Habsburg Austria - Hungary v96- spawn error

Skojardu

Warlord
Joined
Feb 19, 2014
Messages
121
I was looking forward to kicking Maria Theresa's tires to see what her new victory condition was, but my loader was stuck on 50+ more turns to wait until I showed the map and showed the year 1975! Did an AI already win in this case? (I'm guessing Germany based on the minimap) If so, the spawning should stop and you should be told someone won before you could spawn in.
 

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  • If Germany Won the game should stop loading.jpg
    If Germany Won the game should stop loading.jpg
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Furthermore, my loader consistently says 54 turns to go, even if I reveal the map and see turns cycling. Is that on me and my device, or is there a bug in the game?
 
* I just revealed the map and saw it was at 1490 without porting me in. I will test earlier nations instead of Austria-Hungary
 
Here is config for an instance where Maria didn't get spawned

[Debugging]

; Set to 1 to enable the fire tuner to connect to the game.
EnableTuner = 0

; Validates the game database whenever it is changed.
ValidateGameDatabase = 0

; Set remark levels (ex. /R0 /R1:Video - means all off except video level 1) (default "/R1"
Remarks = /R1

; Set remark log filename; empty for no remark log
RemarkLog =

; Sets a breakpoint on a specified object allocation order number (debug only).
CrtBreakAllocNum = 0

; Set to 1 to send FRemark output to the tuner
SendRemarksToTuner = 0

; Set to 1 to enable mem tracking when using a mem tracker build
EnableMemTrackerSystem = 0

; Set to 1 to do various embedded memory tracker dumps
DoMemTrackerDumps = 0

; Set to 1 to disable hotloading of objects
DisableHotLoader = 1

; Set to 1 to enable asserts in debug mode
EnableAsserts = 1

; Set to 1 to have loose files override PAK files if the loose file is newer
LooseFilesOverridePAK = 0

; Set to 1 to quiet D3D warning and leak msgs
D3D Mute = 0

; Enables the use of the standard Lua debug library.
EnableLuaDebugLibrary = 0

[User Settings]

; Set to 1 to enable threaded submission to D3D11
Threaded Submission = 1

; This is capped at runtime to the number of physical processors
MaxSimultaneousThreads = 8

; Throttles the app when focus is lost
ThrottleOnLossOfFocus = 0

; Set to 1 to activate the debug panel
DebugPanel = 0

; How close you can get (11.0=default, 4.0=debug zoom)
Minimum Zoom Level = 11.000000

; Whether or not to use screen space terrain overlays
Use Screen Space Overlay = 1

; The currently selected steam language
SteamLanguage = english

; The currently selected language.
Language = en_US

; The currently selected spoken language.
AudioLanguage = en_US

; Set to 1 to disable Fall-back Language Support in the Localization System.
DisableFallbackLanguageSupport = 0

[CONFIG]

; Mimimum size of the temporary heap, in megabytes
Minimum Temp Heap Size = 32

; Maximum size of the temporary heap, in megabytes
Maximum Temp Heap Size = 68

; Enables the game core to run in a separate thread
EnableGameCoreThreading = 1

; Set the game core thread to use the Job Manager, or its own dedicated thread
GameCoreThreadingUsesJobManager = 0

; Random seed for game sync, or '0' for default
SyncRandSeed = 0

; Random seed for map generation, or '0' for default
MapRandSeed = 0

; QuickStart - SinglePlayer games only!
QuickStart = 0

; Bandwidth options are modem or broadband
Bandwidth = broadband

; Number of seconds to accept live game list updates from GameSpy (-1 for initial snapshot only, 0 for no live updates
GameUpdateTime = 10

[MiniMap]

; Mini-map width.
Width = 320

; Mini-map height.
Height = 190

; Thickness of camera rectangle, in pixels
CameraRectThickness = 10.000000

; If ratio of explored area to visible region size is less than this (on both axes), do not draw camera rect.
CameraRectThreshold = 1.000000

; Extra space, in pixels, to leave on edge of explored region
ExploredRegionGutter = 20.000000

; Alpha value for fog
FogAlpha = 1.000000

[DisableSystems]

; Set to 1 to disable Terrain system
Terrain = 0

; Set to 1 to disable LandmarkSystem system
LandmarkSystem = 0

; Set to 1 to disable Overlay system
Overlay = 0

; Set to 1 to disable OverlayDebug system
OverlayDebug = 1

; Set to 1 to disable Decal system
Decal = 0

; Set to 1 to disable City system
City = 0

; Set to 1 to disable Unit system
Unit = 0

; Set to 1 to disable Forest system
Forest = 0

; Set to 1 to disable River system
River = 0

; Set to 1 to disable LeaderHead system
LeaderHead = 0

; Set to 1 to disable Audio system
Audio = 0

; Set to 1 to disable Combat system
Combat = 0

; Set to 1 to disable Particle system
Particle = 0

; Set to 1 to disable Projectile system
Projectile = 0

; Set to 1 to disable FOW system
FOW = 0

; Set to 1 to disable FluidFOW system
FluidFOW = 0

; Set to 1 to disable YieldIcons system
YieldIcons = 0

; Set to 1 to disable DistanceFog system
DistanceFog = 0

; Set to 1 to disable StrategicView system
StrategicView = 0

; Set to 1 to disable Minimap system
Minimap = 0

; Set to 1 to disable ColorKeyEdit system
ColorKeyEdit = 1

; Set to 1 to disable Waves system
Waves = 0

; Set to 1 to disable Arrows system
Arrows = 0

; Set to 1 to disable MovementPath system
MovementPath = 0

[TextKey Settings]

; Enable triggered sounds from units (3dsmax Note tracks) (default 1)
Enable markered sounds = 1

[Audio]

; Disable sounds from gamecore (also can set via tuner) (default 0)
Disable Sid Sounds = 0

; Enable in-game music (default 1)
Enable music = 1

; Ignore any variation cap settings (default 0) (Sound guys, set this to 1)
Disable audio variation cap = 0

[DEBUG]

; Enable message logging
MessageLog = 0

; Rand event logging bitfield. bit 0 = on/off, bit 1 = log callstacks, bit 2 = log pregame calls, bit 3 = log asynchronous RNGs
RandLog = 0

; Enable AI logging
AILog = 0

; Enable AI performance logging
AIPerfLog = 0

; Enable Builder AI logging
BuilderAILog = 0

; Enable Tutorial logging
TutorialLog = 0

; Enable Tutorial debug window
TutorialDebug = 0

; Split AI Logging into separate files for each Player & City
PlayerAndCityAILogSplit = 0

; Saves the game after the human player presses 'next turn' but before the game logic advances
PostTurnAutosaves = 0

; Enables stack-trace collection on random number generators and FAutoVariables. Slightly slower and uses more memory
EnableOutOfSyncDebugging = 0

; Set App on Auto-Run
Autorun = 0

; Number of turns to autorun before exiting (0 for no limit)
AutorunTurnLimit = 0

; Enable the logging system
LoggingEnabled = 0

; upload assert logs and crash dumps to the server
UploadReports = 1

; Delete reports after uploading to the server
MoveReports = 1

; Show combat debugging overlays
CombatDebug = 0

; Use a background thread for asynchronous D3D submission.
ThreadedExecute = 0

; Controls the threading strategy: (0=default,1=no display lists,2=one DL per command set, 3=split mode, 4=aggregate mode)
ThreadingMode = 0

; Number of commands per diplay list to aim for in SPLIT and AGGREGATE thread modes
TargetJobSize = 100

; Maximum number of frames to allow D3D to queue up. 0 means default. DX11.1 only
MaxFrameLatency = 0

[GAME]

; Allows the player to give right click movement movement orders while the camera is scrolling
AllowRClickMovementWhileScrolling = 0

; Force quick combat animations
QuickCombat = 0

; Game Name
GameName = My Game

; Worldsize options are WORLDSIZE_DUEL/WORLDSIZE_TINY/WORLDSIZE_SMALL/WORLDSIZE_STANDARD/WORLDSIZE_LARGE/WORLDSIZE_HUGE
WorldSize = WORLDSIZE_SMALL

; Climate options are CLIMATE_ARID/CLIMATE_TEMPERATE/CLIMATE_TROPICAL
Climate = CLIMATE_TEMPERATE

; Sealevel options are SEALEVEL_LOW/SEALEVEL_MEDIUM/SEALEVEL_HIGH
SeaLevel = SEALEVEL_MEDIUM

; Era options are ERA_ANCIENT/ERA_CLASSICAL/ERA_MEDIEVAL/ERA_RENAISSANCE/ERA_INDUSTRIAL/ERA_MODERN
Era = ERA_ANCIENT

; GameSpeed options are GAMESPEED_QUICK/GAMESPEED_STANDARD/GAMESPEED_EPIC/GAMESPEED_MARATHON
GameSpeed = GAMESPEED_STANDARD

; Victory Conditions
VictoryConditions = 11111111

; Game Options
GameOptions = EMPTY

; Max number of turns (0 for no turn limit)
MaxTurns = 0

; Allow AI in multiplayer games
EnableMultiplayerAI = 1

; GameType options are singlePlayer/spLoad
GameType = singlePlayer

; Map Script file name
Map = Assets/Maps/Continents.lua

; In-game Alias
Alias = dulle

; Email Address
Email = dulle

; Save Path - relative to working (Civ5) folder
FileName =

; Handicap for quick play
QuickHandicap = HANDICAP_CHIEFTAIN

; Blocks players from entering the city screen
CityScreenBlocked = 0

[UserSettings]

; Last Civilization Played
LastCiv = 14

; Last Game Speed Played
LastSpeed = 0

; Last Map Type Played
LastMapScript = C:\Users\dulle\Documents\My Games\Sid Meier's Civilization 5\Maps\GreekWorld\GreekWorld.Civ5Map

; Last Map Script Was Random
LastMapScriptRandom = 0

; Last Map Size Played
LastMapSize = 4

; Last Map Size Was Random
LastMapSizeRandom = 0

; Last Game Difficulty Played
LastDifficulty = 3

; Store advanced settings in Cache folder
PersistAdvancedSettings = 1
 
It's something that only starts at Austria. I was able to successfully spawn Turkey
 
I was looking forward to kicking Maria Theresa's tires to see what her new victory condition was, but my loader was stuck on 50+ more turns to wait until I showed the map and showed the year 1975! Did an AI already win in this case? (I'm guessing Germany based on the minimap) If so, the spawning should stop and you should be told someone won before you could spawn in.
England and Japan are pretty impressive too!

Here is config for an instance where Maria didn't get spawned

[Debugging]

...
Is it everytime with this config? Or just once?
Rhye would need the log of your game loading, but if you start another game, this log is lost already.
 
Above, I tried to have a failed load and then save the game mid load and take config from there and it apparently didn't work. Can I delete config.ini from the folder it is in so it regenerates, or if I do that, will I break my copy and need to reinstall it?
 
I can't attach the text file Lua.log, and the file has 1,152,226 characters and makes my web browser freeze when I try to post in reply. Reading the file as an ignorant non-coder I saw many lines saying Bad Plot. Does Bad mean bad, or is that not a problematic thing to see? I will not play Civ again to preserve the log.
 
I can't attach the text file Lua.log, and the file has 1,152,226 characters and makes my web browser freeze when I try to post in reply. Reading the file as an ignorant non-coder I saw many lines saying Bad Plot. Does Bad mean bad, or is that not a problematic thing to see? I will not play Civ again to preserve the log.
You should .zip the log file and then attach the file to a post. Don't copy/paste the text from it.
 
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