Bug reports

Thanks, strange but it's working. At least for me it's strange, no other mod, I used before, requires this.

David posted a possible fix for the Vista/administrator issue here, but no-one has yet confirmed whether this solution works.
 
I am at a spot where I am attacking the BG, and it keeps crashing right after I finish my turn and the BG starts moving units. The game just exits and goes to the report error to microsoft screen. Has this happened to anyone else?
 
I am at a spot where I am attacking the BG, and it keeps crashing right after I finish my turn and the BG starts moving units. The game just exits and goes to the report error to microsoft screen. Has this happened to anyone else?

Please post a save game, as close as possible to the crash point, and give us instructions about how to make it crash. (It may be as simple as, "Load this save game and then push next turn".)

Have you used python logging before? If so, turn it on and see if you get any python errors. If not, post the save game, and we will look.
 
Please post a save game, as close as possible to the crash point, and give us instructions about how to make it crash. (It may be as simple as, "Load this save game and then push next turn".)

Have you used python logging before? If so, turn it on and see if you get any python errors. If not, post the save game, and we will look.

Ok so I have no idea how to do any of the above. I am not much of a computer person, or a game person. To be honest, I am only playing this game because I love Dune so much and this Mod feels very Dune-like. I love riding a dozen sandworms against my enemy so much that I have been playing this thing several hours a day for a week now. Anyway, I will try to skip next turn or play around with it to see if it happens repeatedly and then get back to you on it.
 
Ok so I have no idea how to do any of the above. I am not much of a computer person, or a game person. To be honest, I am only playing this game because I love Dune so much and this Mod feels very Dune-like. I love riding a dozen sandworms against my enemy so much that I have been playing this thing several hours a day for a week now. Anyway, I will try to skip next turn or play around with it to see if it happens repeatedly and then get back to you on it.

No problem. The first thing to do is turn on autosaves, so that if you do get a crash, you won't lose as much time replaying. Please find the file my documents\my games\beyond the sword\civilizationiv.ini and open it in notepad. There is a line like:

AutoSaveInterval = 20

Change it to 5, or even 1. This means the game will automatically save itself every 5 turns or every 1 turn. Now if you get a crash, you can start the game again and load the most recent save game from the autosaves directory. If you play again and it crashes again the same way, then we want you to send us the save game file you just loaded. To do that, make a post on the forum, and use the paperclip button above the editor window. This will allow you to attach the savegame file to your post. That's it! Once we can reproduce the problem then we can fix it.
 
hey,
i wanted to try something,

i thought to myself, ,

what if, we can add a new thing to the game, desert cities,
say in some point in the tech tree, we enable settlers to build cities in open desert, after all at the end, arrakis becomes a green planet,

pehaps we can also limit the number of desert cities,

so i tested,

i gave settlers can move all terrain, and made deep desert and desert waste colonizble,

the minute i moved the settler into sand, i got my settler transform into a worm rider...

what do you think of my idea guys?
 
No problem. The first thing to do is turn on autosaves, so that if you do get a crash, you won't lose as much time replaying. Please find the file my documents\my games\beyond the sword\civilizationiv.ini and open it in notepad. There is a line like:

AutoSaveInterval = 20

Change it to 5, or even 1. This means the game will automatically save itself every 5 turns or every 1 turn. Now if you get a crash, you can start the game again and load the most recent save game from the autosaves directory. If you play again and it crashes again the same way, then we want you to send us the save game file you just loaded. To do that, make a post on the forum, and use the paperclip button above the editor window. This will allow you to attach the savegame file to your post. That's it! Once we can reproduce the problem then we can fix it.

Just got back into town. Here is the file I mentioned. I am never able to finish my turn. I attack units in the BG territory close to mine and it crashes everytime. I hope this helps. Thanks
 

Attachments

i gave settlers can move all terrain, and made deep desert and desert waste colonizble,

I don't think this is a great idea. It would take a *ton* of work.
If you really wanted to do this, then you should make the whole world land, rather than having ocean and coast.
 
I fear bunch of problems with this change as well. Call it " Slvynn's "intuition"" :P
 
Just got back into town. Here is the file I mentioned. I am never able to finish my turn. I attack units in the BG territory close to mine and it crashes everytime. I hope this helps. Thanks

Thank you for posting the save game. It makes it much easier to debug problems. I can reproduce your crash, and I have good news and bad news. The good news is, your crash is already fixed. It is due to the attack animation on the assault cannon unit. I think as soon as you attack a BG assault cannon, or it attacks you, the game will crash.

The bad news is, the earliest patch available to solve your problem may also break your save game. You can update to 1.6.1c at this post. If you do, I am 90% sure you will be unable to load your save game. Because we change so many things in one release, we have not tried to maintain save game compatibility. Try that patch and then try loading your game. It may work.

There is a more recent patch, 1.6.3 at this post. Because this patch adds a unit, I guarantee your save game will not work.

If you really want to keep your save game, perhaps deliverator can break out the assault cannon fix into a separate file.
 
More good news: turn quick combat on, so the animations are not displayed. That will fix your problems, and you won't have to risk breaking savegame.
 
Thank you for posting the save game. It makes it much easier to debug problems. I can reproduce your crash, and I have good news and bad news. The good news is, your crash is already fixed. It is due to the attack animation on the assault cannon unit. I think as soon as you attack a BG assault cannon, or it attacks you, the game will crash.

The bad news is, the earliest patch available to solve your problem may also break your save game. You can update to 1.6.1c at this post. If you do, I am 90% sure you will be unable to load your save game. Because we change so many things in one release, we have not tried to maintain save game compatibility. Try that patch and then try loading your game. It may work.

There is a more recent patch, 1.6.3 at this post. Because this patch adds a unit, I guarantee your save game will not work.

If you really want to keep your save game, perhaps deliverator can break out the assault cannon fix into a separate file.

No worries. I was just trying to help out with what I can to make this the greatest mod ever lol. I think I will hold up a bit until Muad'dib switches to the Fremen side.
 
The fix in question was for the Missile Launcher unit. The path to the effect that goes with it was broken when we renamed all the unit directories for 1.6. This is because the effect is situated in the unit folder which is not really standard.

The fix is to edit the file CIV4EffectInfos.xml so that the highlighted line reads as shown:

Code:
	<EffectInfo>
		<Type>EFFECT_MANTICORE_ROCKET</Type>
		<Description>Manticore missle</Description>
		<fScale>1.0</fScale>
		<fUpdateRate>1.0</fUpdateRate>
[B]	[COLOR="Red"]	<Path>Art/Units/missile_launcher/SAMInfantry_missile.kfm</Path>[/COLOR][/B]
		<bIsProjectile>1</bIsProjectile>
		<fSpeed>600.0</fSpeed>
		<fArcValue>0.0</fArcValue>
	</EffectInfo>

It was the fact that this line was set to Art/Units/Manticore/SAMInfantry_missile.kfm in the 1.6.1 release that caused the CTD. The animation was looking for a non-existent effect.
 
Thank you for posting the save game. It makes it much easier to debug problems. I can reproduce your crash, and I have good news and bad news. The good news is, your crash is already fixed. It is due to the attack animation on the assault cannon unit. I think as soon as you attack a BG assault cannon, or it attacks you, the game will crash.

The bad news is, the earliest patch available to solve your problem may also break your save game. You can update to 1.6.1c at this post. If you do, I am 90% sure you will be unable to load your save game. Because we change so many things in one release, we have not tried to maintain save game compatibility. Try that patch and then try loading your game. It may work.

There is a more recent patch, 1.6.3 at this post. Because this patch adds a unit, I guarantee your save game will not work.

If you really want to keep your save game, perhaps deliverator can break out the assault cannon fix into a separate file.

I downloaded the patch and started a new game. Low and behold, there are two Stilgars in my game. It makes it difficult to figure out which one I am at peace with and which one wants to kill me haha
 
Bug Report:

Game crashes during gameplay, exits to desktop and shows a mircosoft error report message.

Please find attached :
BugCrash1.CivBeyondSwordSave (Autosave, Crash a few secounds after loading)
BUGCrash2-ThisTurn_n. Chr.-15481.CivBeyondSwordSave (Another Autosave, Crash a few secounds after loading)
BUGCrash2-InAFewTurns_n. Chr.-15476.CivBeyondSwordSave (Autosave, Crash in a few turns, number of turns before crash is not constant most on the time about 5 turns)
i also attached the LogFiles for the crash
using, maybe this can help:
HidePythonExceptions = 0
LoggingEnabled = 1
OverwriteLogs = 1
SynchLog = 1
RandLog = 1
MessageLog = 1

Please note that the savegames are LAN-multiplayer save games (i was playing as fremen).

I was using:
Civ4BeyondSword V3.19 (German)
and installed
dune-wars-1-6-1.exe + dune-wars-patch-1-6-5.exe

Please let me know if you need any additional information
 

Attachments

Thank you for a very clear testcase. I am able to reproduce the problem. I am not sure how to debug the problem. Usually, I enter World Builder and delete things until the problem goes away. However, I am not an expert in multi-player and I cannot find any way to use World Bulder on a multi-player game.

Does anybody know if that is possible?
 
No idea about this one.

I also posted a singleplayer reproducible CTD savegame in the Modpacks thread, which could in theory be the same problem.

* * *

I downloaded the patch and started a new game. Low and behold, there are two Stilgars in my game. It makes it difficult to figure out which one I am at peace with and which one wants to kill me haha
This can happen only if you have more than 9 total players, you can start getting second copies of civs. The problem (relative to vanilla) is that we have fewer factions, so you start doubling up much sooner. I don't think there's an obvious solution other than to manually select your opponents during game creation if you want a game with more than 9 players.
 
i dont think worldbuilder with multiplayer savegames is possible.

dune-wars-patch-1-6-5:
Anyway i got the same problem with crash to destop (maybe the same bug) in singleplayer

please find the singleplayer savegame attached.

i already found out that:
- making peace with the fremen
or
- deleting the (fremen) infiltrator unit located in my city "Tabuk Gap"

solves the problem, and no crash occurs.

Savegame:
The crash occurs on next turn
I already deleted most units and citys using Wordbuilder to isolate the problem
 

Attachments

Very nice work on isolating the problem!

Interesting. Fremen infiltrators aren't any different to those of any other civ, right? Unless they're getting sandrider or something?

But it sounds like it might be something on one of the espionage missions?

Another question; does making peace with the Fremen expel their infiltrator from your land?
 
The savegame you put into the modpack thread is another example of the same problem. In your game, using WB, delete the Harkonnen infiltrator in your city of Tsimpo Gap (which you just conquered) and the problem goes away.

Although making peace with an enemy does not expel infiltrators, the infiltrator is unlikely to perform attack missions if you are at peace. So this is consistent. Since your infiltrator is Harkonnen, this also rules out some Fremen-specific behavior.

I will try to debug why these spy missions are causing a crash. I have changed some behavior in the sdk for spies in 1.6.5, but it ""should"" only affect Reverend Mother units. Perhaps there is some side effect of my changes; this seems more likely than the other possibility, that some existing superspy bug has just surfaced twice.
 
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