Orions Mod Collection

I found and fixed 3 major bugs today! I am currently running AIAutoplay and the game has reached the late game at turn 900. My civ is researching the super techs at the end of the tech tree and there have been no CTDs or freeze ups. :dance: This is very good news. Turns are running just over a minute each on a standard map. If this game finishes, I will play 2 more AIAutoplay games on a huge map and at least one or two full games turn by turn. If successful, I will declare victory, as OGI 3.0 will finally be ready for release. After a painfully long debugging process, I am now cautiously optimistic that I will be able to release the mod before Christmas Day.

OBTW: At turn 900, the AI had placed mines everywhere on the map and several were detonating every turn. Mine Warfare is a proven reality for Civ4!
 
I found and fixed 3 major bugs today! I am currently running AIAutoplay and the game has reached the late game at turn 900. My civ is researching the super techs at the end of the tech tree and there have been no CTDs or freeze ups. :dance: This is very good news. Turns are running just over a minute each on a standard map. If this game finishes, I will play 2 more AIAutoplay games on a huge map and at least one or two full games turn by turn. If successful, I will declare victory, as OGI 3.0 will finally be ready for release. After a painfully long debugging process, I am now cautiously optimistic that I will be able to release the mod before Christmas Day.

This is exciting news! I usually play on Large Maps due to the age of my machine. I may try Huge again when this is released, but we'll see.

OBTW: At turn 900, the AI had placed mines everywhere on the map and several were detonating every turn. Mine Warfare is a proven reality for Civ4!

This will make things interesting as we go forwards since I did not encounter much for mines in the previous version.

One thing though, does these mines respect expanding cultural borders or, if you have open borders, can an enemy civ mine your own territory? Just curious!

Hope all works well!
 
This is exciting news! I usually play on Large Maps due to the age of my machine. I may try Huge again when this is released, but we'll see.

This will make things interesting as we go forwards since I did not encounter much for mines in the previous version.

One thing though, does these mines respect expanding cultural borders or, if you have open borders, can an enemy civ mine your own territory? Just curious!

Hope all works well!

Well I think I may have spoke too soon, the game blew up at turn 924. I seemed to have solved the freeze up, with an SDK fix. But now I'm getting a bad CTD. Will this never end? I may have to reverse engineer the entire mod to find the cause for the CTD. This could take weeks and I am sorry that I can't release it this way.

As for mine warfare, You can only place mines in enemy territory under these conditions:

1. You must be at war with the civ.
2. You can only place a mine 3 spaces or more away from any enemy city. This prevents you from surrounding a city's adjacent plots with mines. The game simply won't let you arm the mine in the fat cross, which are all within 2 squares of a city.
3. If not at war, you can only arm a mine in plots you own or in unowned plots.
 
1 CTD at 924 is pretty good. Maybe it is because the game has been playing so long and gets memory leak? Did you get a CTD or Debug crash?

In addition, shouldn't there be a limit to mines that you can make?

I wanted to believe that, but my hopes were shattered when the next game blew up at turn 423. Each time I received a warning the game DLL had ran into a problem and had to shut down. What I need is someone to walk me through the process of creating a debug DLL. Failing that, I have to go back to a phase where I was not getting any CTDs. That could be 7 or 8 phases, which represents a loss of at least 3 months hard work. So I'm left with a choice: Either I find someone to help with the DEBUG DLL so I can find what is causing the CTD or I have to go back to a phase in the development, where I know games were finishing (without any errors). I think I tried to put too much in the mod, without testing. I waited until the end and it came back to bite me.

There is a limit to the total number of mines. I have an XML mine to city ratio set at 8 land mines per city and 16 Naval mines per city.
 
I can help you. I don't have any time today or now, but there it is in a thread for setting up VIsual C++. I'll post later.

I can wait a couple of days, if necessary.

FYI: Please make your step by step guide for Microsoft Visual C++ 2008 Express Edition, as that is the program I am using to edit the DLL. And I thank you in advance for your willingness to help me get through this, as will many others out there if the DEBUG DLL can find this ellusive CTD.

Sincerely,
 
That link is the exact tutorial I used to setup 2008 express and then debug my dlls. Here are some other tips:

1. Have the civ.ini file set to 0 for full screen mode. This allows for easy switching between the game and the debuger.
2. When you reach a critical error, a window will pop-up. It will say break and continue. Break makes Visual Studio active and goes straight to the offending line of code. Continue ignores it. Use Continue for annoying asserts that are meaningless.
 
That link is the exact tutorial I used to setup 2008 express and then debug my dlls. Here are some other tips:

1. Have the civ.ini file set to 0 for full screen mode. This allows for easy switching between the game and the debuger.
2. When you reach a critical error, a window will pop-up. It will say break and continue. Break makes Visual Studio active and goes straight to the offending line of code. Continue ignores it. Use Continue for annoying asserts that are meaningless.

After hitting break on a freeze up:

Code:
'Civ4BeyondSword.exe': Loaded 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\Python\System\_socket.pyd'
First-chance exception at 0x7c911689 in Civ4BeyondSword.exe: 0xC0000005: Access violation reading location 0xffffffff.
Unhandled exception at 0x7c911689 in Civ4BeyondSword.exe: 0xC0000005: Access violation reading location 0xffffffff.



7C911689 mov ecx, dword ptr [ecx]

stack Frame ntdll.dll!7c911689()



C:\Windows\system32\d3dx9_31.dll                                                                        Symbols not loaded
C:\Program Files\RadioRage_4j\bar\4jbrstub.dll                                                          Binary was not built with debug information
C:\Program Files\Firaxis Games\Sid Meier's Civillization\Warlords\Assets\Python\System\_socket.pyd      Symbols not loaded
 
Did you get anytype of assert warning right before the ctd?
Did Visual Express lead you to any part of the code?
What happened right before the CTD? Is it replicable?

1. No
2. No only the same info as the previous post.
3. The game freezed up. ...It can be replicated within a 50 turn block, using AIAutoPlay from turn 650.
 
for 3, I meant what was happening in the gameplay?

I haven't got through an AIAutoPlay game yet. So I haven't had a chance to play a manual game turn by turn. I really don't want to attempt a manual game unless AIAutoPlay consistently finishes games.
 
After hitting break on a freeze up:

Code:
'Civ4BeyondSword.exe': Loaded 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\Python\System\_socket.pyd'
First-chance exception at 0x7c911689 in Civ4BeyondSword.exe: 0xC0000005: Access violation reading location 0xffffffff.
Unhandled exception at 0x7c911689 in Civ4BeyondSword.exe: 0xC0000005: Access violation reading location 0xffffffff.



7C911689 mov ecx, dword ptr [ecx]

stack Frame ntdll.dll!7c911689()



C:\Windows\system32\d3dx9_31.dll                                                                        Symbols not loaded
C:\Program Files\RadioRage_4j\bar\4jbrstub.dll                                                          Binary was not built with debug information
C:\Program Files\Firaxis Games\Sid Meier's Civillization\Warlords\Assets\Python\System\_socket.pyd      Symbols not loaded


DirectX End-User Runtimes (June 2010)

http://www.microsoft.com/en-us/download/details.aspx?id=8109

C:\Windows\system32\d3dx9_31.dll Looks like you are missing this dll
I install this after I install the game Sid Meier's Civilization IV: Beyond The Sword
I'am running windows XP so if you are running windows 7 try DirectX End-User Runtimes for windows 7



http://www.firaxis.com/ press support

C:\Program Files\Firaxis Games\Sid Meier's Civillization\Warlords\Assets\Python\System\_socket.pyd Looks like you are missing this also

what might fix this uninstall all then install Sid Meier's Civilization IV then the 2
patches 1.61 then 1.74 next

install Sid Meier's Civilization IV: Warlords then its 2 patches 2.08 then 2.13 next

install Sid Meier's Civilization IV: Beyond The Sword then its 5 patches in order 2.02 to 3.19

as for C:\Program Files\RadioRage_4j\bar\4jbrstub.dll Looks like you are missing this dll

I do not have this Program RadioRage_4j all this is my guess what you might need to fix your error

makes sure to save copies of your mods in another folder before you uninstall the game if you try this good luck hope this help you
 
How's the mod coming along?

I have solved a multitude of BUGs, since my last post. However, everytime I fix one bug, I seem to always run into another one. :( I believe I have just one major bug left to hunt down. Unfortunately, I have run out of time to release the mod before Christmas. I know this is a big let down for those of you who are waiting for the release. I just refuse to turn out a mod that has even one CTD. The bug must be found and fixed. I am going to play a manual game over the holidays and perhaps the location of this bug will be revealed. One thing is for certain: Mine Warfare is not the cause. I have cleansed it thoroughly, and the mines are performing as desired. On a huge map after turn 600, multiple explosions will occur every round. DCM appears to be working right. Most of the log files are reporting 0 things wrong. Yet, at least one BUG remains. I will find it, as it is only a matter of time and patients.
 
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