Bug Reports

My computer was affected by the "settle a city, get a hundred blank religions" bug during multiplayer, as well is instant OOS errors in multiplayer. It would also crash immediately when loading a savegame with some error like "Unable to uncompress data". I tried a whole bunch of random things to fix it, and what ended up working was deleting all files in this directory:

<my documents>\<my games>\Beyond the Sword\CustomAssets

I actually only had something like 2 or 3 files in there, including files in subdirectories. I didn't delete the subdirectories, but I'm guessing you could just delete everything in there and it would work the same. After that, I could play MP without any issues. The same exact thing happened on a friend's computer, and he was able to fix it the same way. It must have been some mod I installed a long time ago that I forgot to clean up.

Here is a simple test to see if you've solved the issue:
1. Start a direct IP game with just yourself (important: needs to be MP, cannot be just a single player game)
2. Found a city
3. Save the game
4. Reload the game

If you get to this point and nothing horrible happens, then you'll probably be fine. I've played several hundred turns so far in MP and neither of us have had any issues.

Thanks very much for this info, glider1 was very happy to get this to work, and it brings us one step closer to getting MP fully supported.
 
No problem, glad to help. I posted the technical details of how I arrived at the fix in the other thread.

Big fan of your mod by the way - tried a few other mods but I really appreciate how clean and polished this one is.
 
This might have already been reported, but does anyone else get a 'Composite Archer' unit as the Iroquois that has no description?
 
You must be using a mod mod for LoR, because LoR doesn't have a composite archer. I'm thinking of adding one for version 0.9.9, but I'm not sure about that, and have not even begun work on it.
 
Hello

When the civilization is about 1850 with a lot nations, (no huge maps mods added, and anything other mod added) in differents savegames (different turn) the game hang up and tell me:
Memory allocation failure - exiting program
Reason: bad allocation.

I have tried at two different computer and is the same.

Is there any solution? or I have lost my game:sad:
 
Is it reproduceable? Ie if you load the save will it crash in the same spot? This is important because if it's not reprodceable, it's simply that your RAM is getting overloaded, and the map is just too big for your computer to handle (if you're getting this with the most recent version of LoR, that sized map should also be difficult or impossible for your computer to run with default BtS). If it's not reproduceable, and thus is just a RAM problem, you could also try LoR light (it's save game compatible), as that has every extra bit of art removed, and is pretty dang close to regular old BtS performance wise.

Now if the crash is reproduceable, as it states in the OP I need a save game to take a look at it. I'd be surprised if you found critical bug in LoR though, one hasn't been confirmed for months, since version 0.9.7c actually; and the only known cause of a true critical bug that could be causing a MAF is too large a button, which I'd be very surprised if that hadn't been found and reported by now.

And again reproduceable means the game will crash in exactly the same spot, reproduceably. If you can play a couple of turns, then get a MAF, that means it's a memory problem; which you can try LoR light, and if that fails you'll just need to play a smaller map. This mod also has, bar none the best performance of any out there; so if you've overloaded your RAM playing it, you're playing a map that your computer would have problems with on regular BtS anyway.
 
Thank you very much for you fast answer and sorry for me english.

The error is reproduceable:
The first time the game crash was when I was to click at the leaders panels for diplomacy.
After, when I want to load a savegame at the end of the load, the game crash.
The PC running the game was WIN XP, 4 GB RAM and a graphic card 2 GB, the second PC I try was WIN 7, 2 GB RAM and 512 MB graphic card. In this second PC if I try to load a savegame (auto and personal) of similar turn of the game, again the game crash when the load is finish.
From the first turn of game if I wanted to load a new savegame when I was playing (not loading the game from windows desktop) the game crash.
I had completed a lot ;) of games of BtS and two completed games of WolfRevolution.
The initial version I played was 0.9.8.c and after the crashes I updated to 0.9.8.d+ and all was the same.
Finally after your post I uncheck the better graphics of the mod and I could load completly the savegame.

If you want a savegame please tell me an email for send it to you.

Thanks again and of course ask me any question you want
 
That actually sounds like an LSystem issue, I thought we finally got all of those, but if you've fond another one I would like to fix it. Please upload the save so I can take a look at it. You do not need to email it, just make a post and attach it to your post, this forum allows attaching civ4 save games to posts.
 
Thank you very much for your fast answer and for all the grear work on this fantastic MOD.

Here is the savegame.

If you have any questions of course ask me.
 

Attachments

Many of the ship graphics are different for active versus "sentry". e.g. A Cog looks like a Cog when selected but it looks like a tiny galley when it's in Sentry Mode.

I am using the latest svn: Revision 124 LIGHT version
This problem also happened in the 0.9.8d+ LIGHT version

Note: I did remove the LoR directory and all the files under "My Games" prior to each installation.
 
Many of the ship graphics are different for active versus "sentry". e.g. A Cog looks like a Cog when selected but it looks like a tiny galley when it's in Sentry Mode.

Some unit models just wol't work with "frozen animations". If you're not playing with frozen animations on, please let me know what civ this is happening with, and what era, and I'll have a look. Fixing the frozen animations issue isn't really possible for me, a graphics artist would need to fix it, and this mod has no graphics artists working on it. :cry:
 
Thank you very much for your fast answer and for all the grear work on this fantastic MOD.

Here is the savegame.

If you have any questions of course ask me.

I cannot replicate a crash, but the behavior you describe (and the fact installing light fixed it) indicates it is a graphics issue with the LSystem. Since it's not reproduceable on my computer it is almost assuredly specific to your video card.

First, please search online and install the latest drivers for you video card, this will most likely fix the crash. If you still are getting a crash please open up your civ4 config file and turn on the logging options, except the network and multiplayer options -do not turn those on. Once you turn on the logging options and you get a crash, have it do a regular or full dump. Then zip up your logs folder and upload it here for me to take a look at. Updating your drivers on your video card will probably solve the crash though, but if not I'll take a look at your logs and see if I can't pinpoint whatever model is causing this on your system, and remove it if it's something that can be taken out easily.
 
Some unit models just wol't work with "frozen animations". If you're not playing with frozen animations on, please let me know what civ this is happening with, and what era, and I'll have a look. Fixing the frozen animations issue isn't really possible for me, a graphics artist would need to fix it, and this mod has no graphics artists working on it. :cry:


Here is a scenario:

Era: Industrial
Civilization: American
Ship: Paddle Steamer

Active, it looks right. Sentry, it's a tiny version of an Ironclad.


Yes, I had Animations Frozen. After unchecking that, the ship graphics are normal now.

Thanks.


:)
 
Minor thing: National Epic window came up blank (blue) with only OK button. I haven’t gone through the whole bug thread, seemed too much for something like this, sorry. Everything else worked flawlessly over eight hours of play.

Mostly I wanted to say thanks for this one guys.
I really don’t know how I missed this (rightfully called) expansion, my Firaxis folder weighs over 8GB thanks to similar stuff.
Downloaded last night, spent this gray rainy Sunday whole time playing it.
It’s fantastic. :goodjob:
 
Minor thing: National Epic window came up blank (blue) with only OK button. I haven’t gone through the whole bug thread, seemed too much for something like this, sorry. Everything else worked flawlessly over eight hours of play.

Mostly I wanted to say thanks for this one guys.
I really don’t know how I missed this (rightfully called) expansion, my Firaxis folder weighs over 8GB thanks to similar stuff.
Downloaded last night, spent this gray rainy Sunday whole time playing it.
It’s fantastic. :goodjob:

Same little problem. :confused:
Same congrats too. :goodjob:
 
SVN Revision 129

With the Limit Religions option checked 2 things happen that I don't think should happen.

1) If you found a religion after a civ with a different religion develops that "technology" first, you get no missionaries.

2) Your religion does not spread to your cities. You must create missionaries.
 
SVN Revision 129

With the Limit Religions option checked 2 things happen that I don't think should happen.

1) If you found a religion after a civ with a different religion develops that "technology" first, you get no missionaries.
this is handled by the bAward variable that is passed into the CvTeam::setHasTech function. If I override this passed value, and make all techs awards, everyone that learns Liberalism would get a free tech, for instance.

In short this is a feature, not a bug.

2) Your religion does not spread to your cities. You must create missionaries.
Religions spread as normal. Keep in mind early relgions spread at a very reduced rate in LoR. In BtS the default spread rate value in the XML is 100, for all religions. In LoR it starts at 25, and increases for each new religion, until the last religion (usually Islam) is founded, which has a spread rate of 300. This is by design, as it makes Hinduism and Buidism less dominant, and has been this way since the very first release of LoR.

Chances are you're just getting unlucky and/or have an early religion, like Judiasm. Like in BtS free religion spreading all comes down to rolls of the dice.
 
Hello phungus!

After having checked out LoR from SVN i saw that the problem with the Dynamic civ names and
Dynamic unit names has vanished :)
 
I'm not sure if this has been reported or not just a minor bug as far as I can tell I haven't noticed any unusual effects from it. In my first LoR game I've been getting a couple of these a turn in my second game I have yet to see one

I'm playing on huge maps with permanent alliances enabled and in that first game I am in a PA so I am wondering if that is connected with the error.
Civ4ScreenShot0009.jpg
 
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