Common Errors and/or Crashes Section

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I receive this runtime error when trying to start the Caveman to Cosmos Mod. I searched and found others have had similar CTD errors with Civ4, but nothing that seemed to work for my system. I've tried things such as lowering the resolution, changing the display to 16bit, but none of that worked eighter.

I am running Vista, ATI 4550, 32bit display, 64bit processor, 2mb RAM. I've recently defraged, etc.
 
I receive this runtime error when trying to start the Caveman to Cosmos Mod. I searched and found others have had similar CTD errors with Civ4, but nothing that seemed to work for my system. I've tried things such as lowering the resolution, changing the display to 16bit, but none of that worked eighter.

I am running Vista, ATI 4550, 32bit display, 64bit processor, 2mb RAM. I've recently defraged, etc.

Are you sure you only have 2mb of RAM? If so that may be the problem. Another possibility is to check that in your Cvilization.ini file you have
Code:
; Modular XML Loading
ModularLoading   = 0

Since C2C is WoC modular not BtS modlar.
 
Please help. I have a saved game from a long played game and for some reason it keeps waiting for the AI's turn but never ends. Normally the turns take under a minute but this keeps going and going. Some things that might be causing it are ...

1. I had a golden age and then started a 2nd gold age before the 1st was over. The next turn will be when the 1st golden age would have ended.

2. Rebel Romans appeared recently and then I re-took my city back last turn. However they still have units present on the board.

Please help so I can continue my game. I would really like to experience the later eras.
 
@Stolenrays
Make sure you have BtS up to version 3.19, I've seen a buddy of mine having the same problem starting the mod.
 
What information to give? Well my system is a Win 7 64-bit with a 1028M Geforce video card.

Game is an Eternity with Raging Barbarians and a minor civ start. I am at 485 turns of 14448 game and the year (and attached save) is 5120 BC.

I have tried going in and deleting the cache, changing the current item in production and running several turns before the attached but still crashes at this point right after several animals attack a subdued Lion guard of mine.

Any other items/info needed will be provided on request (if I can).

Buck
 
Please help. I have a saved game from a long played game and for some reason it keeps waiting for the AI's turn but never ends. Normally the turns take under a minute but this keeps going and going. Some things that might be causing it are ...

1. I had a golden age and then started a 2nd gold age before the 1st was over. The next turn will be when the 1st golden age would have ended.

2. Rebel Romans appeared recently and then I re-took my city back last turn. However they still have units present on the board.

Please help so I can continue my game. I would really like to experience the later eras.

I just tried your Save with my set up and landed with the same results or stuck at WfoC status.

Thought you would like to know.

Buck
 
Please help. I have a saved game from a long played game and for some reason it keeps waiting for the AI's turn but never ends. Normally the turns take under a minute but this keeps going and going. Some things that might be causing it are ...

1. I had a golden age and then started a 2nd gold age before the 1st was over. The next turn will be when the 1st golden age would have ended.

2. Rebel Romans appeared recently and then I re-took my city back last turn. However they still have units present on the board.

Please help so I can continue my game. I would really like to experience the later eras.

@Hydro - I can reproduce this and I can see what's worng (and how to rectify it once it gets into that state). However, I cannot figure out how it's getting ino this state in the first place (so I can't find the underlying cause, and I HATE fixing symptoms rather than causes!). Do you have an autosave from one turn earlier? If yuo do please load it up and resave it as max-compat and post that too.
 
I can't build Town Watchman and I have the requred advance (Masonry). Anybody else with the same problem?
 
I can't build Town Watchman and I have the requred advance (Masonry). Anybody else with the same problem?

Post a save game (max compat) with information about which city and I'll take a look for you.
 
I can't build Town Watchman and I have the requred advance (Masonry). Anybody else with the same problem?

I know exactly why you can't. The game thinks they are a replacement for some other unit. For some reason it thinks they are a female missionary. I have not had time to follow up on it. It is something in the XML but I am not sure if it is the unitinfos, the unitclass or the gametext or a combination.
 
What information to give? Well my system is a Win 7 64-bit with a 1028M Geforce video card.

Game is an Eternity with Raging Barbarians and a minor civ start. I am at 485 turns of 14448 game and the year (and attached save) is 5120 BC.

I have tried going in and deleting the cache, changing the current item in production and running several turns before the attached but still crashes at this point right after several animals attack a subdued Lion guard of mine.

Any other items/info needed will be provided on request (if I can).

Buck

Reproduced your crash. The reason is that the barbarians have 8191 units, and that's the limit - it crashes when they try to create their 8192nd! Underlying this is that something strange must have happened to the animals and Neanderthal spawning in that game -the entire world is literally crawling with them.

I could up the limit, but at the cost of more memory usage and some performance penalty, but I think that misses the point. 8192 barbarian units in play on turn 485 seems a bit crazy, even with raging Barbs.

Having found that out I have now looked at the spawn code and the spawn definitiosn and I see several errors:

  1. The code that AIAndy added for totalAreaDensity is broken and the net effect is to use the total area density number as the LOCAL density, which means the Neanderthal spawns will keep pumping out Neanderthals as long as there is less than 1 per 10 tiles around the spawn points, irrespective of the total numbe in the wider area
  2. The specified local density in the Neanderthal spawn info seems wrong (and would result in too FEW Neanderthlas), but this isn't having any effect anyway due to (1)
  3. The spawn rates from iTurns and iGlobalTurns are addative, so if both are used you're effectively getting the sum of the rates from using one or the other. Currently the Neanderthal spawns use both - this is fine but the numbers likely need to be toned down
  4. The third wave is specified as spawning Neanderthals from any forest tile, but it doesn't have any lower a per-tile rate than the bonus-restricted waves!! In your game this means each of 1624 tiles can spawn a Neadnerthal with a probability (after game speed adjustments) of about 1 in 40 from wave 3 - so over 40 per turn

I will fix (1), and leave Eldrin (who tuned the XML) to retune it.

@Eldrin - iMaxLocalDensity is currently set to 48 (so max of 1 in 48 tiles locally) and almost certainly needs to be lower (else no spawns will occur if more than 1 Neanderthal already exists within 3 tiles of the spawn point). Wave 3 almost certainly needs MUCH increased iTurns (since the contribution from iTurns dominates totally with a large number of possible spawn points, over that from iGlobalTurns which adjusts for the number of spawn points)

If you care enough to want desperately to rescue this game you can probably get away with changing the global define in xml/assets/A_New_Dawn_GlobalDefines.xml as follows:

Code:
	<Define>
		<DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>

Changing this value from 100 (the default) to 1 will cut Neanderthals spawns down 100 times (0 should turn it off but its bugged currently, which I'll also fix). That will PROBABLY allow the natural death rate to prevent the limit being hit in your current game, though obviously the save is already very close to it.
 
Please help. I have a saved game from a long played game and for some reason it keeps waiting for the AI's turn but never ends. Normally the turns take under a minute but this keeps going and going. Some things that might be causing it are ...

1. I had a golden age and then started a 2nd gold age before the 1st was over. The next turn will be when the 1st golden age would have ended.

2. Rebel Romans appeared recently and then I re-took my city back last turn. However they still have units present on the board.

Please help so I can continue my game. I would really like to experience the later eras.

Still have no clue on the ultimate cause, but I've cut my losses and pushed to SVN code that copes with and self-repairs the condition. Cures your WFoC.
 
The code that AIAndy added for totalAreaDensity is broken and the net effect is to use the total area density number as the LOCAL density, which means the Neanderthal spawns will keep pumping out Neanderthals as long as there is less than 1 per 10 tiles around the spawn points, irrespective of the total numbe in the wider area
There are actually two things not quite correct there in V18:
One is reading into the wrong variable from the XML, overriding local density value (oops...), the other is that the non threaded part did not even include the feature.
The second is fixed on SVN.
The first is an easy fix so I assume you have already done it when you found it and any change I do now would collide.
 
There are actually two things not quite correct there in V18:
One is reading into the wrong variable from the XML, overriding local density value (oops...), the other is that the non threaded part did not even include the feature.
The second is fixed on SVN.
The first is an easy fix so I assume you have already done it when you found it and any change I do now would collide.

Yes, but also the interpretation of totalAreaDensity was missing, which I am dealing with at the same time - currently testing it...
 
Yes, but also the interpretation of totalAreaDensity was missing, which I am dealing with at the same time - currently testing it...
Code:
if ( pPlot->area()->getNumTiles() / std::max(pPlot->area()->getUnitsPerPlayer(BARBARIAN_PLAYER),1) < iMaxAreaTotalDensity )
				continue;
As far as I can see that should do the job and is in there.
 
In my test it works with just the c/p oversight with the variable name fixed.
Tried with an extremely high forest bear spawn chance. The area limit prevents further spawning. With that high spawning chance the mass of them spawn in the south west of a large continent though. Not sure though if that is worth preventing as it should be far less pronounced with the normal spawn chances. Using a random start on the spawn point checks could help.
 
In my test it works with just the c/p oversight with the variable name fixed.
Tried with an extremely high forest bear spawn chance. The area limit prevents further spawning. With that high spawning chance the mass of them spawn in the south west of a large continent though. Not sure though if that is worth preventing as it should be far less pronounced with the normal spawn chances. Using a random start on the spawn point checks could help.

It kinda works, but the issue it that it halts animal spawns due to too may Neanderthals (or visa versa, but in practise the former). It check all barbarian units, rather than just the same unit type, which is counter-intuitive in the context fo the spawn defs. I am adjusting to make it unit type specific, though I can see an argument for having two separate tags...

...this is really a specification issue, so input from especially Eldrin would be useful...

In an ideal world we'd be able to specify a set of unit types we want controlling as one for overall density purposes I suspect (which would be an easy enough extension of the code I'm adding)
 
On getting the tech Submarine Warfare the river port became available again. I would say that sub warfare obsoletes something that replaces river port. Pehaps River Port should obsolete earlier?

Ok now I cannot figure this out. River Port goes obsolete "Insurance" which is a Classical Era tech.

If I just follow one list of tech reqs backwards it goes ...

Submarine Warfare -> Military Science -> Scientific Method -> Printing Press -> Paper -> Guilds -> Insurance

The River Port should be obsolete.

I have no idea why you are getting the river port again. :(
 
Ok now I cannot figure this out. River Port goes obsolete "Insurance" which is a Classical Era tech.

If I just follow one list of tech reqs backwards it goes ...

Submarine Warfare -> Military Science -> Scientific Method -> Printing Press -> Paper -> Guilds -> Insurance

The River Port should be obsolete.

I have no idea why you are getting the river port again. :(

Can answer that given a save game that exhibits it...
 
It kinda works, but the issue it that it halts animal spawns due to too may Neanderthals (or visa versa, but in practise the former). It check all barbarian units, rather than just the same unit type, which is counter-intuitive in the context fo the spawn defs. I am adjusting to make it unit type specific, though I can see an argument for having two separate tags...

...this is really a specification issue, so input from especially Eldrin would be useful...

In an ideal world we'd be able to specify a set of unit types we want controlling as one for overall density purposes I suspect (which would be an easy enough extension of the code I'm adding)
Sounds good.
The main reason for the way I did it was that it used a value already computed for each area so it comes pretty cheap (not sure if there is anything like that on a per unit type basis).
If we go with two tags and add further players then that would allow to balance spawns a lot better.
 
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