Common Errors and/or Crashes Section

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My game drops down to like 12 FPS in between turns and has a stable 60 fps normally. However I continue to crash with the error - failed to allocate video memory or something like that. I reduced the in game settings to medium, no animations, no particle effects, no world view buildings but it still crashed after like 40 mins. Any advice how to overcome this error? I have HD 6970 1gb card and 64bit win7, i7 cpu etc
Should I uncache the graphics or whatever that is? Which files?

Should I drop down to low graphics? Or maybe play a smaller map? Im playing 14civs on a large/huge map. Will the low textures option help?

Does anyone know what is the main cause of this error?

Oh and what is the most stable field of view?

I also have win7/64 with a HD5800 1gb. Right now the game runs stable again also without the tool. My civ just entered transhuman stage, while the AIs are in industrial/modern. M i g h t indicate that some graphic or model from renaissance (the time mine started to crash) actually causes the conflict with d3d9.dll.
 
I tried to unpak the .fpk files int he c2c assets folder and I made civ4 exempt from the data execution prevention. I have edited the bts shortcut with CFF explorer so it can use more ram (i think thats what it did), it hasn't crash since I made my last changes-

However, it can sometimes take literally 15 minutes for the actual game to load, like I can see bts in processes when I control-alt-delete but it just takes FOREVER to actually start.

No idea why.

Also another thing I noticed, when I change the priority of the process (right click and set priority to above normal, rather than below normal). Once the game starts, it always just goes back to below normal, and when I tab out of the game to change it, then tab back in and tab back out- it reverts back again.


Another question I have, in AND you had the option to turn off early buildings and civic buildings and expanded castles and stuff but this option seems to have gone. Is it possible to change it in the actual file?
I realise c2c has like buildings that require prerequisites, is this the reason you must have these on? There are simply too many buildings for my liking and alot of them can be built in 1 or 2 turns once you get going, (on marathon). Its a real pain in the ass to have to constantly sift through all the millions of choices every couple of turns per city. It will become easier once I get used to the game and know whats good etc and can just create build orders and save then (control 1). But I still would prefer to turn off one of these options ( early buildings -or- civic buildings).

Sorry for the wall of text lol.
THX :goodjob:
 
I tried to unpak the .fpk files int he c2c assets folder and I made civ4 exempt from the data execution prevention. I have edited the bts shortcut with CFF explorer so it can use more ram (i think thats what it did), it hasn't crash since I made my last changes-

However, it can sometimes take literally 15 minutes for the actual game to load, like I can see bts in processes when I control-alt-delete but it just takes FOREVER to actually start.

No idea why.
It is normal that the mod takes a long time to load with FPKs unpacked (even with FPKs packed it takes quite some time). There are a lot of graphic models to load.

Also another thing I noticed, when I change the priority of the process (right click and set priority to above normal, rather than below normal). Once the game starts, it always just goes back to below normal, and when I tab out of the game to change it, then tab back in and tab back out- it reverts back again.


Another question I have, in AND you had the option to turn off early buildings and civic buildings and expanded castles and stuff but this option seems to have gone. Is it possible to change it in the actual file?
I realise c2c has like buildings that require prerequisites, is this the reason you must have these on? There are simply too many buildings for my liking and alot of them can be built in 1 or 2 turns once you get going, (on marathon). Its a real pain in the ass to have to constantly sift through all the millions of choices every couple of turns per city. It will become easier once I get used to the game and know whats good etc and can just create build orders and save then (control 1). But I still would prefer to turn off one of these options ( early buildings -or- civic buildings).

Sorry for the wall of text lol.
THX :goodjob:
One advice: You can filter and sort the buildings (and units) according to what you currently need with the buttons and dropdown lists above the stuff to build if you build from the normal city screen instead of the popup.
 
(already posted this on the RevDCM forum, but i figure i might as well ask here too)

I'm getting a really annoying bug when playing. I'm using the latest version of Caveman2Cosmos, and whenever I have a revolution occur, the units inside the city get kicked out of the city and the new civilization spawns a bunch of units in the city. This even happens when barbarians spawn instead of a new civilization, except that the barbarians just raze the city.

I've also seen it happen with other civilizations. In the same game, I was bordering Portugal and Spain rose up in revolt. The Portugese had about 8 archers and assorted troops kicked out of their city and the Spanish spawned on it.

The only way i've found to prevent this is to save the game the turn before the revolt happens, then letting the revolt go through and get your city get taken, then reloading to the turn before. When I do that, no units spawn at all. All that happens is the city revolts for x number of turns, then settles down.

If anyone knows a way to fix this, please let me know. It's pretty crippling.
 
(already posted this on the RevDCM forum, but i figure i might as well ask here too)

I'm getting a really annoying bug when playing. I'm using the latest version of Caveman2Cosmos, and whenever I have a revolution occur, the units inside the city get kicked out of the city and the new civilization spawns a bunch of units in the city. This even happens when barbarians spawn instead of a new civilization, except that the barbarians just raze the city.

I've also seen it happen with other civilizations. In the same game, I was bordering Portugal and Spain rose up in revolt. The Portuguese had about 8 archers and assorted troops kicked out of their city and the Spanish spawned on it.

The only way I've found to prevent this is to save the game the turn before the revolt happens, then letting the revolt go through and get your city get taken, then reloading to the turn before. When I do that, no units spawn at all. All that happens is the city revolts for x number of turns, then settles down.

If anyone knows a way to fix this, please let me know. It's pretty crippling.

I have noticed this also with Rev On, i hate it also and i have also said something, but i am not a python person, so only python personal can help, sorry. Thats one of the reasons i dont play with Rev On.
 
Viper is causing a graphical glitch but no CtD so far.
 

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List of "Huh what gives?" items:

Once you reach Railroads and start to build them If you have a Jungle Camp and build a RR the popup says building a RR on JC tile gives 3 :hammer:, it actually only gives 1. :(

And why if you build a factory on a tundra tile do you lose your 1 food? Have never understood that one.

Why can't you irrigate a barren tile?

How and why do forests grow in Permafrost tiles? I'm glad they do but it doesn't seem to fit. Maybe it's my dislike for the permafrost terrain?

Why do Watermills remove Forest or Jungle? This has always bothered me. Again it just does not make sense.

Why does doing Anything to Sawgrass/Tall grass removes the grass and the tile bonus. Is Sawgrass tiles missing something? Like a special bldg?

JosEPh :)
 
Why can't you irrigate a barren tile?

I have tried to fix this and let cottages and industry be built there but it is not taking for some reason. If there is tall grass or resource on it your can. It is what I use Great Farmers for, placing a grain on barren land so it can be irrigated.

Why do Watermills remove Forest or Jungle? This has always bothered me. Again it just does not make sense.

BtS default no one has bothered to change.

Why does doing Anything to Sawgrass/Tall grass removes the grass and the tile bonus. Is Sawgrass tiles missing something? Like a special bldg?

Tall grass was supposed to be a feature only on marsh land. But what do you mean by "tile bonus".
 
Once you reach Railroads and start to build them If you have a Jungle Camp and build a RR the popup says building a RR on JC tile gives 3 :hammer:, it actually only gives 1. :(

It does give +3 hammers, but it doesn't stack on top of the previous roads hammers, so it is a net gain of 1 since it replaces the old bonus
AT least I think that is the issue
 
I was just wondering whether it is possible to remove the viper and it's associated problems through the MLFs, and if so, which ones? It is making my prehistoric game almost unplayable.:mad:
 
I was just wondering whether it is possible to remove the viper and it's associated problems through the MLFs, and if so, which ones? It is making my prehistoric game almost unplayable.:mad:

All you need to do is edit Assets/Units/CIV4SpawnInfos.xml find VIPER and then change ANIMAL_SPAWN_MODIFIER to zero (0) for the viper.

Now if only I could do that for the archer unit which is the one that has caused that particular problem for me for many versions. :(
 
I was just wondering whether it is possible to remove the viper and it's associated problems through the MLFs, and if so, which ones? It is making my prehistoric game almost unplayable.:mad:

In the SVN copy, i left the Viper ingame, BUT have it as a requirement of 0 units allowed to be built, that way, once the NIF gets fixed they can just change the 0 to 1 again and have the Viper back in-play.
 
In the SVN copy, i left the Viper ingame, BUT have it as a requirement of 0 units allowed to be built, that way, once the NIF gets fixed they can just change the 0 to 1 again and have the Viper back in-play.

That only works for units that can be built. Vipers aren't built they are placed randomly (spawned)
 
Indeed. Together with the fact that animals seem to have been changed to spawn from the 1st turn this actually ment for me that a viper spawned right next to my stone thrower (visible tile) on turn 2. So far i havent had any problems with the vipers anymore since i reached the ancient age? or maybe its because my graphics card is warm now? :dunno: The icon for the viper is broken though, its just blank. And when i saw the viper glitch it seemed to emanate from the head of the viper.
 

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<snip>

Tall grass was supposed to be a feature only on marsh land. But what do you mean by "tile bonus".

Sawgrass next to river gives 1 extra food compared to grass tile.

It does give +3 hammers, but it doesn't stack on top of the previous roads hammers, so it is a net gain of 1 since it replaces the old bonus
AT least I think that is the issue

That's the problem. It should either give the 3 hammers or the hover for railroad upgrade should say gives 1 additional hammer. It Was supposed to originally give 3 more hammers to keep JC's viable into the Modern and beyond eras. Otherwise the AI will chop them all down.

JosEPh
 
Alt Tabbing out of game and then coming back will produce a CTD every time now with revision 1384. Minidump below.
JosEPh
 
Sawgrass next to river gives 1 extra food compared to grass tile.



That's the problem. It should either give the 3 hammers or the hover for railroad upgrade should say gives 1 additional hammer. It Was supposed to originally give 3 more hammers to keep JC's viable into the Modern and beyond eras. Otherwise the AI will chop them all down.

JosEPh

Yes, this is true of improvement hover text generally (it's relative to no improvement, not relative to the current improvement). I agree it's very irritating (for me it's being told that railroads/electric railroads will give an extra hammer on my mines, which it won't because it doesn't stack with the one from the road I already have). I plan to address it when I get round to it (it's about 5th on my list currently)
 
I have problems with the mod. I installed as the topic says but when I start the game there is no menu. Well... the menu is there but there is no text.

Is this what you meant? I'm running into this issue too, but I confirmed I have my language set to English. The menu looks fine when I launch vanilla BtS, but when I load the C2C mod this comes up. The music plays, and the birdies fly in the background too.



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Is this what you meant? I'm running into this issue too, but I confirmed I have my language set to English. The menu looks fine when I launch vanilla BtS, but when I load the C2C mod this comes up. The music plays, and the birdies fly in the background too.

If you ever see this pic, something is wrong. Either its not in the correct mod folder, or you didnt transfer all info to the mod area?
 
That's the problem. It should either give the 3 hammers or the hover for railroad upgrade should say gives 1 additional hammer. It Was supposed to originally give 3 more hammers to keep JC's viable into the Modern and beyond eras. Otherwise the AI will chop them all down.

JosEPh

Hover text now fixed in latest SVN (and will be in V20 therefore)
 
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