Constant CTDs in late games..

Klaerth

Chieftain
Joined
Aug 18, 2008
Messages
15
A friend and I are both running very high-end computers, with both using Vista...

...and whenever we get a game far enough along, typically between 300 to 400 turns, we start experiencing CTDs - he has the issue much more often than I, but it still happens to both of us now and again. Looking through the logs, it appears as if the only error that pops up must be Python-related...are there any possible suggestions to rectify this? We've tried many things - running in XP and NT compatibility mode, ascertaining drivers are updated, reinstalling the game entirely, clearing the cache...nothing seems to help. We can generally load up an autosave and play for several more turns, but it swiftly crashes once more at an entirely different point - there appears to be little rhyme or reason to things. The python log is below...

Spoiler :
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvEventManager
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module CvDomesticAdvisor
load_module CvTechChooser
load_module CvForeignAdvisor
load_module math
load_module CvExoticForeignAdvisor
load_module IconGrid
load_module DomPyHelpers
load_module PyHelpers
load_module TechTree
load_module re
load_module CvMilitaryAdvisor
load_module CvFinanceAdvisor
load_module CvReligionScreen
load_module CustomFunctions
load_module Popup
load_module CvCorporationScreen
load_module CvSomniumInterface
load_module copy
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module CvEspionageAdvisor
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module CvPediaMain
load_module CvPediaScreen
load_module CvScreen
load_module CvPediaTech
load_module CvPediaUnit
load_module CvPediaBuilding
load_module CvPediaPromotion
load_module CvPediaUnitChart
load_module CvPediaBonus
load_module CvPediaTerrain
load_module CvPediaFeature
load_module CvPediaImprovement
load_module CvPediaCivic
load_module CvPediaCivilization
load_module CvPediaLeader
load_module CvPediaSpecialist
load_module CvPediaHistory
load_module CvPediaProject
load_module CvPediaReligion
load_module CvPediaSpell
load_module CvPediaCorporation
load_module CvWorldBuilderScreen
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvScreenUtils
init-ing world builder screen
load_module CvWBPopups
load_module CvCameraControls
load_module CvAdvisorUtils
PY:OnInit
load_module CvAppInterface


As well, we're of course running BTS with patch 3.17, along with using the unofficial patch, and are running 0.33 with patch 'c'. =>

Edit: Checking the Event Viewer, the error that Windows gives us is down below...

Spoiler :
Faulting application Civ4BeyondSword.exe, version 3.1.3.1, time stamp 0x48310000, faulting module MSVCR71.dll, version 7.10.3052.4, time stamp 0x3e561eac, exception code 0xc0000005, fault offset 0x0000a17c, process id 0xdc0, application start time 0x01c90348bbbee601.
 
I (unfortunately) experience the same behaviour.

I've never had a game last past turn 560 or so. I get unhandled exceptions in CivGameCoreDLL.dll. I don't have the source so I can't debug into it.

I however can not reload saved games and try and play a couple more turns. After reloading an autosave (or a quick-save) that occurs before the crash, the game will continue to CTD at the exact same point in time from then on.

I'm patched up the wazoo; 3.17, FFH 0.33 (patch c), etc.

Vista 64.

Only other thing of note is I have the Direct2Drive version of BtS, though I have the regular retail versions of (vanilla) Civ IV and Warlords. (Yes my 3.17 BtS patch is the specific d2d version.)
 
If you can link a save I can load and consistently crahses Id love to check it out.
 
We /may/ have been able to fix it. I went and downloaded a new copy of the aforementioned .DLL, and we both put it in our System32 folders, and we've been able to successfully play another 100 turns with no crashing so far. I'll report back with a save if it occurs again, however..! =>
 
Alrighty, I'll attach a savegame when I get one up that far. I unfortunately don't save many games besides using autosave and/or quicksave... and those get overwritten all the time as I start new games.
 
Alrighty here it is. Took me a while to get to a point where I could consistantly get a CTD. I managed to get all the way up to turn 810!

Map: Erebus
Size: Huge
Era: Ancient
Speed: Marathon

Ragings Barbarians, Aggressive AI, No Vassal States, Wildlands, Blessing of Amathoan, Living World

Playing as Faeryl Viconia/Svartalfar with 15 opponents picked randomly which became Arendel Phaedra/Ljosalfar, Decius/Calabim, Sidar, Sheelba/Clan, Keelyn/Balseraph, Hannah/Lanun, Kuriotates, Malakim (with split with Minister Koun), Tasunke/Hippus, Os-Gabella/Sheiam, Valledia/Amurites, Mahala/Doviello, Arturus/Khazad, and Garrim/Luchuirp. I'm forgetting someone... Hyborem also made an appearance.

Two modifications I made to the XML shouldn't affect this particular game or be cause of the crashing. I swapped the world colours for the Bannor and Mercurians, and changed the model/animations used by Donal Lugh to some greek heavy swordsman I downloaded from a non-FFH unit modpack.

I also 'cheated' twice in this game via the world editor, though again that shouldn't be a cause for the crashing. I added the 'Courage' promotion to my Alazkan the Assassin when fighting Hyborem... I figured since he was level 20 at the time and had just wiped out seven cities of the Ljsolfar (with the help of a 15th lvl assassin), and single handedly wiped out nine or so cities of the Calabim (his assassin side kick got killed at the first Calabim city), he was hardcore enough to not be 'afraid' of Hyborem. Needless to say, he romped through Hyborem and the Infernals after that. The other 'cheat' was changing one mountain tile to a hill tile to allow access from the defunct Calabim area to the Infernal area (durned Erebus map script takes the isolation a bit too far sometimes)... his transport (a caravel) had gotten sunk while he was romping through the Calabim.

So... turn 810. I managed to get up to turn 801 or so without any problem this time. After 801, I would get CTDs almost every turn. But I could recover either by reloading or rebooting/reloading and move forward. Even though I'm not playing with a new seed on reload, upon reloading some of the AI actions would play out differently. Anyhoo, here at turn 810, the spot to watch is a lone assassin just west of the Svart lands. I've already 'completed' my turn, so hitting enter while produce the following: She'll get attacked by a lizardman hunter (probably win), an orc axeman (probably win), will get bypassed by an orc spearman, then two more orc spearmen will move from a fog of war tile into contact with her, then... BOOM, CTD.
 

Attachments

  • Faeryl Viconia AD-0810.CivBeyondSwordSave
    704.2 KB · Views: 53
I played 10 turns without a problem. If anyone else can check scourge's save id love to hear if they can reproduce it or if its only on his machine.
 
Well damn. Thanks for trying anyway Kael.

I just retried it myself again. It almost but not quite played out as outlined above. Lizardman 1 attacks and dies, Orc 1 attacks and dies, Orc 2 however didn't bypass, they instead chose to attack and die, didn't even get to see Orc 3 and 4 move adjacent to the assassin, I got the CTD before they moved. :(
 
I'm stumped.

Tried it six more times. All of them ran the exact same way as indicated in the screen shot. Lizard man attacks and dies, Orc Axe 1 attacks and dies, Orc Axe 2 attacks and dies, two Orc spearman move adjacent to assassin, crash/debug popup.

It's weird. Sometimes I'll get this crash/debug popup. Sometimes I'll get the standard 'This program has stomped responding and would I like to send info to Microsoft indicating a problem yadda yadda'... and no option to debug in visual studio.
 

Attachments

  • civ14crash.jpg
    civ14crash.jpg
    109.7 KB · Views: 94
I'm stumped.

Tried it six more times. All of them ran the exact same way as indicated in the screen shot. Lizard man attacks and dies, Orc Axe 1 attacks and dies, Orc Axe 2 attacks and dies, two Orc spearman move adjacent to assassin, crash/debug popup.

It's weird. Sometimes I'll get this crash/debug popup. Sometimes I'll get the standard 'This program has stomped responding and would I like to send info to Microsoft indicating a problem yadda yadda'... and no option to debug in visual studio.

Do you still have the problem with patch "d"? Im wondering if the visibility error may have something to do with it.
 
Just tried patch 'D', no joy :(.

I did some more 'testing' on my part. If I load up that save game I posted, the basic setup for the units involved in the crash is shown in the screenshot below.
Tile A is my Svart Assassin
Tile 1 has Lizardman 1 (L1), Orc Axe 1 (A1), and Orc Axe 2 (A2)
Tile 2 has Orc War 1 (W1), and Orc War 2 (W2)
Tile 3 has three Lizardman
Tile 4 has a Wolf Rider and an Orc War
Tile 5 has a Lizardman
Tile 6 has an Orc Axe
Tile 7 has a Lizardman
Tile 8 has a Goblin

there's more units in the area, but I just tested scenarios with deleting various units from the above list.

I tried every scenario at least four times back to back. All scenarios are started by loading up the save game and hitting <enter> to end the players turn, but before ending the turn starting the world editor and possibly deleting one of the barbarian units present from the above screenshot.

Scenario One (default)
no units deleted
L1, A1, and A2 all attack the assassin from Tile 1 and die
W1 and W2 move from Tile 2 to Tile 1
crash

Scenario Two
delete L1 from Tile 1
A1, and A2 attack the assassin from Tile 1 and die
W1 and W2 move from Tile 2 to Tile 1
crash

Scenario Three
delete W1 from Tile 2
L1, A1, and A2 all attack the assassin from Tile 1 and die
W2 moves from Tile 2 to Tile 1
no crash

Scenario Four
delete Lizardman from Tile 3
L1, A1, and A2 all attack the assassin from Tile 1, A2 kills the assassin
no crash

Scenario Five
delete Wolf Rider from Tile 4
plays out same as Scenario One

Scenario Six
delete Lizardman from Tile 5
plays out same as Scenario Four

Scenario Seven
delete Orc Axe from Tile 6
plays out same as Scenario Four

Scenario Eight
delete Lizardman from Tile 7
plays out same as Scenario Four

Scenario Nine
delete Goblin from Tile 8
plays out same as Scenario One but...
no crash

So...

Something seems to be happening with a (pseudo)-random number being generated and then applied by the AI to a combat or movement result for one of these barbarian units. Why does this happen on my computer? I have absolutely no idea. In the meantime, I guess I'll play FFH2 with random seed on reload enabled. With much quick saving, I'll hopefully be able to play through an entire game without having to resort to deleting selected units when I encounter a crash.

As far as I know, there's nothing 'wrong' with my computer. Game-wise I've got the following currently installed and have encountered no lockups or crashes that I could systematically repeat like the above scenarios: Puzzle Quest, Crysis, Call of Duty 4, Neverwinter Nights 2 (+ expansion), Neverwinter Nights (+ expansions), Warhammer Online (beta), Temple of Elemental Evil, Vampre the Masquerade: Bloodlines, Mass Effect, Assassin's Creed, Tomb Raider Anniversary, Star Wars: Knights of the Old Republic, Jedi Knight 2: Jedi Outcast. So it's a good mix of old and new games and everything runs fine on Vista 64. Sure I have to run some games under XP compatability but that's no big deal.*

I guess next I'll try and play a game of vanilla BtS, or maybe Rise of Mankind or Final Frontier or something and see if I get the same problems as I do with late game FFH2. Mind you the only reason I have Civ 4 installed currently is to play FFH2 since it's sooo outstanding :). (Edit: Hopefully no one mistakes this for sarcasm, FFH2 is fantastic.)

* To get VtM: Bloodlines to play 'properly' I also have to use MSConfig to (re)boot the computer using only 2 GB of RAM (the machine has 4 GB installed). A bug in the Source engine used by VtMB when more than 2 GB of RAM is installed forces the engine to resort to using low detail textures. This bug was fixed in Half Life 2, but since Troika (the developers of VtMB) are deceased as a company, no one can fix this for VtMB.
 

Attachments

  • crash setup.jpg
    crash setup.jpg
    113.2 KB · Views: 64
i am also having the same issue around turn 184-196 everything just crashes. BTW this is my first post on here and i just want to say i love this site and this mod. :)
 
I need saves of crashes. Scourge2805's won't crash for me. But that doesn't mean yours won't.

Also keep in mind that the first post int he bug thread states that "Vista users have reported crashes if they have UAC (User Account Control) enabled", so thats worth checking out if your running Vista.
 
i don't mean to sound dumb but i am new to most of this how would i post a saved game here?
 
i don't mean to sound dumb but i am new to most of this how would i post a saved game here?

Zip it up and then attach it to your post.
 
oh and i also tried scourge2805's game and it crashed within three turns
 
I read about the user controls and turned them off. It didn't fix it. I'll get you a save shortly.

I'd also like to say that the mod is wonderful and easily as good as many comercial products I've put down money for. Thank you for your time and creative energy!
 
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