Common Errors and/or Crashes Section

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Just wanted to update saying that since I excluded civ4 from data execution prevention [dep]. I don't really crash at all, maybe just once every few hours once civ's memory leak kicks in :)
Im pretty sure this is what solved it for me, not 100% tho.. Anyway here's how you do it..


Right click on My Computer

Click on Properties

Click on the Advanced tab

Click on the Settings button in the Performance section

Click on the Data Execution Prevention tab

-- exclude your bts.exe
 
Having this _every_ turn, no crash though.
Code:
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "autologEventManager", line 354, in onEndGameTurn
  File "autologEventManager", line 1535, in checkStuff

>savegame<
 
Having this _every_ turn, no crash though.
Code:
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "autologEventManager", line 354, in onEndGameTurn
  File "autologEventManager", line 1535, in checkStuff

>savegame<

Good catch. Everywhere else in that bit of code it does a check before doing that "calculation". I put a fix on the svn and you can tell us if the problem goes away.
 
When ever I have my Shaman spread religion to a city, I get this error in the notes
"Audio System: Could not setup 3D sample with handleID 5" It still plays the music for spreading the shaman religion though.
 
When ever I have my Shaman spread religion to a city, I get this error in the notes
"Audio System: Could not setup 3D sample with handleID 5" It still plays the music for spreading the shaman religion though.

All the religion sound problems are back on my to do list. At one stage they were all working but they seem to be getting lost.
 
Are subdued animals tradeable or can they be made tradeable? I wind up with dozens of subdued animals with nothing to do with them except delete, I don't even get any thing back for deleting them, I would like to trade them to other Civs. Also, can some sort of breeding program be put in for Zoo's so they create subdued animals? Late in the game, I still build Carnivals but there are very few animals to hunt to put in the enclosures. We have breeding programs and captive animal trading in the real world.
 
Are subdued animals tradeable or can they be made tradeable? I wind up with dozens of subdued animals with nothing to do with them except delete, I don't even get any thing back for deleting them, I would like to trade them to other Civs. Also, can some sort of breeding program be put in for Zoo's so they create subdued animals? Late in the game, I still build Carnivals but there are very few animals to hunt to put in the enclosures. We have breeding programs and captive animal trading in the real world.

That is a good point.:) Also in FfH, in coding they have it whereas some of the animals escape from the zoo also.
 
Are subdued animals tradeable or can they be made tradeable? I wind up with dozens of subdued animals with nothing to do with them except delete, I don't even get any thing back for deleting them, I would like to trade them to other Civs. Also, can some sort of breeding program be put in for Zoo's so they create subdued animals? Late in the game, I still build Carnivals but there are very few animals to hunt to put in the enclosures. We have breeding programs and captive animal trading in the real world.

That is the time to head out to unexplored lands, capture exotic creatures and bring them back to amaze your populace.:mischief: Carnivals are fairly early and can be built with animals also. Enclosures at the carnival become zoo enclosures.

I will consider trade.
 
That is the time to head out to unexplored lands, capture exotic creatures and bring them back to amaze your populace.:mischief: Carnivals are fairly early and can be built with animals also. Enclosures at the carnival become zoo enclosures.

I will consider trade.

I believe he is talking way before Carnival is in the Tech Tree, as i even found out in my last game, i had to delete half of them also. Carnival is just way to late when first exploring, IMHO. Should be something, that maybe give half of what a Carnival does nearer to Hunting Tech or even tracking. Something to do with animal hide trading, kind of stuff, but anyways, if this continues, PLS move it to the Subdue Animals thread, thx.
 
I believe he is talking way before Carnival is in the Tech Tree, as i even found out in my last game, i had to delete half of them also. Carnival is just way to late when first exploring, IMHO. Should be something, that maybe give half of what a Carnival does nearer to Hunting Tech or even tracking. Something to do with animal hide trading, kind of stuff, but anyways, if this continues, PLS move it to the Subdue Animals thread, thx.

That is part of it, I get dozens of animals WAY before Carnival, but nothing to do with them, totems, hunting lodge, governers pets and such. Can some of the animals be sacrificed or "domesticated" to turn them into a resource inside your territory? No bison or elephants resourse anywhere close but captured lots of them. Same for cow, horse, and other animal resourses. Yes they can be made into a herd, but that does not give you a trade resourse. Also for fish resource, fish farms, whales. And the promotions for the sea creatures needs to be changed, getting the promotion in battle of Woodsman I for a great white shark, that just does not make sense.

I am glad that they have been restricted to not revealing FOW, I would get so many exploring that I never needed any scouts, now they can't. Great Job on that change.

Another problem. When I move as a stack, there is no warning that some of the units cannot enter that terrain, therefore some of the stack will enter and some will stay behind, lots of times the vulnerable ones stay behind and get attacked. Can we get a warning if ANY unit in a stack cannot enter a space?

Do not know if this is game design or my fault. When I create new pages or edit pages in the domestic advisor, I can't save them so that they will be there again next time I load a game or even a save game. Am I doing something wrong, do I need to make a special file somewhere for it to be saved and loaded automaticly?
 
That is part of it, I get dozens of animals WAY before Carnival, but nothing to do with them, totems, hunting lodge, governers pets and such. Can some of the animals be sacrificed or "domesticated" to turn them into a resource inside your territory? No bison or elephants resourse anywhere close but captured lots of them. Same for cow, horse, and other animal resourses. Yes they can be made into a herd, but that does not give you a trade resourse. Also for fish resource, fish farms.

The herds do give the resource that matches the animal. A deer herd provides deer and carcass. Fish farms are available at two times. Modern era and briefly in the classical era, if you have a town center or whatever the admin building is called.

The problem with placing resources on the map is that they can only be placed where there are no resources even those that you can't see. There is also a the problem of OOS for multi player games.
 
My save when converting from v19 to v20 glitched, ending up so that all cities had about +400 revolt risk per turn and I could only build religious buildings.
My guess is that this had something to do with Interfaith being removed (which I had finished building less than 5 turns before the time when the conversion occured)
Is this supposed to happen?
 
My save when converting from v19 to v20 glitched, ending up so that all cities had about +400 revolt risk per turn and I could only build religious buildings.
My guess is that this had something to do with Interfaith being removed (which I had finished building less than 5 turns before the time when the conversion occured)
Is this supposed to happen?

No. Interfaith is still present in v20 so far as I know. May be a bug with recalculation of projects. Post the v19 save game that mis-converted please (with notes as to which city had the Interfaith built in it)
 
I wasn't sure when Interfaith was removed; SVN says version 1400.

Oh ok, in that case you will lose all effects from Interfaith. I hadn't realised it was removed from v20. If that explains what you are seeing it's as expected
 
Current build (1567) has removed all movement points from units.
Maybe worth a look.
 
Thanks for the fix, :goodjob:
i can move my units now but suffer under CTD every second turn. :(
I have attached a minidump, hopefully there's some cure for this symptom.
 
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