Common Errors and/or Crashes Section

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I always use max_compat and it said it couldn't load it because it was missing unitclass_killerrabbit. I'll save and doublecheck.

Nevermind, I must not have used max_compat for that particular save.
 
If it was a max compat save it should. It just tells you that it is removing all those units. Or has that changed?

How to turn things on/off is documented at the beginning post of the Alternate Timelines thread.

It's not 100% reliable in that regard. I have seen a case where a removed uno was the players 'best' land unit (AI keeps a speical refercne to its current best units for some comparisioon purposes) and if the 'best unit' goes unavailable across a save/load the load still fails. However, that's pretty arre and probably wouldn't apply to killer rabbits.
 
Fixed the 'killer rabbit' problem. I had not loaded one of the MLF files so it was ignoring the one that turns those units off.

Ok, I guess I wasn't concentratring yesterday! (I was replying on anoher computer while I was in the middle of a raid in EQ during wipe recovery ;-)). I also won't have any time today, but can you tell me if it's reproducible from the save game turn end in the turn ORAL_TRADITION is discovered in that game? In any game?
 
Ok, I guess I wasn't concentrating yesterday! (I was replying on another computer while I was in the middle of a raid in EQ during wipe recovery ;-)). I also won't have any time today, but can you tell me if it's reproducible from the save game turn end in the turn ORAL_TRADITION is discovered in that game? In any game?

In the game i have yes, i haven't tried another game then on sorry. I will start a new one and see. But i have been sick lately, i tore something in my back severely and am on a few more (doctor approved) inflammatory/pain pills, so i have not been able to move around much lately.

EDIT: OK re-tested and YES it does it in the SAME exact spot on a different map and game also.
 
have someone tested the save i posted

I just did. I must have missed the original post. I will look at it after breakfast or my coffee. ;)

Edit: haven't had my coffee but I am reproducing your error. It is the function setIsMinorCiv on team in BarbarianCiv. I can't find that function in the doco of C++ exposed to Python but it is called twice.

@Koshling do you know if setIsMinorCiv a valid function on the cyTeam in the current C++? Or is it perhaps something RevDCM added? If it is available then I would need to know what the parameters are to go further with this.
 
starting in modern era the starting settlers are actually bands of homo sapiens sapiens, not sure thats right...

When things like this happen, have a Max Comp saved Game when it occurs, and a screenie would be nice also (but not that important).

I just did. I must have missed the original post. I will look at it after breakfast or my coffee. ;)

:coffee: Sounds good right about now, thx.
 
I just did. I must have missed the original post. I will look at it after breakfast or my coffee. ;)

Edit: haven't had my coffee but I am reproducing your error. It is the function setIsMinorCiv on team in BarbarianCiv. I can't find that function in the doco of C++ exposed to Python but it is called twice.

@Koshling do you know if setIsMinorCiv a valid function on the cyTeam in the current C++? Or is it perhaps something RevDCM added? If it is available then I would need to know what the parameters are to go further with this.

thanks. the weird part is that the first time when the tech i was researching needed 10 turns to complete the game crashed after end of turn(not immediate crash).after i tried to reproduce it i didnt have the crash but this error.
also what about the ... has declared war on you thing.
have you identified the reason it happens
 
I just did. I must have missed the original post. I will look at it after breakfast or my coffee. ;)

Edit: haven't had my coffee but I am reproducing your error. It is the function setIsMinorCiv on team in BarbarianCiv. I can't find that function in the doco of C++ exposed to Python but it is called twice.

@Koshling do you know if setIsMinorCiv a valid function on the cyTeam in the current C++? Or is it perhaps something RevDCM added? If it is available then I would need to know what the parameters are to go further with this.

Ok. Tell me exactly how to reproduce the error and I'll take it tomorrow and see what happens DLL-side...
 
Getting this error when trying to load a game. It's odd because I started the game today, did a few turns, then exited out. Came back in only a few minutes later then tried to load the save and received the error attached.

Updated to latest SVN to see if that helped, but it did not. Unfortunately I can't get a max compat save since I can't even load an older autosave :cry:

UPDATE: I seemed to have narrowed it down a bit. It occurs when I start a game, exit, then turn ON some of the optional "Alternate Timeline" settings (Carts, Sabertooth Tiger, Leviath, Mermaid), and then
attempt to load the game from a NORMAL save. If I load from a MAX Compat save, it loads fine. Started a new game and did a save in both formats to test. I will attach them both in the next post.
 

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Build 725

Jungle camp is available with naturopathy, good change.
But gatherers can´t build any jungle camps, so they remain unavailable till sedentary lifestyle; i guess this is not intended.

Wonder movies / religion movies: Dosan Seowon is blank pink screen; Ngaii founding splash shows nothing.

If mermaids are i the game, salt water crocs are pretty much non-existant. maybe there´s a tweak needed.

Wonder: Topkapi needs a new bonus; getting a UU from a vassal doesn't work anymore.

Building tunnel: if you play with hide obsolete worker actions the tunnel is not available, this should be fixed since tunnels never get obsolete
 
New build is needed, then. Building jungle camps should consume gatherers like other prehistoric improvements.

I noticed that buildings of custom religions don't get bonus with State Church and Church civics.
 
Getting this error when trying to load a game. It's odd because I started the game today, did a few turns, then exited out. Came back in only a few minutes later then tried to load the save and received the error attached.

Updated to latest SVN to see if that helped, but it did not. Unfortunately I can't get a max compat save since I can't even load an older autosave :cry:

UPDATE: I seemed to have narrowed it down a bit. It occurs when I start a game, exit, then turn ON some of the optional "Alternate Timeline" settings (Carts, Sabertooth Tiger, Leviath, Mermaid), and then
attempt to load the game from a NORMAL save. If I load from a MAX Compat save, it loads fine. Started a new game and did a save in both formats to test. I will attach them both in the next post.

Well that would be as expected. If you turn on alt timelines you chnage the assets that get loaded. You can't load a non-max-comopat save across an asset change.
 
I think max compat autosaves should be on by default. Not much slowdown while saving.

It slows down noticeably if you ahve autosave every turn. Anyway, there IS already a global define to turn it on always.

In Assets/xml/A_New_Dawn_GlobalDefines.xml change the '0' below to a '1':
Code:
	<Define>
		<DefineName>ALWAYS_USE_MAX_COMPAT_SAVES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
 
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