Final Fixes Reborn

Python exception. I just started getting this when, after having exited and taken a break, I reloaded from the latest autosave and resumed playing.
 

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Python exception. I just started getting this when, after having exited and taken a break, I reloaded from the latest autosave and resumed playing.
Dammit, i thought i had fixed that one.

i'm not so sure of noggormotha... i had loads of crashes at turn 1 until i removed that module :/
you mean the version i've commited yesterday ?
 
the Civ4.thm in Resource has the path hardcoded in it, you can edit it manually with a text editor.

So, I finished up my last game, and decided to download the svn copy and rename it to Ashes of Erebus, and it still crashes when starting a new custom game. No errors are given, game just crashes. Also, to be clear, the mod will load, it doesn't crash until trying to start a new game.
 
Dammit, i thought i had fixed that one.

It's kind of hit or miss. In this case I exited to Desktop, started up BtS again, loaded the mod then the latest autosave, and this time when Perpentach showed up for diplomacy there was no python exception. I don't know how helpful that is, if it's not happening consistently.
 
So, I finished up my last game, and decided to download the svn copy and rename it to Ashes of Erebus, and it still crashes when starting a new custom game. No errors are given, game just crashes. Also, to be clear, the mod will load, it doesn't crash until trying to start a new game.

Try deleting the cache, activating python errors, and, if all else fails, use the debug CvGamecoredll file that is in the main folder to replace the one in Assets. You'll get a bunch of debug warnings that you can ignore. If it still crashes with the debug one, We have an issue.
 
I have something to report. I do not know if this has been fixed in the SVN version or not but here goes.

I have open borders with an AI civilization. And that AI civilization has troops marching through my territory. I have a city producing privateers. Those AI troops can march into my city and kill those privateers on the turn they spawn giving me no chance to move them away.

I feel that this is something that is an unintended result of the hidden nationality system and should be addressed.

PS. The problem is made infinitely worse by the fact I am playing as the mechanos and thus they can just zip around my railroad system killing them where ever I build them.
 
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Is there nothing you can do to prevent them from killing my ships? Because right now I literally can't build any privateers in my empire simply because of one marauding chariot. It's incredibly annoying.

Like, you probably could just make HN units not spawn with HN but instead have the ability to cast that spell that gives them HN. Just like Lenora. That's what I am going to do as a personal mod now that I've thought it up.

Not sure how the AI would handle it. But like if they can't an easy fix would be to make that ability tied to a promotion that expires in 1 turn and turns into HN so that you have just enough time to get the unit out of dodge.
 
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Try deleting the cache, activating python errors, and, if all else fails, use the debug CvGamecoredll file that is in the main folder to replace the one in Assets. You'll get a bunch of debug warnings that you can ignore. If it still crashes with the debug one, We have an issue.

Hmm, I tried clearing the cache by holding shift. That allowed the game to start, but now the interface doesn't appear unless I alt-tab, and the diplomatic talks have no options.

I don't know what the other instructions mean.
 
I've noticed a few other issues as well.

Playing the Mekara:
I have Slaves, but don't seem to be able to Settle them
I'm repeatedly getting an event about barbarians at the gate, but nothing happens no matter what option I select
I can't seem to get a Great Commander to actually join with any units
I get options saying emergent traits have popped up, replacing an "important status". I don't know what important means, but I'm not actually getting the traits. (No raider promotion on recon units)

Edit: Well, I found the issue with the Mekara slaves. You had it requiring BUILDING_PAGAN_TEMPLE_MEKARA, which it never seemed to find. Oddly, when I changed it to BUILDINGCLASS_PAGAN_TEMPLE it would work for captured workers, but not slaves. When I just removed the building requirement entirely though, it worked for both.
 
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Hmm, I tried clearing the cache by holding shift. That allowed the game to start, but now the interface doesn't appear unless I alt-tab, and the diplomatic talks have no options.

I don't know what the other instructions mean.

I've noticed a few other issues as well.

Playing the Mekara:
I have Slaves, but don't seem to be able to Settle them
I'm repeatedly getting an event about barbarians at the gate, but nothing happens no matter what option I select
I can't seem to get a Great Commander to actually join with any units
I get options saying emergent traits have popped up, replacing an "important status". I don't know what important means, but I'm not actually getting the traits. (No raider promotion on recon units)

Edit: Well, I found the issue with the Mekara slaves. You had it requiring BUILDING_PAGAN_TEMPLE_MEKARA, which it never seemed to find. Oddly, when I changed it to BUILDINGCLASS_PAGAN_TEMPLE it would work for captured workers, but not slaves. When I just removed the building requirement entirely though, it worked for both.

Yeah most of that are symptoms of the same bug. Somehow, your game has decided that it couldn't read some python files. It's been happening randomly to some people for a while for now, and i have strictly no idea why it is happening. I have never been able to have it occur on my build for testing...

If you can activate python errors and take screenshots of the errors so i can look at them, ( to activate python errors, enter the civ4config file that you can find in BTS folder, and change 1 to 0 at the line HidePythonExceptions )
 
i'm also very curious whether it happens with the debug dll too.
In the main mod folder, you have a CvGameCoreDLL.dll file that is much larger than the one in Assets. If you switch them, you activate the debug mode of the mod. It has plenty of warnings that can be ignored, but i'd like to know if the python bug continues or not with it.
 
Yeah most of that are symptoms of the same bug. Somehow, your game has decided that it couldn't read some python files. It's been happening randomly to some people for a while for now, and i have strictly no idea why it is happening. I have never been able to have it occur on my build for testing...

If you can activate python errors and take screenshots of the errors so i can look at them, ( to activate python errors, enter the civ4config file that you can find in BTS folder, and change 1 to 0 at the line HidePythonExceptions )

Ok, here are the python exceptions. Though by the looks of the errors, seems to have something to do with C++, which I don't know at all.
 

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I haven't followed all the changes being made to Emergent Leaders, but does Ophelia Rosenthal now start with the Necromancer Trait? I'm playing as the Bannor, not the Scions, and anyway the 'pedia just says that she starts with the Strategist Trait only.
 
Windows 10 64-bit.
what language settings ?

I haven't followed all the changes being made to Emergent Leaders, but does Ophelia Rosenthal now start with the Necromancer Trait? I'm playing as the Bannor, not the Scions, and anyway the 'pedia just says that she starts with the Strategist Trait only.
no, she gets the Deathtouched trait. I haven't worked on Ophelia yet emergent-wise


List of potential themes for the next dev diary here : https://docs.google.com/document/d/14P90zYvnsodp-PLfRDmAehvX--nuhGV6yhKZMUxy9NI/edit#
 
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