PAE Trouble shooting

Those 4000 BC scenarios are just European maps. The basic info popup is correct.
The advanced scenarios (War of Diadochi, Hellas, Rise of Egypt,..) should have the same popup with some changed texts.
 
I'm getting a CtD as soon as I hit next turn on this quicksave. I'll try doing some things completely differently in the game and hopefully that will let me play on. Edit: So making peace didn't change anything that would allow me to advance to the next turn, but what did solve the problem was leaving a stack of slaves unescorted. Right before the CtD I saw a message that slave "can no longer endure his pain and takes up arms" so that gave it a clue the error had something to do with that stack. I just moved my chariot and axeman one tile away, perhaps where the rebellious slave might pop up, and thus I was able to play for several more turns and there was never any slave rebellion.

Also, it seems like the CtD I mentioned earlier that keeps happening when I move the cursor towards the lower left might be triggered by one of the custom promotion icons?
 

Attachments

  • QuickSave.CivBeyondSwordSave
    1.4 MB · Views: 193
This is probably a more appropriate place to bring this up, I have no User Interface when trying to play this mod. Civ 4 Complete, all patches, Windows 7. This is a problem I have had with a couple other mods I never find a fix. Might you or someone else have a suggestion?
 
Hi Saint,

I hope I can help you:

[ICON_BULLET] I don't have a game interface!
Try 1st: be sure you have BTS 3.19 patch installed (install 3.17 first and then 3.19)
Try 2nd: choose another screen resolution ingame (options/graphics)
Try 3rd: be sure that the ini-file in the PAE root folder contains NoCustomArt=1 and NoCustomAssets=1 (instead of 0).
 
Hi Saint,

I hope I can help you:

[ICON_BULLET] I don't have a game interface!
Try 1st: be sure you have BTS 3.19 patch installed (install 3.17 first and then 3.19)
Try 2nd: choose another screen resolution ingame (options/graphics)
Try 3rd: be sure that the ini-file in the PAE root folder contains NoCustomArt=1 and NoCustomAssets=1 (instead of 0).

This one worked! I never got it to work when I had this issue before so I never bothered to try it. Thanks Pie.
 
Load save, press Enter, infinite spinning globe.
 

Attachments

  • Jet BC-1105.CivBeyondSwordSave
    517.6 KB · Views: 160
Same thing: load save, press Enter, infinite spinning globe. I have not been able to finish any game with this mod.
 

Attachments

  • Jet BC-1328.CivBeyondSwordSave
    533.1 KB · Views: 126
thx, I'll check it, but I can't promise to solve it. Every patch, PAE gets more stable. I am sorry, it's a long, long road to find out, that some XML settings doesn't fit and cause problems, things that are unspoken, eg: setting a land unit into a pirate (it's just XML: HiddenNationality=1) causes CtDs. PAE has lots of new features. Only time can say, if they all fit in all eras, with all nations, in multiplayer and so on....

so please, be patient, Patch 3 for PAE V will be again more stable than any previous version before.
 
Jet:
First save is solved: It's the pirate penteconter of the Berbers. Plot 1,14.

I know this problem, although those pirate ships are a 1:1 copy of the BTS privateer, they cause infinite loops (but only when handled by the AI). I don't know why. Perhaps when fighting against other barbarian ships?! (some plots north there are some)

BUT I will solve this bug in patch 3, where AI will not create pirate ships anymore, instead of that pirates will be assigned with the PAE mercenary feature as Barbarian units.

Save 2: bug finding still in progress...
 
Thanks, pie_at. As a quick workaround for save #1 I tried changing all the pirate ship UnitAIs so that the default is ATTACK_SEA and PIRATE_SEA is not allowed. After editing the Berber pirate ship UnitAI in save #1 by editing a WorldBuilder save file, I played several more turns of that game without seeing the problem. I also checked and saw that a few other AI pirate ships had been built.
 

Attachments

  • CIV4UnitInfos.xml.zip
    44.7 KB · Views: 102
Oh, good idea, but: does the AI pirate attack friendly ships and pillage friendly improvements then?
 
Ha ha, from what I've seen I think they might be doing that! But I'm not sure.

I wouldn't mind removing pirates entirely, or any other workaround; I just wanted one that was quick and low-risk.
 
Here are three successive autosaves (one every turn) from the same game.

965 BC does not crash.

960 BC does crash after you load it, but only if you load it by clicking on it directly from the deskop. If you start the mod and then open the save, it doesn't crash.

955 BC crashes after you load it no matter how you load it; it crashed right after it was created, as I was playing through the game.
 

Attachments

  • AutoSave_BC-0955.CivBeyondSwordSave
    876.6 KB · Views: 111
  • AutoSave_BC-0960.CivBeyondSwordSave
    873 KB · Views: 116
  • AutoSave_BC-0965.CivBeyondSwordSave
    868.2 KB · Views: 139
Thanks Jet, but this seems to me, as if something wasn't correctly saved by BTS. Even BTS itself can cause crashes sometimes.
And there is no need to look at the fault, because I am currently very busy with PATCH 3, which will be soon - very soon - available. Lots of bugs are fixed there, perhaps yours too.
 
I've played more than 5000 hours of Civ 4 and have never had an unmodded save crash except maybe in the case of running out of memory.

But I understand your reasons for not looking at the crash. No problem.
 
Those are not standard BtS save formats, at least not on windows
Do you use Mac?
 
They're from Windows.
 
Hello.

When we tried (Tasunke and me) to play multiplayer, we could not due to very frequent Out of Synchronisation.

What's now ? Do you plan to make multiplayer playable or you prefer not because there is a tiny possible number of players, and it's complicated to solve this problem ?
 
Top Bottom