Chronicles of Mankind

Hello! First I want to thank you for the effort you put into merging (?) these great mods. It seems such a lovely experience.

I'm playing the mod with a fresh install since ~thursday and somehow the games freezes / hangs / crash (I don't know the correct term) during the passing of turns, around the turn 100. I've read the thread and thought the issue was the same as the fellow player. Tried change the map skin, gave admin rights, reduced texture and other graphics quality, playing windowed mode and such.

What caught my attention in the log (attached below, together with the last two save games prior to crash) is the following:

Turn 125/2438 (3932 BC) [15-Jun-2019 15:24:02]
50% Gold: 0 per turn, 479 in the bank

After End Turn:

Other Player Actions:
Attitude Change: Peron (Argentina) towards martreus (Israel), from '' to 'Annoyed'
Attitude Change: Peron (Argentina) towards Bulan (Khazaria), from '' to 'Annoyed'
Attitude Change: Bulan (Khazaria) towards martreus (Israel), from 'Furious' to 'Annoyed'

and then game suddenly freezes. Maybe it's trying to access a file and it is missing? My specs are:

OS: Windows 7
Processor: Intel i7-6700HQ
Graphics: Intel HD Graphics 530
Memory: 16GB

Any another info I could provide I'm ready to do so. Thank you for the mod and for your support!
 

Attachments

Still i have problem with infinity "wait for other players". In the MPLog.txt file, such an entry appears.
Unit stuck in loop: Harold Macmillan (Great Diplomat)(Stephen I)[16, 0] (unknown(44))
Unit stuck in loop: Harold Macmillan (Great Diplomat)(Stephen I)[16, 0] (unknown(44))
Unit stuck in loop: Harold Macmillan (Great Diplomat)(Stephen I)[16, 0] (unknown(44))

(Used modules Mega pack: Main, Alternative leader graphics, Europe (mid))
 

Attachments

Hello! First I want to thank you for the effort you put into merging (?) these great mods. It seems such a lovely experience.

I'm playing the mod with a fresh install since ~thursday and somehow the games freezes / hangs / crash (I don't know the correct term) during the passing of turns, around the turn 100. I've read the thread and thought the issue was the same as the fellow player. Tried change the map skin, gave admin rights, reduced texture and other graphics quality, playing windowed mode and such.

What caught my attention in the log (attached below, together with the last two save games prior to crash) is the following:



and then game suddenly freezes. Maybe it's trying to access a file and it is missing?
Are you playing WITH or WITHOUT the MegaPack?
 
Are you playing WITH or WITHOUT the MegaPack?
upload_2019-6-16_14-21-25.png


Mega Pack and these other stuff, as I checked on the Launcher now. Should I try anything with it?
 
View attachment 526767

Mega Pack and these other stuff, as I checked on the Launcher now. Should I try anything with it?
No, they should be fine.

EDIT: I asked because I thought you had a MegaPack error without the MegaPack. That would had been a clue to start for me but looks like it's something else.
 
No, they should be fine.

EDIT: I asked because I thought you had a MegaPack error without the MegaPack. That would had been a clue to start for me but looks like it's something else.
Just for the sake of care, is there a way to generate log of which mods are loaded during that turn? I saw some log of a fellow poster that had the loaded mods. I could check it there if it would help.

More info about the bug, if it helps, I'm playing on a Custom Game with custom settings. I.e, Revolutions disabled. Could it be the source of conflict?

EDIT: a way to generate the settings I'm playing would be helpful, too.
 
Last edited:
I hope to come out with a new patch soon, so a little teaser:

For City-state I'm setting a hard cap on number of cities.
For Chiefdom it will be 1 unhappiness per city. Early expansion is difficult but possible.

I have also implemented a very simple Gathering mechanics based on events. It is to be improved later.

Great Hunter generation is also changed: hunting animals results in Great Hunter :gp: in nearest city.
 
Patch 1.0.2

from DropBox
from MediaFire

Hunting and gathering
746c3919bbf499a68d8a851dabc2be9e.jpg

This patch mostly focus about the early gameplay. It the Ancient era feel longer by adding more things to do, although the number of turns aren't increased greatly.

Change log:

=========


General
=======
Civs now start with a free worker in the Ancient era
Fixing some missing or incorrect texts
Fixing bug when capturing Bees results in Cassowary instead of Captured Bees
A new, simple event based mechanics for Gathering. It adds some micro-manegament for the early game.
Rock-paper-scissor rule applied to earliest unit: Hunter beats animals; Warrior beats Hunter; Slinger beats Warrior.
Role Playing Elements: Now many leaders have a flavour for autocratic, oligarchic or democratic civics. This is meant to give some diversity to the game.


Hunting
=======
many animals are set to defend only (Stag, Bull, Stallion, etc.)
herding animals has only 10% chance of placing resource and 90% chance of butchering it (as in friendly territory)

getting Great Hunters is changed:
killing animals generates Great Hunter points in nearest city, so it's getting harder and harder to gain new Great Hunters
some buildings also produce Great Hunter points per turn (see bellow)


Technologies
============
cost of earliest techs slightly increased

Gathering:
axed (content moved to Agriculture)

Weaving:
no tech requirements



Improvements, features
======================
Bamboo makes Plantation and Dome Farm valid
Building Fishing Community/Village/Town improvements WITHOUT Ferry route now cost 1 gold, to encouraging the AI building these improvements WITH Ferry route, not without
Kelp: +1 food removed
(New) Gathering Camp:
it's bonuses come from different starting civics, so it slowly obsoletes by switching to newer civics
when built events provide additional bonuses to choose from (food, production, gold, culture or research boost)


Units
=====
Gatherer:
no tech requirements
requires Gathering (civic)

Hunter:
-50% vs. Melee units

Great Hunter:
set to UNITCOMBAT_RECON (now it gets free promotions from Discoverer trait)
can build Hunting Grounds

Slinger:
cost down to 10 (was 20)
strength down to 1 (was 2)
+100% vs. Melee units
+1 strength with Warfare tech
upgrades to Longbowman and Crossbowman (instead of Archer)


(NEW) Pile:
added to provide optional production bonus for Gathering event



Buildings
=========
fixed crash caused by Free City button

Myth of the Beast:
+2 Great Hunter points per turn

Cave Painting:
+2 Great Hunter points per turn

(NEW) Trophy:
+2 culture
+1 Great Hunter points per turn
can only be built by captured animals (ones that can also build Menagerie)
upgrades to Museum

(BACK) Hunting Instruction:
autobuild
req. Hunting (tech), Hunters (civic) and 2nd level unit
+1Xp for Recon units
+1 Great Hunter points per turn

Elder Council redesigned, from 'early science building' turned into 'early administration building'
-10% maintenance
1 magister slot
upgrades to Courthouse


Wonders
=======
Cave of Altamira:
cost reduced to 45 (from 90); +4 Great Hunter points per turn

Lascaux Caves:
+4 Great Hunter points per turn (was +2 Great Artist points)

(NEW) Hunting Grounds:
National Wonder (1/civ)
can be built only by Great Hunter
+2 Great Hunter points per turn
+1 free specialist per Camp


Civics
======
Chiefdom:
"Cannot settle more than 1 city." changed to "Settling more than 2 cities will cause 1 :( in every city for each one over that limit" (on Standard)
is no longer blocked by newer civics
added +100% maintenance form distance and number of cities

City-state:
axed +3 :) from Palace

Patriarchy:
+1 science from Elder Council

Despotism:
production in Capital reduced to +25% (from +50%)

Tribal:
+1 hammer from Gathering Camp

Gatherers:
+1 food from Gathering Camp
-15% food and hammers

Pastoral:
+1 hammer and commerce from Camp and Pasture
-10% hammers

Maritime:
+1 hammer from Fishing Boats, Whaling Boats, Fishing Community/Village/Town
-10% hammers

Agrarian:
moved to Plough

Barter:
+1 commerce from Gathering Camp

Folklore:
+2 commerce from Blood Dance and Fertility Dance

Charity:
+1 health from Gathering Camp

Public Works:
+1 hammer from citizen
axed +25% hammers

Oral Tradition:
+1 culture from Elder Council

Survival:
+1 happiness from Gathering Camp

Imperium:
renamed to Hegemony to avoid confusion with Empire (civic) and Imperialism (tech).
 
I'm eager to play the mod more but I'm encountering infinite turns sometime after reaching classical era.
 
I'm eager to play the mod more but I'm encountering infinite turns sometime after reaching classical era.
Is that with the new version? I haven't got into the Classical era yet (I have very little spare time).
Can you post a savegame?
 
with me the game stops in this period, nice mod and I regret that it does not work ;(
 
I'm sorry but I do not have a save anymore, but I think it was in this era, I played a few games and always the same, the game stopped in place, I play the game and send it
 
ok, I have to save, as you see, I have not played for a long time, make a few turns out of the basic save and you should hang out, and I do not know how it will be with automatic save
Okay, thx! I'll take a look once I have some time but now I'm preparing for holiday. :)
 
I have this same problem, with game freezing after a while.

But I'm not playing with separate installation like jopin, I've installed chronicals/music/megapack over AND, yet there are some problems with the luncher so I have to start game form BTS menu.

I've tested few games and game freezes after 400-600 turns. Then I've took out megapack all modules out, restart the saves and when the game started it asks about recalculating smth cos dlc was missing (since no more Polish civ in basic version), I did agree, after some "no fatal load warning" pop-ups game changed my Polish civ into Arabian (sic!) and I've manage to play normally.

I thought it was new civs foult, pity cos there are so few in AND (no Polish, why is that? wrrrr) and I've started new game without megapack but now I can see problem is not that (I've tested saves provided by jopin, it also freezes for me).

I just love that mod, and how it shows green/red numbers in civs screen and how u constructed choices around oligarchy/democracy and so on.
 
Okay, thx! I'll take a look once I have some time but now I'm preparing for holiday. :)
Apologies for my late response! Do you still need a save from a classical infinite loop turn?
Classical infinite loop turn, haha. I'm not sober right now.
 
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