Bug Reports and Technical Issues

There have been two crashes reported for 1.14 games that I have never addressed. I consider these issues resolved with the release of 1.15. I am sorry if that leaves an ongoing game unplayable.
 
This happened with the latest version. Unfortunately, it froze, so I can't see where it's saying the error came from.

It recurs on reload. I have modified eventtriggerinfos to make all events with a non-zero chance of appearing in a game have a 100% chance of appearing and changed some globaldefines (no global warming, polynesia and harappa present). It occurs the turn after the save.

As well, it seems like the tech rate is off on marathon. Perhaps changing costs to ~350-400% would help.
 

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Again, but this time it didn't crash everything, I got this python error (reordered so they're in order):

Bugeventmanager, line 400, in _handleDefault Event
CvRFCEventHandler, line 603, in onBeginGameTurn
Stability, line 53, in checkTurn
Stability, line 577, in completeCollapse
Stability, line 526, in secedeCities
Stability, line 552, in secedeCity
RFCUtils, line 1860, in flipOrCreateDefenders
RFCUtils, line 1828, in flipUnits
RFCUtils, line 1834, in flipUnit
RFCUtils, line 182, in makeUnit
RuntimeError: unidentifiable C++ exception

It appears to be related to Arabia collapsing. They collapsed out of their core; they lost Makkah, Sana'a, Baghdad, Tebriz and Al-Uqsur to independents, and Byzantium got Damaskos, Hierousalem, Kairo and Alexandreia. It should occur two turns after the save.
 

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Thanks for the detailed report.
 
This happened with the latest version. Unfortunately, it froze, so I can't see where it's saying the error came from.

It recurs on reload. I have modified eventtriggerinfos to make all events with a non-zero chance of appearing in a game have a 100% chance of appearing and changed some globaldefines (no global warming, polynesia and harappa present). It occurs the turn after the save.

As well, it seems like the tech rate is off on marathon. Perhaps changing costs to ~350-400% would help.
Again, but this time it didn't crash everything, I got this python error (reordered so they're in order):

Bugeventmanager, line 400, in _handleDefault Event
CvRFCEventHandler, line 603, in onBeginGameTurn
Stability, line 53, in checkTurn
Stability, line 577, in completeCollapse
Stability, line 526, in secedeCities
Stability, line 552, in secedeCity
RFCUtils, line 1860, in flipOrCreateDefenders
RFCUtils, line 1828, in flipUnits
RFCUtils, line 1834, in flipUnit
RFCUtils, line 182, in makeUnit
RuntimeError: unidentifiable C++ exception

It appears to be related to Arabia collapsing. They collapsed out of their core; they lost Makkah, Sana'a, Baghdad, Tebriz and Al-Uqsur to independents, and Byzantium got Damaskos, Hierousalem, Kairo and Alexandreia. It should occur two turns after the save.
Nothing happens for me in either of these saves, and Arabia collapses without errors in the second one. Are you sure you are up to date? I fixed some errors in this code a while ago.
 
Nothing happens for me in either of these saves, and Arabia collapses without errors in the second one. Are you sure you are up to date? I fixed some errors in this code a while ago.

Yeah, downloaded just a few hours before I made those posts. In fact, it only stopped when I reverted to a version from February.

I copied over the UserSettings folder from the previous version, but that shouldn't have had any effect.
 
Maybe your edits got in the way of a proper update.
 
First post ever on CivFanatics - in fact I made the account specifically for this great mod.

My issue:

In the 600AD start (and I assume in the 3000BC one as well), when playing as the Byzantines, the Arabian force of 4 Camel Archers and 2 Crossbowmen occasionally spawns in either Crete or Cyprus and are stuck there. While it does make the Byz playthrough a walk in the park, I doubt it's intentional.

Also, Mongols at one point spawned outside Byz-controlled Rome, took it, then collapsed, and then the Italian state emerged, but now sporting Keshiks. (Although I saw someone who settled Louisiana and Guyana as Persia experience the same thing)
 
First post ever on CivFanatics - in fact I made the account specifically for this great mod.
That's great! Welcome and thanks for playing.

My issue:

In the 600AD start (and I assume in the 3000BC one as well), when playing as the Byzantines, the Arabian force of 4 Camel Archers and 2 Crossbowmen occasionally spawns in either Crete or Cyprus and are stuck there. While it does make the Byz playthrough a walk in the park, I doubt it's intentional.
Do you mean the additional units they get when you refuse the flip?

Also, Mongols at one point spawned outside Byz-controlled Rome, took it, then collapsed, and then the Italian state emerged, but now sporting Keshiks. (Although I saw someone who settled Louisiana and Guyana as Persia experience the same thing)
Was Rome their easternmost city? Iirc the Mongol invaders spawn next to the easternmost Byzantine city (and northernmost Persian one). Maybe I should limit this to a specific area in the Middle East to prevent these counterintuitive situations.
 
That's great! Welcome and thanks for playing.
Thx. An awesome mod you have here!


Do you mean the additional units they get when you refuse the flip?
I guess they're the additional ones (so not the stack that appears in Mecca, just this secondary force of 6 units). Sometimes they spawn in southern Egypt, sometimes in Arabia, sometimes in western Persia, which is all fine I guess. But having them spawn on the islands shouldn't happen IMO.


Was Rome their easternmost city? Iirc the Mongol invaders spawn next to the easternmost Byzantine city (and northernmost Persian one). Maybe I should limit this to a specific area in the Middle East to prevent these counterintuitive situations.
No, Rome was my westernmost city. other than that, they spawned near Iconium, Trebizond, Damascus (IIRC) and a city I settled in the Zagros Mountains along the Tigris river, two tiles south of the deer resource, as well as throughout independent Persia. (but not in Africa, Balkans or in Arabia, all of which I also controlled)
 
Also, why does it keep saying that some of my forces are flipping to the Arabs, when they are in fact not doing so? (thanks to being outside Egypt or the Levant)
 
I don't know, I didn't write that code and plan to replace it long term.
 
Also, why does it keep saying that some of my forces are flipping to the Arabs, when they are in fact not doing so? (thanks to being outside Egypt or the Levant)

Sometimes they do if you wait long enough. Message appears every turn and flips happen on more random basis.
 
Sometimes they do if you wait long enough. Message appears every turn and flips happen on more random basis.
regardless of their position on the map? In my experience, they only flip if they're in the Aegean Sea, in Egypt or in the Levant south of Iconium
 
yes, more along those lines. when they are sufficiently close. Most of the time I loose units when they are sent by me to fight the enemy. Usually it happens in flip region... You can look up every civ's flip region in Maps folder of the mod...
 
Potentially a very stupid question, but the terrain in my game seems to have vanished. It used to work fine until my computer updated today. Is there a fix to this? I prefer my game to not look like it's descended into the 7th layer of hell
 

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Is that reproduceable on restart? If you have BlueMarble, try to remove it (delete Assets/BlueMarble.fpk), otherwise try to install it and see what happens.
 
Same problem, although now I've noticed that the files aren't even in the MODS folder anymore. The game launches fine, it's just this graphical problem.
 
What do you mean, the files aren't in the Mods folder? Do you have issues with the base game as well?
 
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