Common Errors and/or Crashes Section

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Ron's Standard Earth worked fine, just for the record. So it seems not all scenarios get this...

I turned on logging, and got the second result while trying Antmanbrooks 200 BC GEM scenario again, as the Romans (though I didn't go into worldbuilder, just immediately exited from the Esc menu and looked at PythonErr.log It showed this:

Spoiler :
Can't find type enum for type tag LEADER_IVAN
Can't find type enum for type tag LEADER_KANGXI
Can't find type enum for type tag BUILDING_MALI_MINT
Traceback (most recent call last):

File "CvWBInterface", line 271, in applyInitialItems

File "CvWBDesc", line 1720, in applyInitialItems

File "CvWBDesc", line 1152, in applyCity

File "CvWBDesc", line 875, in apply

RuntimeError: unidentifiable C++ exception
ERR: Python function applyInitialItems failed, module CvWBInterface
Traceback (most recent call last):

File "BugUtil", line 692, in <lambda>

File "BugEventManager", line 577, in preGameStart

File "CvAppInterface", line 100, in preGameStart

File "CvScreensInterface", line 86, in showTechChooser

File "CvTechChooser", line 241, in interfaceScreen

File "CvTechChooser", line 256, in ConstructTabs

File "CvTechChooser", line 302, in DrawTechChooser

File "CvTechChooser", line 351, in placeTechs

AttributeError: type object 'CvPythonExtensions.WidgetTypes' has no attribute 'WIDGET_TECH_CHOOSER_ERA'
ERR: Python function preGameStart failed, module CvAppInterface


A key sign of this bug seems to be the whole "C2C version xx game options xx xx xx" popup not showing partway through the loading screen.

From the looks of the first line LEADER_IVAN, which is an extra leader, you need to first take out ALL the extra leadersheads, and any extra civs you have and then try again.
 
I have not in any way edited my C2C folder. The Custom Leaderheads folder has the standard two text files, and the Custom Civilizations files the same plus the Huns folder. I used FlashGet to download the Extra Leaderheads file which I mentioned above, if that's a factor in any way.
 
It seems like the scenario references buildings and leaders that are no longer in the mod or optional.
I get the same result if I try to play it.
Especially that most UU buildings are no longer UU buildings and have different names now causes the problem.

So somebody needs to go over the scenarios and replace all references to these things.
The scenario file is actually a text file so no special tools needed.
 
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
:(

I just put a fix into the SVN for this problem. However since I am not getting the error can you test to see if the fix works. Thanks. If you don't use the SVN I can post the file.
 
Just started a game on Prince difficulty, Planet Generator map, and so far 4/4 goody huts have been gifts of technology. Using official v17 release, plus most recent SVN of the map script (as of tonight).

Update: So I got 5/5 tech huts and then my civ got wiped out from a barb unit that showed up, reloaded, and now the same huts seem to have shuffled to random again and working as normal.
 
My thief set to auto hunt its suiciding herself. Go to battles with 16% odds, i change the configuration in setup of bug but continues.
 
I used the abandon city option with Crtl+A in the city screen, to see if I could possibly get a tribe out of it, or at least some workers. Instead, I get an imam? proof attached.
 

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I used the abandon city option with Crtl+A in the city screen, to see if I could possibly get a tribe out of it, or at least some workers. Instead, I get an imam? proof attached.

Interesting bug! Nothing in the code should give you an Imam! However the code should be changed to work properly if you don't have Sedentary Lifestyle. Which it is not checking.
 
For some reason I had some level 0 and 1 promotions available to my unit at this level up.
 

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For some reason I had some level 0 and 1 promotions available to my unit at this level up.

Those are the arctic and desert promotions. They are needed if you play with terrain damage on. I may make the zero level ones only available to animals since they were made for subdued animals so you could get them home.

Edit: Not mine only animals health care and hunters can get that promotion according to the core files.
 
Isn't that normal? Level 1 terrain promotion requires Combat1 or level 0 promotion.

I haven't seen level 0 promotions as upgrades from normal level ups. I had thought they usually started at level 1. Along the lines of what DH said above, I thought of them as the kind a unit gets innately, or from some building. Not from a level up.

If that's normal with this version, that's fine.
 
@Koshling, I am occasionally getting the following error.

Code:
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

Which is "pRevTeam.signOpenBorders(pPlayer.getTeam())". Since this is early in the game I am wondering if the dll is checking that the pRevTeam has writing and an embassy with pPlayer...Team.

I don't think I can do all the check in Python because the embassy bit is AND/C2C specific and, as far as I know, has not been exposed t Python.

I can do the check for writing. Your thoughts?
 
@Koshling, I am occasionally getting the following error.

Code:
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

Which is "pRevTeam.signOpenBorders(pPlayer.getTeam())". Since this is early in the game I am wondering if the dll is checking that the pRevTeam has writing and an embassy with pPlayer...Team.

I don't think I can do all the check in Python because the embassy bit is AND/C2C specific and, as far as I know, has not been exposed t Python.

I can do the check for writing. Your thoughts?

Point me at a save game (and recipe) and I'll verify the cause and put protection in the DLL (so if it's what you hypothesize I can at least have it just ignore the attempt to make an agreement it can't actually enter into rather than crash)
 
Point me at a save game (and recipe) and I'll verify the cause and put protection in the DLL (so if it's what you hypothesize I can at least have it just ignore the attempt to make an agreement it can't actually enter into rather than crash)

It doesn't crash, and I did not see the error while playing, it was only later when I checked the logs "just in case" that I saw it.
 
Point me at a save game (and recipe) and I'll verify the cause and put protection in the DLL (so if it's what you hypothesize I can at least have it just ignore the attempt to make an agreement it can't actually enter into rather than crash)

I had that posted back before you left on the trip:

http://forums.civfanatics.com/showpost.php?p=10874598&postcount=201

EDIT:


The barbarian cities are still at POP 1 since the beginning of the game, over 500 turns ago, should have at least gone to POP 2 minimum by now???
 
Choose Religions seems to be borked. The screen popped up when I'd researched my first tech (Livestock something or other) and then wouldn't go away no matter what I clicked on. This was a problem with the last beta of AND, so I guess it's been carried over.
 
Choose Religions seems to be borked. The screen popped up when I'd researched my first tech (Livestock something or other) and then wouldn't go away no matter what I clicked on. This was a problem with the last beta of AND, so I guess it's been carried over.

Probably, but that is part of the BUG/DCM Teams problems, so you'd have to post in that thread.
 
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