(CONFIRMED) Waiting for other civilizations...

After running into the infinite loop at the "Waiting for other civs..." message, I went reading through here. One poster mentioned going into the world builder and deleting civs, then going back into game mode and hitting next turn until it lets you pass the turn.

Easiest way I found to do this was enable show Friendly/Enemy Moves in options, write down what civs I saw move, reload the save, then delete the other civs two at a time (just delete all their cities in the world builder).

I tracked down the cause to a lone city called Aryan (spelling?) that was owned by Roosevelt who was created as a colony by Pacal II (Maya). I think the city may have been barbarian at first. The city was almost on the top edge of the map, next to the ice, and was right next to stone or marble with a quarry, and was on the coast. Deleting that city enabled my game to continue. If anything above sounds familiar in your infinite loop, post it!

I will post the file later, or send me a message with your email if you are interested.

This infinite loop is NOT related to war time. They are at war, but via diplomacy i can make them make peace, and the infinite loop still occured during his turn.

I didn't feel too bad about magically smiting down the city when Roosevelt broke free and then got whupped by 4 other AI's at once. HA!
 
I have found the problem in my game is due to a city of a Vassal. The vassal (Bismark of Germany) controls 3 cities, given to him by the Khmer when they formed a colony. The turn after the colony was created, the "crash" occured.

Here's some stats:

Infinite loop occurs after 1901 AD - Turn 321.

It is fixed when the German capital city of Vimayapura (remember Germany are the newly created colony of the Khmer, so the Khmer now have 3 colonies I think) is simply erased from the map.

The capital city is shown as in the World-builder in the attached pic.

It contains 2 x longbowman + 2 x warriors.
Population of 5
Culture 174
Building Work Boat (completed in 2 turns)

I hope this helps, please fix this bug soon Firaxis! :goodjob:
 

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I have found the problem in my game is due to a city of a Vassal. The vassal (Bismark of Germany) controls 3 cities, given to him by the Khmer when they formed a colony. The turn after the colony was created, the "crash" occured.

Here's some stats:

Infinite loop occurs after 1901 AD - Turn 321.

It is fixed when the German capital city of Vimayapura (remember Germany are the newly created colony of the Khmer, so the Khmer now have 3 colonies I think) is simply erased from the map.

The capital city is shown as in the World-builder in the attached pic.

It contains 2 x longbowman + 2 x warriors.
Population of 5
Culture 174
Building Work Boat (completed in 2 turns)

I hope this helps, please fix this bug soon Firaxis! :goodjob:

Found this bug:
in CvUnitAI::AI_attackCityMove()
Code:
	bool bHuntBarbs = false;
	if (area()->getCitiesPerPlayer(BARBARIAN_PLAYER) > 0)
	{
		if ((area()->getAreaAIType(getTeam()) != AREAAI_OFFENSIVE) && (area()->getAreaAIType(getTeam()) != AREAAI_DEFENSIVE))
		{
			bool bHuntBarbs = true;
		}
	}

remove the 'bool' inside the if.. so it becomes
Code:
	bool bHuntBarbs = false;
	if (area()->getCitiesPerPlayer(BARBARIAN_PLAYER) > 0)
	{
		if ((area()->getAreaAIType(getTeam()) != AREAAI_OFFENSIVE) && (area()->getAreaAIType(getTeam()) != AREAAI_DEFENSIVE))
		{
			bHuntBarbs = true;
		}
	}

Edit: Tested the remaining saves.. and this fix seems to fix the ones that wasnt fixed by earlier fix
 
well done Gyathaar! :goodjob:

Can I guess that that code sets whether a Civ will be on the lookout for barbarians, if the Barbarians control some land area (i.e. have at least 1 city)? And if the colony is just created, it will need to determine whether to "HuntBarbs"...can anyone explain fully to a non-modder :) ? Does this code run for every civ, all the time, or just when they are created?
 
I can't actually confirm a hang-up in this one.

Any steps on how to replicate? how did you respond to the diplomacy when the save first loads?

I honestly cant remember at this point (I've been playing the heck out of the game so it all sort of blurs together... ;) ).

HOWEVER. I did have the same 'waiting for other civs' message come up late in my last game. And it sat and sat and sat. This time, I just let it sit. Eventually (7 actual minutes later), the started back up again and apparently the problem was that the AI was releasing a colony. A new AI started up and I guess it was just taking forever to calculate everything.

I'm not sure if others are simply experiencing the same thing or not, but its definately possible.
 
I honestly cant remember at this point (I've been playing the heck out of the game so it all sort of blurs together... ;) ).

HOWEVER. I did have the same 'waiting for other civs' message come up late in my last game. And it sat and sat and sat. This time, I just let it sit. Eventually (7 actual minutes later), the started back up again and apparently the problem was that the AI was releasing a colony. A new AI started up and I guess it was just taking forever to calculate everything.

I'm not sure if others are simply experiencing the same thing or not, but its definately possible.

I had something very similar. I hit end turn, then waited and waited.....and waited. The machine seemed to be locked up, I couldn't even alt-tab out, I was contemplating just rebooting my machine, when the war trumpet sounds. Apparently someone was attacking me and as it was late game, several pacts etc were kicking in. Almost ten mins b4 I got control again, and very strange, as even right at the end of a huge map game, there's only generally a few seconds between me hitting end turn, and then my next turn.

Similar huge pause/waits of around 5 mins when my enemy eventually capitulated.Again I suppose it must be calculating stuff, but still, I could run a spybot check on my entire machine in 5 minutes...
 
I played the 1933 Road to War scenrio as Germany up until the II Januray 1940 turn and then it hit. I was able to go back and replay the previous turn and it still hit again.

Unfortuately I cannot load the file right now.
 
I too have been hit 150 turns away from cultural victory on marathon. i am disappointed to say the least. I waited 3 hours and nothing!

this might move me to buy an xbox 360 and play bioshock while I wait for a patch to be released.
 
My game also falls into an infinite loop. It happened right after the ottomans made a colony, wonder if that had something to do with it.... anyway it sucks :)

If I recall it correctly it happends in 1545 AD
 

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hey guys, what an annoying problem... But I got past it!

What I did was, when it looped in jan of 1977 i had saved the turn before and i also saved in 1974, (lucky for me) , so I tried all the patches and fixes that were in this thread and none worked, so I loaded the 1974 games and played through except I only hit the space bar and went through the turns quickly, when I got to the loop year of 1977 I was able to go past it and iam now saved in 1979. Yeah!

my game was on Warlord , Terra, Large.

Maybe a little time travel will help this annoying problem.. and hell isnt hindsight a good thing anyways?
 
Gyathaar, I tried what you proposed with the bhuntbarbs thing but it does not seem to work for me, it still chokes somehow.
 
Dammit, in 1426 in a marathon game, and it's hanging end of turn on the Waiting message. What a waste of time, this is my first game of BtS, been playing it since I bought it, and it's ending like this. Bah... tried Solver's DLL to no avail.
 
Just wanted to add that also in my case it was a marathon game and the bug happened the turn after a colony was founded (Napoleon)
 
It seems like colony founding sometimes makes it all go wrong. Hope this is fixed soon, its such a shame when a nice game can ends like this....
 
It seems like colony founding sometimes makes it all go wrong. Hope this is fixed soon, its such a shame when a nice game can ends like this....

Yep. I can imagine that most of the people who incoutered the bug has quit the game. I have :(

It would be nice, in case Alexam has a fix for it, if he could hand it to the community so that we could include it in unofficial patches while the official one comes out
 
I have the same problem, tried everything mentioned in this thread, but nothing helped. strangely there isnt even a colony founded in my game yet, so this cannot be the only reason for this bug.
 
Some of you are thinking this problem is completely unsolvable. I fixed mine by a simple process of elimination - just delete whole civs in the world builder, until the turn ends properly. Then narrow it down to cities/units. It might take a little while, but then you can continue your game.

If a colony has just been created, try them first. ;)
 
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