Infinite Loop BTS 1.01

Discussion in 'Civ4 - Better AI' started by rramstad, Oct 9, 2010.

  1. f1rpo

    f1rpo plastics

    Joined:
    May 22, 2014
    Messages:
    1,215
    Location:
    Germany
    @Mattaba: How I understand _j_'s post:
    Either Alt+0, Alt+1 or Alt+2 will end the freeze. (If none of them does, then civjo's script apparently can't solve your particular problem.) At that point, you could simply continue playing. However, if you want to move past the problem without affecting all units across the map, you could instead take note which key combination did the trick and reload in order to identify the specific unit that is holding things up (or one of the units if multiple are stuck). Let's assume, for example, that Alt+2 has allowed the game to continue; that should mean that a land unit is stuck. Then pressing Shift+2 repeatedly will go through all land units on the map in a fairly arbitrary order and end their moves. Maybe the 12th time that you press Shift+2 allows the game to continue. If you can manage to count correctly, then I don't think it should be necessary to consult PythonDbg.log. That said, there can be hundreds of units on the map, so ...
    Setting LoggingEnabled=1 in \My Games\Beyond the Sword\CivilizationIV.ini will enable PythonDbg.log, and it gets created in \My Games\Beyond the Sword\Logs. When you have the number (unit index), you reload again, press Shift+6 that number of times and finally Shift+9 – for a minimally invasive way to break the gridlock.

    (I'm not exactly active in this subforum, but I have it on my "watch" list.)
     
  2. Mattaba

    Mattaba Chieftain

    Joined:
    Sep 29, 2002
    Messages:
    32
    Location:
    The Netherlands
    @f1rpo: Thx for your explanation. So the way you read it is I can just press those commands ingame if it gets stuck? And no debugger/world builder needed? Provided I copied in civjo's file of course.
     
  3. f1rpo

    f1rpo plastics

    Joined:
    May 22, 2014
    Messages:
    1,215
    Location:
    Germany
    Right, the script registers a keyboard event handler, and that doesn't seem to be contingent on any debug settings. One could obtain the coordinates and name of the offending unit from the log file, and then perhaps delete that unit through WorldBuilder or somehow nudge it into a behavior that won't get it stuck. Debug mode (Ctrl+Z in game after setting CheatCode=chipotle in the .ini) could be interesting for checking out what the unit is doing. Shouldn't be necessary though – unless the same unit keeps getting stuck turn after turn somehow. Surely no debugger should be necessary (that would take much more effort on the player's side than the above).
     
  4. Mattaba

    Mattaba Chieftain

    Joined:
    Sep 29, 2002
    Messages:
    32
    Location:
    The Netherlands
    Ah ok, cheers. Hope it won't be needed but you never know.
     
    f1rpo likes this.

Share This Page