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Exploration Continued Expanded (Obsolete)

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For anyone using ExCE, please remove it from your mod order. Otherwise, it'll make it difficult to separate problems with ExCE from problems with P&P or CulDiv or one of my civs. Consider this mod on indefinite hiatus because of the CTDs.
This is anecdotal and overly simplistic, but in case it helps you get to the root of the problem. I play with attrition disabled and I've not had any issues playing with ExCE, P&P and Cul Div together at all (along with a slew of other mods); made it well into the industrial era before I stopped playing.
 
This is anecdotal and overly simplistic, but in case it helps you get to the root of the problem. I play with attrition disabled and I've not had any issues playing with ExCE, P&P and Cul Div together at all (along with a slew of other mods); made it well into the industrial era before I stopped playing.

No dice, as others were running games without CTDs until I added the Colonies and Trade components into the mix; but then their accounts could've been anecdotal, so who knows. I'll just have to remove everything, and add each component one-by-one in reverse. I am 90% sure it won't be Exploration or Trade, however.
 
Maybe its about combination of components?
(Just guessing here)
 
Unavailable for the time being due to stability issues.
 
Ok, I tracked down what I think to be the issue, and it's to do with when one pillages a Tribe. I did an AI-only test, and it would consistently crash at turn 43 (turn number is probably a coincidence). I noticed the turn before, Ramesses was sitting a Warrior on a Tribe. I commented out the code which responds to this event, and voila. No crash. I then noticed that there was now a city on top of that Tribe... so I guess the Tribe did fight back :lol: In hindsight, this makes sense given Sukritact's account, as Sukritact doesn't have Tribes enabled either. What a Liberty!
 
Glad you made some progress on the bug hunt, JFD. Weirdly enough, I didn't get any crash in my earlier game during which I reported a barbarian unit razed a tribe.
 
Glad you made some progress on the bug hunt, JFD. Weirdly enough, I didn't get any crash in my earlier game during which I reported a barbarian unit razed a tribe.

It would only occur from a city, not just a regular pillaging.
 
And... back to the modlist.
Also: hail his Modjesty!
(And Artisterach Janboruta, which made an interesting choice during an event)
 
Can't wait to try out the new version. I've been meaning to play a game of ExCE.

Incidentally, you should make a separate Shipwrecks mod. That's something I've thought would be cool for a long time, and would be a great mod even without all the major changes.
 
Unfortunatly there's still a bug with saves quitting shortly after they load sometime after the turn 100 mark.
 
Here's a weird issue I have noticed. If I start a 12 player game, then launch IGE, I'll only have 10 other major civs in game. If I then use the 1st round ESC menu option to "Restart," when the game finishes reseeding, I'll have 9 other civs. Each time I restart a new seed, I loose one player.

The first time I noticed this, I had restarted my game from the menu so many times that only 5 other major civs remained in the game. I removed only ExCE, and had no problems. I reenabled ExCE and disabled all other mods except for ExCE (v4), Community Patch (v66), and IGE (v39), and had the disappearing civs issue again.

Below are the logs of a quick test session w/ only CP(66), IGE(39), and ExCE(4) enabled. The initial seed, plus two restarts. Initial settings: 12 civs (all random), Huge size, Random map, Standard pace, Ancient start. All Victory types enabled, New Random Seed, Policy Saving, and Promotion Saving options enabled. I've disabled Attrition and Tribes during this test, but the issue remains even with those enabled.

"Game" consists of one start, and two restarts. Used IGE each time to check players.
Random gave me Byzantium. First load-up gave me Other Players: Ceaser, Bismark, Boudicca, Casimir, Catherine, Dido, Isabella, Maria, Pocatello, and Sejong. The 12th civ is already eliminated. First restart eliminated Pocatello, second restart eliminated Casimir.

Database, Lua, and Stopwatch Logs
Spoiler :
https://www.dropbox.com/sh/1ov9njnw8vnlt61/AAAi3JLZipB85WapEZ6J11Zfa?dl=0
Let me know if you need other logs.
Hopefully, this is tied to some of the other issues with the mod and can help narrow down some causes/solutions, rather than just being another soul-crushing obstacle.
Edit: Also, if anyone else could do a couple of quick checks and determine if this is simply something I've done on my end or if others are experiencing the same issue and simply haven't noticed, that'd be swell.
 
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