PAE Trouble shooting

Very excited about trying this mod.... except I am getting a CTD on the first turn of any scenario I try. Any suggestions?

Thanks.

Yes, there was a bug in Patch 1. Please download patch 2 to play the scenarios again.
Patch2 is also more stable and faster!

Tried this
PAE Europe, Standard
Infitine loop is after the Dacians, if the PS is true (so the Dacians are the last civ listed with Ctrl+P)
As the Dacians are the last playable civ, I guess the problem is during the Barbarians' turn

EDIT: I tried deleting all the barb units and cities, but still can't get to the next turn
Maybe it's connected to slave revolts, or some other thing connected to player vs barb mechanics?

Thx! I will check that! I hope I can find the bug very soon... (I hope it's python, then I got it fast and it's save compatible. But I found out, that some strange bugs combinations of XML entries).
 
Thx! I will check that! I hope I can find the bug very soon... (I hope it's python, then I got it fast and it's save compatible. But I found out, that some strange bugs combinations of XML entries).

No, it's not python, at least I never got any python expections while checking
Still, I found out that I was wrong:
When deleting all barbarian cities, units and animals, the game do proceed to the next turn.

After some quick testing, I found out that the barbarian naval units are wrong.
If I delete those "Pirate Pentenconter" units in the sea, I can play until some new ones spawn.
Maybe the problem is with the UNITAI_PIRATE_SEA?

PS: Some other odd things I saw while checking through barbarians:
There was a barbarian Great Prophet moving around. I'm not sure if it's intended in this mod, usually barbarian cities cannot spawn great people.
Also, I saw some barbarian animal units inside the cultural borders of a full civ. Not only it shouldn't be possible for them to be there (again, I might be wrong here, maybe it's intended in the mod that they can pass cultural borders in some circumstances), but the AI didn't attack them there, and those animals were there for quite a while.
And I saw an animal unit inside a barbarian city. Found that also strange, especially as it was immobile, never moved anywhere.
 
Yes, there was a bug in Patch 1. Please download patch 2 to play the scenarios again.
Patch2 is also more stable and faster!

This is occurring with Patch 2. After I found my initial city, if I click on the end turn button, or on any button, I get a CTD.

Other strange things that may be clues... if I found my city, choose my first city build, then move my cursor over the tech buttons up top, I get a CTD. Also, if I launch WorldBuilder, the menu buttons don't seem to do anything, but if I click on the close Worldbuilder button from the little Worldbuilder menu in the top right corner, it takes me back to the game but the menu doesn't go away.

Thanks for any help you can provide.
 
After some quick glance on the code, the bug is probably not the with the default UNITAI
If I have to guess, your python code get's into an infinite loop here:
Code:
# Piraten-Feature
    if iData1 == 722:
       # iData2 = 1: Pirat -> normal
       # iData2 = 2: Normal -> Pirat
       # 722, iData2, 0, iPlayer, iUnitID
       pPlayer = gc.getPlayer(iData4)
       pUnit = pPlayer.getUnit(iData5)

       bSwitch = True
       iVisible = pUnit.visibilityRange()
       iRange = iVisible * 2 + 1
       for i in range(iRange):
         for j in range(iRange):
           loopPlot = gc.getMap().plot(pUnit.getX() + i - iVisible, pUnit.getY() + j - iVisible)
           iNumUnits = loopPlot.getNumUnits()
           if iNumUnits > 0:
             for k in range (iNumUnits):
               if iData4 != loopPlot.getUnit(k).getOwner() and loopPlot.getUnit(k).getOwner() != gc.getBARBARIAN_PLAYER():
                 bSwitch = False
                 break
           if not bSwitch: break
         if not bSwitch: break
 
This is occurring with Patch 2. After I found my initial city, if I click on the end turn button, or on any button, I get a CTD.

Other strange things that may be clues... if I found my city, choose my first city build, then move my cursor over the tech buttons up top, I get a CTD. Also, if I launch WorldBuilder, the menu buttons don't seem to do anything, but if I click on the close Worldbuilder button from the little Worldbuilder menu in the top right corner, it takes me back to the game but the menu doesn't go away.

Thanks for any help you can provide.

Oh yes. I am sorry to say that, and I am really not the one who wants to save time in error handling, but I think: something went wrong during installation. Some files probably weren't either correctly unpacked or replaced. Please try to unpack PAE again (perhaps download again) and replace those files with the unpacked files of the 2nd patch. The mod has to be in the original BTS Mod folder (not in MyGames) and you may not rename the folder of the mod.

I know it is always a bad thing to install something, I hate this too, if it doesn't work at once!

But I am sure, if normal clicks in the game end up in a CtD, some files are missing/incorrect.

After some quick glance on the code, the bug is probably not the with the default UNITAI
If I have to guess, your python code get's into an infinite loop here:
Code:
# Piraten-Feature
    if iData1 == 722:
       # iData2 = 1: Pirat -> normal
       # iData2 = 2: Normal -> Pirat
       # 722, iData2, 0, iPlayer, iUnitID
       pPlayer = gc.getPlayer(iData4)
       pUnit = pPlayer.getUnit(iData5)

       bSwitch = True
       iVisible = pUnit.visibilityRange()
       iRange = iVisible * 2 + 1
       for i in range(iRange):
         for j in range(iRange):
           loopPlot = gc.getMap().plot(pUnit.getX() + i - iVisible, pUnit.getY() + j - iVisible)
           iNumUnits = loopPlot.getNumUnits()
           if iNumUnits > 0:
             for k in range (iNumUnits):
               if iData4 != loopPlot.getUnit(k).getOwner() and loopPlot.getUnit(k).getOwner() != gc.getBARBARIAN_PLAYER():
                 bSwitch = False
                 break
           if not bSwitch: break
         if not bSwitch: break

Oh wow, first of all, thanks for your great help! I am very glad and relieved a pro modder is willing to help! great!

ok, I reply to your latest post first:
this function is part of a onModNetMessage. this means, it concerns only the HI player! Did you try to comment those lines and go on?

No, it's not python, at least I never got any python expections while checking
Still, I found out that I was wrong:
When deleting all barbarian cities, units and animals, the game do proceed to the next turn.

After some quick testing, I found out that the barbarian naval units are wrong.
If I delete those "Pirate Pentenconter" units in the sea, I can play until some new ones spawn.
Maybe the problem is with the UNITAI_PIRATE_SEA?

PS: Some other odd things I saw while checking through barbarians:
There was a barbarian Great Prophet moving around. I'm not sure if it's intended in this mod, usually barbarian cities cannot spawn great people.
Also, I saw some barbarian animal units inside the cultural borders of a full civ. Not only it shouldn't be possible for them to be there (again, I might be wrong here, maybe it's intended in the mod that they can pass cultural borders in some circumstances), but the AI didn't attack them there, and those animals were there for quite a while.
And I saw an animal unit inside a barbarian city. Found that also strange, especially as it was immobile, never moved anywhere.

ok, now to your valuable 1st post:
- UNITAI_PIRATE_SEA: it would NOT (edited*) be the first time, this causes errors. it did with land units too. and I had to accept that marodeur units or other bandits on land do not work with that type of UNITAI.
So, perhaps this really causes troubles! perhaps UNITAI_PIRATE_SEA units don't support iCargo?! I don't know whatelse is different of the BTS privateer!

to your other questions:

- Barbarian great prophet: intended.
1) GPs can flee from conquered cities.
2) GPs can be captured. perhaps they got caught while walking from one city to another.

- Barbarian animals within cultural borders: intended.
1) Wild animals can't distinguish cultural borders and can attack you there.
2) Bonus resources can spawn wild animals (horse, elephant, camel, lion) which you have to capture/kill
3) Horses can flee from combat (mounted units, chariots) and you are able to capture them or capture them back!
4) Elephants are strong, AI doesn't attack them in early times.

- Animal in a Barbarian city: oh, that's a bug. no dangerous one. but I try to kill all Barbarian animals that move into a city. I don't know how this one got into it. it's makes no troubles (CtD or infinite turns), so it's not a real problem.

and have my greatest thanks AbsintheRed, that you have a helping hand for PAE and me!
 
I deleted the mod folder, re-downloaded the full version and expanded it. I deleted the PublicMaps folder, I downloaded Patch 2, expanded it, and put it in the mod folder. I turned off Norton anti-virus.

It is still crashing on the first turn after the city is founded. All the multiple downloads of files are the same size.
 
There is no need to turn off any virus protection tools or the firewall!

So, this sounds really very strange. Do you use the latest BTS upgrade (3.19) ?
Do you have a legal CIV IV complete version? Some parts of the Warlord expansion pack are used, do you have it?
 
Yes, I am using 3.19 and Warlords was installed long ago and is still there. Everything is legal and complete. Other mods work fine.
 
Yes, size on disk 866 MB (908,898,304 bytes).

Thank-you for looking into this. Rhyes of Civ works, an old WW2 mod works, BeyondtheSword works. Nothing looks weird in the logs, either. Any .ini file settings I should check on?
 
:think: Seems all there. I don't know why those normal things like clicking in pedia or founding a city causes a CtD with your PAE version. I know, that during game play switching to desktop can be bad for CIV when you don't play in window mode.

You got a CtD when moving over the Tech buttons:
lots of tech buttons are new and packed in a CIV-FPK file. Perhap CIV can't open that file? Do you play in administrator mode?
Do you play on a MAC? Keinpferd once wrote he had to unpack those FPK files to play it correctly on a MAC. But this also was a special case.

Besides, I am really clueless, why it makes troubles while other mods work. What about other players? Do you have troubles with patch 2?
 
I am playing on XP, am an admin, in windowed mode.

Also, I unpacked the FPK files, no change, still CTD.
 
Okay, after a bit more poking around it appears my Civ4 is a mess, other weird errors are occurring when I try to load some mods. I will try to find my old CDs and reinstall the whole thing.... then try the mod again. Sorry for the confusion, but thanks again for the help.
 
No prob, you're very welcome!

So, yes. I really think it's an installation problem of either CIV BTS itself or the mod. Because PAE makes not such troubles but it has much to offer and so it probably needs more "resources" (RAM, videocard) than BTS or some other mods.

And thanks for YOUR patience!!! I really hope you can fix it with a new game installation to have loads of FUN with PAE!
 
Got back, and played a couple turns today too :)
About the infinite loop:
I still suspect that it's connected to your Piraten-Feature, the UNITAI_PIRATE_SEA seems harmless.
Noticed that changing your units from "normal" to pirate (or the other way around) costs you 1 move, but it's still possible if you don't have any more moves.

The AI also uses this feature, and my best guess is that in some cases it tries to use it multiple times a turn, and get's into the infinite loop because of that.
So you should add a check to this switch, that it's only possible with more than 0 moves.
Obviously it's not a solution for the AI, it will still waste movements point for the piraten-feature, but it will stop the infinite loops.
 
wotan: please tell me, if everything works fine after reinstallation!

Absinthe: Hm. I thought I do not change it for AI. When AI creates a ship, I decide, if it is a pirate or not. for lifetime. I don't want to cause longer turn times to check the AI, if it's better to switch to a pirate or not. So, when AI builds a ship, it switches only one time or never.
 
Absinthe: Hm. I thought I do not change it for AI. When AI creates a ship, I decide, if it is a pirate or not. for lifetime. I don't want to cause longer turn times to check the AI, if it's better to switch to a pirate or not. So, when AI builds a ship, it switches only one time or never.

Oh, okay. Good call
Still, I'm sure the bug is connected to the Pirate Ships for the AI
If you delete them, the game can go on
If you switch them for another UNITAI, the game still get's into an infinite loop
How can the AI use it's Pirate Ships?

EDIT:
Think I found it
Even as a human player, you cannot attack all other players naval units, after you switch to be a pirate!!
You try to attack, and nothing happens. But interestingly this is only against a few civs (Dido, Boudica and Bolgios on my standard map game with Phoenicia), the attack works against all the other civs...
This can easily cause infinite loops in the hands of the AI
What's handled differently for the Carthagians, Britons and Celts? They are not even after each other in the civ order, so it's probably not a typo in the code..
 
Thanks again for all the helpful feedback.

Re-installing Civ IV seems to have fixed my problems. I am having no crashes and its working just fine. I am excited about playing this mod.
 
Still, I'm sure the bug is connected to the Pirate Ships for the AI
If you delete them, the game can go on
If you switch them for another UNITAI, the game still get's into an infinite loop
How can the AI use it's Pirate Ships?

EDIT:
Think I found it
Even as a human player, you cannot attack all other players naval units, after you switch to be a pirate!!
You try to attack, and nothing happens. But interestingly this is only against a few civs (Dido, Boudica and Bolgios on my standard map game with Phoenicia), the attack works against all the other civs...
This can easily cause infinite loops in the hands of the AI
What's handled differently for the Carthagians, Britons and Celts? They are not even after each other in the civ order, so it's probably not a typo in the code..

I am also clueless. But thanks for the important testing. now I know where to look at.
I will try to find a solution, when RL becomes more quiet.

Thanks again for all the helpful feedback.

Re-installing Civ IV seems to have fixed my problems. I am having no crashes and its working just fine. I am excited about playing this mod.

THAT's good to know! Thank you, your problem can probably help others too! And now: go on and show Alexander, Xerxes, Brennus, Hannibal, Ramesses or even Caesar who's the ruler of the ancient world! :D
 
Yes, I am thoroughly enjoying the mod.

But I notice that there is is no "Dawn of Man" popup at the beginning of any scenario. I looked over the python files and though I know little about modding, I do see that some code is there to create appropriate "Dawn of Man" screens at the beginning of each different scenario.

Yet, when I launch any scenario, it gives me the basic info on my civ, then just plops me in the game. Is there supposed to be a popup at this point? Could there be?

Any help is appreciated.
 
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