History Rewritten (Original Thread)

For what it's worth, I switched back to using version 0.4 of HW (fortunately, I just renamed it rather than deleting it.)

I've played a game through to about 1650 as Kamehameha of Polynesia, and I haven't seen a crash yet. I had previously experienced a few crashes with 0.4, on huge maps, but no where near as many as with 0.5. So, it seems that whatever causes the game to crash on me is related to the changes in 0.5.

Interesting. This makes me think that there are some textures I broke for some systems when I was resizing/pruning everything. However it also brings to mind the possibility that the FPKs are responsible. Could you download AlanH's Macapaka and use it to unpack the 5 FPKs in /History Rewritten/Assets. If done correctly it will create a folder called Art in the same location that has 9 subfolders in it. Let me know if you need any help with this process.

Once done, move the 5 .fpk files somewhere else on your system (so that we can restore them later if it doesn't help ) and launch 0.5. Load time will go back to being horribly slow again but if it reduces/eliminates the crashes then probably worth it. If it doesn't then at least that's one more possibility ruled out. Hope that's not too much trouble ><

Globe Theatre: Replaces "National Theatre", right? In addition to no unhappiness... maybe +1 or 2 happiness in all cities?

University of Sankore: Toned down a bit, since it's a national wonder now.

Yes it replaces the National Theatre. As I mentioned earlier I'm giving no thought to the stats/bonuses yet but I've noted your suggestions for when I do.

I think the Berbers should be renamed as Caliphate of Córdoba or somehow merged (with extreme culture and learning)

No because the Caliphate of Cordoba was an Arab dynasty, an offset of the Umayyads that also conquered the Berbers. It only lasted about 100 years too. The Berber civilization I have in HR covers the Berbers from their early settlements and kingdoms (e.g Mauretania and Numidia) through their later African kingdoms (e.g Morocco) to the great Berber empires (the Almoravids and Almohads) that 'inherited' the Arab possessions in Iberia. A lot of the great cultural and scientific achievements of Al-Andalus (Muslim Iberia) were done by these Berber dynasties, this is why Yaqub al-Mansur has the Progressive trait and a highly cultural/scientific personality. Alhambra was built by the Emirate of Granada, an offshoot of the Almohads.
 
http://forums.civfanatics.com/showpost.php?p=9157718&postcount=134

I linked to you the modifying of Davane about religions...

This modder has made things to work like that :

Specific bonus for different religions ->
Examples :

- Taoism has great cultural boost
- Buddhism has great scientific boost
- Judaism has great economic boost
- Christianity has middle cultural and economic boost

And so on.

Why all religions have same effects ?
 
Interesting. This makes me think that there are some textures I broke for some systems when I was resizing/pruning everything. However it also brings to mind the possibility that the FPKs are responsible. Could you download AlanH's Macapaka and use it to unpack the 5 FPKs in /History Rewritten/Assets. If done correctly it will create a folder called Art in the same location that has 9 subfolders in it. Let me know if you need any help with this process.

Once done, move the 5 .fpk files somewhere else on your system (so that we can restore them later if it doesn't help ) and launch 0.5. Load time will go back to being horribly slow again but if it reduces/eliminates the crashes then probably worth it. If it doesn't then at least that's one more possibility ruled out. Hope that's not too much trouble

That doesn't sound too bad. I assume you're referring to unpacking the FPK's in the 0.5 version, correct?
 
Interesting. This makes me think that there are some textures I broke for some systems when I was resizing/pruning everything. However it also brings to mind the possibility that the FPKs are responsible. Could you download AlanH's Macapaka and use it to unpack the 5 FPKs in /History Rewritten/Assets. If done correctly it will create a folder called Art in the same location that has 9 subfolders in it. Let me know if you need any help with this process.

Once done, move the 5 .fpk files somewhere else on your system (so that we can restore them later if it doesn't help ) and launch 0.5. Load time will go back to being horribly slow again but if it reduces/eliminates the crashes then probably worth it. If it doesn't then at least that's one more possibility ruled out. Hope that's not too much trouble


I managed to do the extract properly. My first try was to load a 0.4 saved game, and that crashed during the load, so I'm starting a 0.5 load now. Let me know if you want to see the crash logs from attempting to load the 0.4 save.
 
What about in the future a "1000 AD" or a "2001 AD" for History Rewritten ?

I tried to make a scenario but while saving scenario with worldbuilder, it gave a normal file with the right extension but not uploadable on civfanatics... do i zip it ?
:goodjob:

My dream create a very interesting standard world... Fully realistic if possible but fictive...
 
You need to compress it into a zip file.

Civfanatics is short-sighted like that.

So, you want an Earth scenario showing Earth from a certain time period? Easily done (except for City Placement, Resource Placement, and Border Accuracy)
 
I managed to do the extract properly. My first try was to load a 0.4 saved game, and that crashed during the load, so I'm starting a 0.5 load now. Let me know if you want to see the crash logs from attempting to load the 0.4 save.


And that seems to have done the trick. I've gotten well into the 1500's without a crash.

And I'm using the small map version of the Earth scenario, which had previously crashed barely a few turns into the game.
 
On the Smaller Earth map I got to the 1800s in one continuous go, this is at normal speed as the Inca
 
http://forums.civfanatics.com/showpost.php?p=9157718&postcount=134

I linked to you the modifying of Davane about religions...

This modder has made things to work like that :

Specific bonus for different religions ->
Examples :

- Taoism has great cultural boost
- Buddhism has great scientific boost
- Judaism has great economic boost
- Christianity has middle cultural and economic boost

And so on.

Why all religions have same effects ?

I think they were all the same simply to avoid offending anyone, but also to avoid having balance issues. I will look at some sort of variation for the religions but I'd like to keep it fairly minor, at least to start with. Not on the cards for this next version though.

What about in the future a "1000 AD" or a "2001 AD" for History Rewritten ?

I tried to make a scenario but while saving scenario with worldbuilder, it gave a normal file with the right extension but not uploadable on civfanatics... do i zip it ?
:goodjob:

My dream create a very interesting standard world... Fully realistic if possible but fictive...

I won't be making any scenarios myself but if you want to make some I'm happy to include them in a future version of the mod.

And that seems to have done the trick. I've gotten well into the 1500's without a crash.

And I'm using the small map version of the Earth scenario, which had previously crashed barely a few turns into the game.

I'm glad we found a solution! I'm not sure why it helps exactly but I guess it's something to do with memory management on some systems - lots of small files versus a few large ones. Keep me posted on how it goes with larger maps. I appreciate your willingness to test things out btw, it helps me help others with issues too. I'll keep trying to solve the audio issue.
 
I started out with my usual: Hungary, Rhye's map, starting positions, city flip after conq, perma alliances, and after I finished my turn I waited. And waited. And waited. I went and did a #2 in the bathroom. Still not my second turn. I apple-tabbed. I apple-tab-hold-apple-q'd and quit it.
 
which one is the Apple key? my MacBook doesn't come with one labelled (is it the command key?)
 
I started out with my usual: Hungary, Rhye's map, starting positions, city flip after conq, perma alliances, and after I finished my turn I waited. And waited. And waited. I went and did a #2 in the bathroom. Still not my second turn. I apple-tabbed. I apple-tab-hold-apple-q'd and quit it.

Please let me know if that happens every time on that map or if it happens on other maps too.
 
I'm glad we found a solution! I'm not sure why it helps exactly but I guess it's something to do with memory management on some systems - lots of small files versus a few large ones. Keep me posted on how it goes with larger maps. I appreciate your willingness to test things out btw, it helps me help others with issues too. I'll keep trying to solve the audio issue.

Is there anything in particular you need me to try out, other than larger maps?
 
I just got another crash.

Still playing the small version of the Earth map, as Lincoln, just after Attila and his Greek and Roman vassals declared war on me. I pressed the "Change Governments" button (to switch to Nationalism) and it all came crashing down.

I've saved off all the logs; let me know what you need to see.

Incidentally, I had thought it was going to crash earlier during a map trade, but it survived.
 
Is there anything in particular you need me to try out, other than larger maps?

Not really atm, just anything you come across in your games.

I just got another crash.

Still playing the small version of the Earth map, as Lincoln, just after Attila and his Greek and Roman vassals declared war on me. I pressed the "Change Governments" button (to switch to Nationalism) and it all came crashing down.

I've saved off all the logs; let me know what you need to see.

Incidentally, I had thought it was going to crash earlier during a map trade, but it survived.

Well at least they're not regular now. In any crash report I just need the thread information. At some point in the crash info there is a line "Binary Images:". Everything below that line I have no clue how to interpret (not that I'm that great at the thread section either, there are just a few things I've learned to look for).
 
Not really atm, just anything you come across in your games.



Well at least they're not regular now. In any crash report I just need the thread information. At some point in the crash info there is a line "Binary Images:". Everything below that line I have no clue how to interpret (not that I'm that great at the thread section either, there are just a few things I've learned to look for).

Okay, here's the latest. I also have the log files if you need any of them.

Process: Civilization IV Beyond the Sword [26307]
Path: /Games/Civilization IV Gold/Beyond the Sword/Civilization IV Beyond the Sword.app/Contents/MacOS/Civilization IV Beyond the Sword
Identifier: com.aspyr.civ4bts
Version: 3.19 (92131)
Code Type: X86 (Native)
Parent Process: launchd [491]

Date/Time: 2010-06-12 06:49:38.612 -0400
OS Version: Mac OS X 10.6.3 (10D573)
Report Version: 6

Interval Since Last Report: 198560 sec
Crashes Since Last Report: 2
Per-App Interval Since Last Report: 67228 sec
Per-App Crashes Since Last Report: 1
Anonymous UUID: 74A68D83-5E63-4922-8ACD-460BF38D3BCD

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Application Specific Information:
abort() called

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0x96361132 __kill + 10
1 libSystem.B.dylib 0x96361124 kill$UNIX2003 + 32
2 libSystem.B.dylib 0x963f38e5 raise + 26
3 libSystem.B.dylib 0x9640999c abort + 93
4 libstdc++.6.dylib 0x94de9fda __gnu_cxx::__verbose_terminate_handler() + 433
5 libstdc++.6.dylib 0x94de817a __cxxabiv1::__terminate(void (*)()) + 10
6 libstdc++.6.dylib 0x94de81ba __cxxabiv1::__unexpected(void (*)()) + 0
7 libstdc++.6.dylib 0x94de82b8 __gxx_exception_cleanup(_Unwind_Reason_Code, _Unwind_Exception*) + 0
8 libstdc++.6.dylib 0x94de8658 operator new(unsigned long) + 101
9 libstdc++.6.dylib 0x94de8703 operator new[](unsigned long) + 17
10 com.aspyr.civ4bts 0x0004341e IDirect3DDevice_Mac::GetRenderTargetData(IDirect3DSurface9*, IDirect3DSurface9*) + 344
11 com.aspyr.civ4bts 0x00085ec5 IDirect3DSurface_Mac::LockRect(_D3DLOCKED_RECT*, tagRECT const*, unsigned long) + 175
12 com.aspyr.civ4bts 0x000816a4 D3DXLoadSurfaceFromSurface + 432
13 com.aspyr.civ4bts 0x005fb414 FFileWriter::WriteDDS(char const*, NiTexture*, unsigned int, unsigned int, unsigned int) + 674
14 com.aspyr.civ4bts 0x005fb4b9 FFileWriter::WriteTGA(char const*, NiTexture*) + 55
15 com.aspyr.civ4bts 0x00ac9431 CvEngine::render() + 1389
16 com.aspyr.civ4bts 0x00b12abd CvUpdater::basicUpdater() + 533
17 com.aspyr.civ4bts 0x00aea411 CvMessageBox::CvMessageBox(CvWString const&, CvWString const&, unsigned int, CvMessageBoxCallback*, void*) + 2631
18 com.aspyr.civ4bts 0x00a92460 CvApp::OnIdle() + 2694
19 com.aspyr.civ4bts 0x0066ea41 FWinApp::Run() + 31
20 com.aspyr.civ4bts 0x00b1ee52 WinMain + 50
21 com.aspyr.civ4bts 0x000a7f99 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
22 com.apple.HIToolbox 0x949930a9 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1567
23 com.apple.HIToolbox 0x94992370 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
24 com.apple.HIToolbox 0x949921cf SendEventToEventTargetWithOptions + 58
25 com.apple.HIToolbox 0x949c6d10 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 3006
26 com.apple.HIToolbox 0x949934fa DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2672
27 com.apple.HIToolbox 0x94992370 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
28 com.apple.HIToolbox 0x949b4b55 SendEventToEventTarget + 52
29 com.apple.HIToolbox 0x94b3ddf7 ToolboxEventDispatcher + 86
30 com.apple.HIToolbox 0x94b3df2f RunApplicationEventLoop + 243
31 com.aspyr.civ4bts 0x000a8052 InstallEventsAndRunGameLoop() + 166
32 com.aspyr.civ4bts 0x000a83ea main + 356
33 com.aspyr.civ4bts 0x00002642 _start + 216
34 com.aspyr.civ4bts 0x00002569 start + 41

Thread 1: Dispatch queue: com.apple.libdispatch-manager
0 libSystem.B.dylib 0x96326b42 kevent + 10
1 libSystem.B.dylib 0x9632725c _dispatch_mgr_invoke + 215
2 libSystem.B.dylib 0x96326719 _dispatch_queue_invoke + 163
3 libSystem.B.dylib 0x963264be _dispatch_worker_thread2 + 240
4 libSystem.B.dylib 0x96325f41 _pthread_wqthread + 390
5 libSystem.B.dylib 0x96325d86 start_wqthread + 30

Thread 2:
0 libSystem.B.dylib 0x9630035a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x9632dea1 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x9635ca28 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x93826465 TSWaitOnConditionTimedRelative + 242
4 ...ple.CoreServices.CarbonCore 0x938261a3 TSWaitOnSemaphoreCommon + 511
5 ...ickTimeComponents.component 0x905bd91d ReadSchedulerThreadEntryPoint + 4698
6 libSystem.B.dylib 0x9632da19 _pthread_start + 345
7 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x9630035a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x9632dea1 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x9635ca28 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x96ab1965 CAGuard::WaitFor(unsigned long long) + 219
4 com.apple.audio.CoreAudio 0x96ab4997 CAGuard::WaitUntil(unsigned long long) + 289
5 com.apple.audio.CoreAudio 0x96ab2294 HP_IOThread::WorkLoop() + 1892
6 com.apple.audio.CoreAudio 0x96ab1b2b HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x96ab1a42 CAPThread::Entry(CAPThread*) + 140
8 libSystem.B.dylib 0x9632da19 _pthread_start + 345
9 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 4:
0 libSystem.B.dylib 0x9632e262 __semwait_signal + 10
1 libSystem.B.dylib 0x9632df1e _pthread_cond_wait + 1191
2 libSystem.B.dylib 0x9632fbb8 pthread_cond_wait$UNIX2003 + 73
3 GLEngine 0x4e3e6804 gleCmdProcessor + 162
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 5:
0 libSystem.B.dylib 0x96300336 semaphore_wait_trap + 10
1 ...ickTimeComponents.component 0x90c82d00 QTThreadWaitSignal + 107
2 ...ickTimeComponents.component 0x90647ccb audioprepThreadEntry + 68
3 ...ickTimeComponents.component 0x90c82c7a start_thread + 54
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 6:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 7:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 8:
0 libSystem.B.dylib 0x9630035a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x9632dea1 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x9635ca28 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x93826465 TSWaitOnConditionTimedRelative + 242
4 ...ple.CoreServices.CarbonCore 0x938261a3 TSWaitOnSemaphoreCommon + 511
5 ...ple.CoreServices.CarbonCore 0x9384a3eb TimerThread + 97
6 libSystem.B.dylib 0x9632da19 _pthread_start + 345
7 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 9:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 10:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 11:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 12:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 13:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 14:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 15:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 16:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 17:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 18:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 19:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 20:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 21:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 22:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 23:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 24:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 25:
0 libSystem.B.dylib 0x9630035a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x9632dea1 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x9635ca28 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x93826465 TSWaitOnConditionTimedRelative + 242
4 ...ple.CoreServices.CarbonCore 0x938261a3 TSWaitOnSemaphoreCommon + 511
5 ...ple.CoreServices.CarbonCore 0x93880a50 AIOFileThread(void*) + 1127
6 libSystem.B.dylib 0x9632da19 _pthread_start + 345
7 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 26:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 27:
0 libSystem.B.dylib 0x9630040e mach_wait_until + 10
1 libSystem.B.dylib 0x963878d5 nanosleep + 345
2 libSystem.B.dylib 0x96387776 usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9632da19 _pthread_start + 345
5 libSystem.B.dylib 0x9632d89e thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x9640994b ecx: 0xbfffe88c edx: 0x96361132
edi: 0xa0822b10 esi: 0x94dece2f ebp: 0xbfffe8a8 esp: 0xbfffe88c
ss: 0x0000001f efl: 0x00000286 eip: 0x96361132 cs: 0x00000007
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x576ed000
 
Okay that's the same as the other crashes, texture or memory related. Probably the latter given unpacking the FPKs had an effect. It's reasonable to assume that any further crashes you get will be the same so need to post any more crash logs. I'll keep looking for possible causes but I suspect that the occasional crash is just going to happen for you now and then as none of them seem to be repeatable, just random. Just let me know if get any that are repeatable or you notice anything that regularly increases their frequency.
 
Regarding the "Earth" map (or at least the smaller version) -- I noted when playing that, I did not get to choose which religions I founded, but got the defaults. Is that by design, or a bug?
 
Okay, I'm at a point where I'm getting constant crashes.

I think it has to do with a shaman I just created in Honolulu. Every time I select it, or every time the game automatically goes to him, it crashes. I also just built the Apostolic Palace for Shamanism, and I'm the sole civ that practices Shamanism. I've attached my latest save to see if that helps. I've also attached the crash log as a file.
 

Attachments

Back
Top Bottom