[MOD] Fall from Heaven II

i think there is quite a few people who enjoy playing premade scenarios...check out the length of Nikis-Knights map thread...

If its a good map, I'll play it.
 
Dear Kael and all the Team,

I've been reading a fair number of pages of this thread and I do intend to read all of them as they're very interesting. This is a fantastic mod with tonnes of creativity, community involvement and responsiveness. :goodjob: If you can, would you be able to summarize the changes between the last vanilla version (0.23c) and the latest BtS version (0.30)? I'm deciding whether to start a multiplayer co-op with 0.23c, play FFH1 or buy Beyond the Sword right away and play the latest FFH2 version.

Speaking of FFH1/2 multiplayer, is it possible to play direct IP or does a game need to be played using PBEM? (since it would probably take longer than a single session to play a full multiplayer game)

Thanks again to Kael and All the Team for such a great mod! :D I look forward to your reply.

Best regards,
Steven.

Im afraid a summary isnt possible. The BtS version is a complete rewrite of FfH2 from the ground up, it isn't a conversion. There are a ton of new features in BtS, including Unique Features, New Game Options, and 2 new playable civs. It is a long list.

Im the wrong guy to ask about multiplayer options. I have never played a multiplayer game of FfH. I know others have and I believe direct IP works well.
 
I have a problem downloading the mod. At the download site, it doesn't have an actual download link. Can someone possibly send me the mod over email or something?
 
The optimum save game that is needed in order to find crash type issues is this: Right before it crashes.
We should be able to load the save file, make one simple move/attack/end turn or whatever triggers it (be sure to tell us what this is), and immediately watch the game crash.
Using this we may be able to find out why it is crashing.

Keep in mind that the results will not always be posted here, they would go in the resolved bugs section at the beginning of the bug thread in the subforum.
As I have explained in the past, it doesn't happen with ANY specific action!!! It happens when the globe is turning. I can usually tell because the time it takes until the next turn is exceptionally long, then the screen clears, and the "Send error report" message comes up. Believe me, I'd love to tell you some specific action that happens, but there simply isn't one. It varies on the amount of turns -- though it has gotten worse with "g" (before "g" I hadn't actually hit points where I couldn't continue; typically I can reload my last saved game and continue on). I have submitted a couple of games where I am unable to continue with the hope that the developers could reproduce it. As I've also mentioned, I really don't think that it is a performance issue since, in many cases, until I see the globe taking quite a bit too long the game is running fine.

I'd love to provide more suggestions, but I don't know the programming language that you use. BUT... If it happens for you (as I said), I'm hoping that you can correct it. Otherwise, I'm pretty much out of luck. I have a good game going right now and I'm really concerned that I'm going to hit the issue again. One more time and I'm going to give up the ghost...

Given that I appear to be the only person experiencing this problem, I wouldn't expect it to be a terribly high priority; no matter my own feelings on the issue (i.e. frustrated at getting far in the game, then going no further). Since this is the case, I fully expect that you guys will focus your time on the next release/revision rather than spending time on this.

If you do fix I would hope (cross my fingers) that Kael will include it in his list of fixed issues (he does a fantastic job at this!!). Of course, I wouldn't expect anything else from a fellow Buckeye (unless he's transplanted from somewhere else!).:) In the event that I quit playing for a while, I'll at least keep tabs on the releases to see if it might have been addressed.

Of course, given how big a pain in the *ss I'm becoming, this might be a good thing...
 
@Omegon

I've also experienced CTDs like yours - the game crashes while on the AI's turn and I get the 'Send Error Report' message.
I sent Kael a savegame once, but he couldn't reproduce the error, though it happened without fail on my machine, every time I reloaded the game.

I believe therefore that it IS a performance related issue that only occurs on some machines.
I've taken to only play on standard maps, no more Large or Huge - and I haven't had any crashes in my last games *cross my fingers*.

I'd advise keeping away from the large maps, that may help your problem.
 
As I have explained in the past, it doesn't happen with ANY specific action!!! It happens when the globe is turning.

In your case the specific action cause is ending your turn. post a save from right before you end your turn.

Dragonlord is right that there are performance related issues for some people. if you post the save and it doesn't crash for us, then the problem is with your setup.
 
First off, HOW do I know when to send it in? Secondly, I've asked for input from the developers SEVERAL times and not gotten a response. Third, why do you think that they can fix it BEFORE it happens rather than when it is actually occuring? I'm a programmer (be it an old f*rt, but I have worked with Java, Visual Basic, and an exotic form of Basic) myself and I can tell you that when the error is NOT occuring is the toughest time to try to correct a problem -- I need to see the problem occurring in order to see what is going on (i.e. debugging it). I'm fairly certain that C++ (or whatever language it is) doesn't likely break this principle...

If the developers feel differently, then they can tell me and I hope they do.

in your "_Civ4Config.ini" you can turn on some logging options:

; Set to 1 for no python exception popups
HidePythonExceptions = 0

; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 20

; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 1

; Create a dump file if the application crashes
GenerateCrashDumps = 1

; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

adding these logs to your posts with a savegame right before the crash can be very valuable for the modders
 
Ok, it was my bad for not reading more into the downloading thing. I did what you said, and it worked. But I have the Primary Control Theme problem which you already explained in your first post, I know. But it IS installed in the correct folder, and everything is the way it should be. I had this same problem with another mod as well. It was strategyonly's Next Fantasy War mod. He told me to delete a few things and it would work, and it did. So I tried doing the same for this mod.

However, after doing the same deleting for BOTH mods, I end up losing information and getting info in the civilopedia mixed up. I have some civs or religions and etc. having info from others, and some having no descriptions at all. So by deleting what I deleted, it just causes more problems. How can I fix the problem without having to delete those files that are apparently neccessary?
 
In your case the specific action cause is ending your turn. post a save from right before you end your turn.

Dragonlord is right that there are performance related issues for some people. if you post the save and it doesn't crash for us, then the problem is with your setup.
That has been the case with the last several saves (i.e. the save is right before the end of my turn).
 
I've been skimming the various threads lately and I think there has been way too much angst expressed over this and that. FfH is a beta Mod. Heck, it's a total rewrite of BtS as far as I'm concerned. I say be patient. The team is working hard to put this thing together.

Omegon3, Please stick around. Your input is invaluable. ;)
 
in your "_Civ4Config.ini" you can turn on some logging options:



adding these logs to your posts with a savegame right before the crash can be very valuable for the modders

OK... I did what you suggested, turning on all the various options. I didn't find many logs (if you can tell me where to look other than Civ 4 and BTS, I'll try to find them).

Anyway, here's the long story... I don't believe that most of this information really matters, but the developers might see something.

I was playing Dain the Coswallown of the Amurites -- huge world, 3 other civs, Big and Small world, turn 499 (yeah, I like to grab land, I'm a wimp, and I play chieftain -- what do you expect from someone that doesn't like challenges? :lol: ) I don't believe it matters, but I had just sent out three rather large armies (with haste) out of my capital Cevedes -- getting ready for war since I was close to scheduling the Tower of Mastery. I had really been hopeful for this game since I hadn't had any previous halts and the game was running smoothly (I think it has something to do with how large the other civs get since, inevitably, it seems to finally die when the they get large -- the error typically happens when the "Waiting for other civilizations" message is displayed).

I have attached a Word document with some screen shots (though the init.init is actually old -- back from 01/19/08). The other screen dumps are the error screen I received as a result of the problem and the System Event Viewer. I selected the "Full Dump" option, but didn't find anything though this might be because I ended it via the Task Manager. Two icons for BTS showed on the Task Bar and the revolving globe appeared no matter what application I was in (even the Administrative Tools menu). After waiting for fifteen minutes, I terminated the processes (Civ 4:Beyond the Sword and Civ4BeyondSword.exe).

I am only providing the save from immediately before the "Send Error Report" message appeared. Although I turned on the 1-turn auto-save, apparently the process didn't get this far (i.e. the save) before it bombed.

If it helps, another player tried my game and, after fiddling around with it some, seemed to learn that it might have something to do with my production queues. This might be the case since, as my number of cities grow, the number of scheduled items becomes larger and larger. Plus, in preparing for war, I had many of my cities working on military units.

If the developers prove this to be the case, then I'll schedule fewer items in the queues -- particularly later in the game. Also, another player suggested that smaller maps would help. Again, if it is a performance issue then I'll simply play on large or normal maps (as much as I do love to grab land and kill barbarians!!). Would it help if I disabled some of the display options?

Thanks for any feedback you can provide. When this happened in my latest game, all I could say is "ARGH!!!!". While it wasn't a great game for me, I was REALLY looking forward to the coming war since all three of my opponents were evil and I was in a destructive mood... ;)
 

Attachments

My apologies. I did find one other log that might provide some valuable information and I have attached it to this addendum.

Thanks again for any information that you can provide!!
 

Attachments

Ok never mind, I figured out the problem. I think because I changed the name of the mod folder once it was installed (asthetic purposes), that may have caused the problem, because i deleted the mod from the folder, and then reinstalled it without changing the name, and it now works perfectly.

Sorry for all the trouble!
 
I have asked this before, but any plans to add a larger map size? I have tried to use other mods to get a larger map size but can't get them to work with FfH.

Also wondering what happened to the regenerate map option when you first start a map. I haven't seen it in this version. Was it taken out on purpose?

Sorry if these issues have been addressed elsewhere.

Great Mod, thanks again.
 
OK... I did what you suggested, turning on all the various options. I didn't find many logs (if you can tell me where to look other than Civ 4 and BTS, I'll try to find them).

try looking in your own-data folder "\My Games\Beyond the Sword\Logs" there are all the logs.
 
I have asked this before, but any plans to add a larger map size? I have tried to use other mods to get a larger map size but can't get them to work with FfH.

Doubtful, the game already slows considerably in the late stages on huge maps.

Also wondering what happened to the regenerate map option when you first start a map. I haven't seen it in this version. Was it taken out on purpose?

Yes, this option was removed because there was an issue with certain resources not getting placed when doing a regenerate.
 
Dang, is there an easy way to change the XML to map huge bigger but not screw every thing up, or is too much ingrained with mapsize?
 
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