Common Errors and/or Crashes Section

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Got this error on next turn:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Revolution", line 624, in onEndPlayerTurn
File "Revolution", line 1064, in updatePlayerRevolution
File "Revolution", line 2313, in checkForRevolution
File "Revolution", line 3816, in pickRevolutionStyle
File "Revolution", line 4889, in makeRevolutionDecision
File "Revolution", line 5439, in processRevolution
RuntimeError: unidentifiable C++ exception



Also just got this error"

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Revolution", line 565, in onBeginPlayerTurn
File "Revolution", line 652, in checkForRevReinforcement
File "Revolution", line 952, in doRevReinforcement
TypeError: unsupported operand type(s) for -: 'int' and 'NoneType'
 
for real man dam thats sucks,i been watching videos about this mod and i was so exited to play it thx for clarifying. :(
 
Hello developers!

I can't say how much i love your work! Thank you so much!

I use the SVN update and the new texture of mountains looks strange, when i zoom out the textures will cintilate when move the map, its a strange effect, not a bug just a estetic issue...i notice the same in some buildings in cities and some units but is less..

I think its a problem in resolution of texture, maybe is very high... i use the 1680x1050 but test lower resolution and the problem persists. I dont have a screenshot because its a problem when moves the map, when is still don't have any issues.

When you move the map you notice the same?
 
I am sorry if this has been addressed before, but I am currently in the Industrial Age in my v15 game, and it seems that looking at cities belonging to other civilizations will sometimes cause the game to freeze or crash. This may be because other civilizations seem to have several (at least 10 from what I have seen) units per city, so I can safely look at my cities (which have a max of 3 units per city). Any suggestions for fixing this?
 
Well SO with it being 700AD and the barb units are Spear and Archer they are "Holding" defensive positions. You most likely on the other hand have Much, Much stronger units than they do. I don't find what they are doing as strange. They are trying to maximize what they have in case you attack.

Aside from attacking a worker or single unit, they probably won't move until you Do attack.

JosEPh :)
 
Hello i am new to the forum, so hope i am posting this in the right section.
I've been a long time Civ player but lost interest in the game, came back because i heard of this mod, so i installed the V16 of the mod and started a game 15 civs, no barbarians, noble difficulty and slowest game speed possible.
Firstly I dont know if this is an error, but my citys are getting big extremly fast and kindda unrealistic. 2900 BC and my capital is lvl 22 with 5.7 mill souls, and as i can see it, it increases every 7-10 turns.
Secondly all my 14 opponent civs are stuck with Anarchism even though they could choose Chiefdom, so while i am going for my 7th city, they are all stuck with only 3. Would be nice if they automatically went for chiefdom, since its much better than Anarchism.
 
Hello i am new to the forum, so hope i am posting this in the right section.
I've been a long time Civ player but lost interest in the game, came back because i heard of this mod, so i installed the V16 of the mod and started a game 15 civs, no barbarians, noble difficulty and slowest game speed possible.
Firstly I dont know if this is an error, but my citys are getting big extremly fast and kindda unrealistic. 2900 BC and my capital is lvl 22 with 5.7 mill souls, and as i can see it, it increases every 7-10 turns.
Secondly all my 14 opponent civs are stuck with Anarchism even though they could choose Chiefdom, so while i am going for my 7th city, they are all stuck with only 3. Would be nice if they automatically went for chiefdom, since its much better than Anarchism.

The Anarchism issue is related to a wrong value in the Civic XML file. It was corrected, but isn't part of v16. It's in the SVN and will be in the official v17 release when that comes out soon.

Growth is also an ongoing issue with this mod and there have also been changes applied that (again) will be part of v17. There are some recent discussions of this in the Civics and Buildings threads.

And welcome to C2C :)
 
The Anarchism issue is related to a wrong value in the Civic XML file. It was corrected, but isn't part of v16. It's in the SVN and will be in the official v17 release when that comes out soon.

Growth is also an ongoing issue with this mod and there have also been changes applied that (again) will be part of v17. There are some recent discussions of this in the Civics and Buildings threads.

And welcome to C2C :)

Okay thank you very much for the answer, i will await version 17 before playing again then, and hope i can use one of my save games :goodjob:
 
I find this weird, the Barbarians are just sitting around accumulating units and wont move?
I can confirm this. I don't have a savegame, but barbarians did not attack anyone, even if they had twice as much units than me (4 slinger, few scouts vs. 10 or more barb stone axeman) or the AI player in the same continent. The AI player at least harrassed me when it declared war. Destroyed my improvements, marched in my territory, etc.
 
Maybe I'm the only one, but does anyone else notice that most civs seem to be in a near constant anarchy caused by civic switching? For me it happens after the discovery of mysticism, about every ten turns or so the AI will switch civics (pretty sure between divine cult and prophets), severely hampering them. Is there any way to make the civs make up their minds and have them not constantly switching civics?
 
I can confirm this. I don't have a savegame, but barbarians did not attack anyone, even if they had twice as much units than me (4 slinger, few scouts vs. 10 or more barb stone axeman) or the AI player in the same continent. The AI player at least harrassed me when it declared war. Destroyed my improvements, marched in my territory, etc.
Here is a save from another game. Barbs do not attack at all.
 

Attachments

Maybe I'm the only one, but does anyone else notice that most civs seem to be in a near constant anarchy caused by civic switching? For me it happens after the discovery of mysticism, about every ten turns or so the AI will switch civics (pretty sure between divine cult and prophets), severely hampering them. Is there any way to make the civs make up their minds and have them not constantly switching civics?

Can you post a save game in which an ai is oscillating between two civics? Also if you could pin down which two for sure that might be handy. Clearly this should ot be happening
 
python error in one of today's svn revisions (early on, I guess some barbs just conquered an AI's city)...

Can't find type enum for type tag EVENTTRIGGER_PARTISANS

That is because I removed them, but not completely it seems. Did you catch where it occurred?
 
unfortunately that is all there is in that file (by now a few more instances):

Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
Can't find type enum for type tag EVENTTRIGGER_PARTISANS
:(
 
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