[ERROR - Need Help] Crashing after the first turn

jojoweb

Chimpa-Z
Joined
Jun 6, 2004
Messages
493
Location
Lyon, France
Hi !

I have made a mod, and all the errors seem to be corrected. But, the game crash after the first turn ? What do you think about this ?... (i don't have any error message).

Thanks.
 
jojoweb said:
Hi !

I have made a mod, and all the errors seem to be corrected. But, the game crash after the first turn ? What do you think about this ?... (i don't have any error message).

Thanks.

Well it sounds like you have a bug in your mod...

Please post your mod so we can look at it and help you debug it.

EDIT: Jojo, please try to include more information in your requests for help. Your request for help is almost like me going to a car mechanic via a cab or bus and asking them to tell me how to fix my car with me telling them that it won't start.
 
Yes i know that my post is short ^_^. But i don't have a lot of informations about the error (and my english is not perfect ;-)). I haven't finished all the things in my mod, buildings arts and buildings buttons are not configured. But i think that the game can work without some graphics. (no ???)

I post my mod (a light version without sounds) : Alpha.rar

The mod is compatible with 1.61 version, some texts are not written, the mod is 80% complete.
 
Jojo, there seems to be a lot of missing text in your mod and images. I think the reason for the error is in one of the new civilizations that you added to the mod, so you might want to start there...
 
Ok, First, i have tested the civilisations (by replacing mines by the originals), they don't seem to be the problem. The building arts are finished, the problem didn't came from their absence. I have tested the bonus arts too...

The problem is very strange, i have tested a lot of things and it doesn't work... The worst thing is that the game crash, but without any error message/notification. I am searching...
 
A crash at the end of the first turn is almost always a technology loop. The first thing the ai does is build a city and pick a tech to start researching. If it gets caught in a loop looking at tech upgrades the game dumps you to the desktop, no CTD message, no nothing. Just as if you had exited the game.

I looked at your tech file and I would strongly encourage the use of real tech names instead of tech_1, tech_2, tech_3. The tech tags make it very difficult to troubleshoot and make it easy to create looping upgrades issues like this.
 
Attached is a fixed Civ4TechInfos.xml that will keep the crash from occuring. All I did was remove any upgrade requirement that looked suspicious (if tech_5 required tech_30 for example).

Im not suggesting that this should be tech file that you use, it just helps prove that the issue is a tech upgrade loop. You will have to go through your origional tech file and figure out what you want the upgrades to really be.
 
Aaaaaah you are a boss. I have found what you say this day, just before reading you, by testing a new time my techinfos file. But you are very very gentle to tell me the solution, even if i have found her some hours before. You know the game very well to know that, it wasn't easy. The problem did'nt came from the tech names, it came from my techinfos file, wich seemed to be bad. I have copy and paste my techs in a new techinfos file and it worked... Strange but...


Now, it's a good new for me, but a new error crash my mod after the 3rd turn
!pavoir.png
. Always after the third turn. I must continue to test some things
!sourire.jpg
. Thanks for your enriching (is it the good word ?
!songe.png
) explanations.

Bye.
 
jojoweb said:
Aaaaaah you are a boss. I have found what you say this day, just before reading you, by testing a new time my techinfos file. But you are very very gentle to tell me the solution, even if i have found her some hours before. You know the game very well to know that, it wasn't easy. The problem did'nt came from the tech names, it came from my techinfos file, wich seemed to be bad. I have copy and paste my techs in a new techinfos file and it worked... Strange but...


Now, it's a good new for me, but a new error crash my mod after the 3rd turn
!pavoir.png
. Always after the third turn. I must continue to test some things
!sourire.jpg
. Thanks for your enriching (is it the good word ?
!songe.png
) explanations.

Bye.

Yeah, the names dont cause the problem, they just make it hard to figure out what is what. The problem is being caused by an upgrade loop. So for example if tech_3 requires tech_2, tech_2 requires tech_1 and tech_1 requires tech_3 then there is actually no way to ever learn any of those techs. And when the computer tries to figure one out it goes round and round until the program detects a looping condiditon and drops you to the desktop.
 
Hi !

I don't understand completly what you want to say. Do you mean that the tech names like tech_1, tech_2, and tech_3 can cause organization problems ? If it is what you wanted to say, don't worry, i have done the tech tree organization in an excel file before creating my Civ4TechInfos file.

I have download a program to help me to rename all my techs, but, i don't think that i have done an error that can cause a looping. So, i can rename my techs, but, for the moment, i prefer to verify other files. And, you know, i have tried to integrate my techs in an other mod which is working, and my techs don't seem to cause any problem. So, i continue to search... :rolleyes:
 
Ok, all the bugs are resolved, my mod is now in beta version, and will be downloadable in two weeks. Thanks ^_^.
 
Wait a minute, you can't just say its all better without saying what the problem turned out to be. Science is sharing.
 
The principal problems i had with my mod was caused by :

-A bad Civ4TechInfos file (cause crash without error message after the first turn). I have resolved the problem by copying/pasting my techs parameters from my bad file to a valid file.

-Units and buildings files with too much comments (like <!-- bla bla bla --->) (cause crashes without error message after 3rd and laster turn)

-A looping techs problem wich can made some techs available too early (see Kael's explanations).

-And i can have some other bugs, the beta test will be useful to detect them.

-I have an other problem too insert CvMainInterface from TheLopez's modcomps wich cause a strange bug (a lot of things disapear in the interface). But i will see python later.

Is it OK ? In all cases, people who read to post can ask me a question by Private message ;-).
 
Hi Jojoweb !

You are not unknown for me because i'm Jagreen Lern on www.civfr.com

What are the main features of your mod or scenario/mod ?

What is the main scope ?

What is the principal new taste ?

Bon courage Jojoweb ^^
 
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