitudes) / 2)

While I would normally advise errors encountered in my mod be kept to its thread, I can confirm that all code that may effect this crash were not changed by me. The difference in line numbers is due to an error I made in the merger wherein I forgot to readd worst enemy penalties.
 
Yes, reporting issues from modmods is pointless here.
 
the lines in question:
Code:
iRelationWeaker = -8 * min(iNegativeWeaker, len(lWeakerAttitudes) / 2) / (len(lWeakerAttitudes) / 2)
Code:
iRelationStronger = 5 * (iPositiveStronger - len(lStrongerAttitudes)) / (len(lStrongerAttitudes) / 2)

While I would normally advise errors encountered in my mod be kept to its thread

Yeah, that's why I didn't post the save when it happened. Hopefully someone else will have the save from the main branch.
 
I've attached a save where this happens (hopefully the right one). I actually tried fixing this locally by removing the division by (len(lWeakerAttitudes) / 2) and (len(lStrongerAttitudes) / 2) if they are equal to 0 but I think I ended up breaking the whole system - I got a -5 foreign stability penalty where the previous system only gave -1, even though I was at the bottom of the scoreboard.
 

Attachments

Brooklyn bridge creates Levee even in the cities who are not eligible for Levee (i.e. not on river).
Checked this for a 1700 AD China start and this does not seem to be the case, Levees only appeared in cities that are eligible. If you (or anyone) encounters a situation where this is not the case please submit a save, before Brooklyn Bridge is completed.
 
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