please help

Wow, you really took an affort. Thanks a lot although the crash problem is not solved yet.

As i understand correctly you ran the mod, found a problem, fixed it and you ran it again, etc....

Edit3: if I get rid of the Python folder (which seem pretty useless), I can change civics.
This one? : CvPediaCivic.py or : CvCivicsScreen.py

could you get a debug dll to run? Ask dacubz?
I did ask. But no reaction so far

You have several 0 as <iMaxPlayerInstances> in Unit class info. Old units? I'd rather set their cost at 0.
Thats for the WW I units. I'm leaving my options open to use them again for future scenarios based on this one.

Edit6: it is frustrating when you think you have found something and then the game crashes again
I know :wallbash::badcomp:

It's FORCECONTROL_HANDICAP, not DIFFICULTY (in scenario)
Thank you

That's it for today. The problem is I don't see what to check next (too many units!).
Yes there are a lot. It makes it hard to find it. I thought this mod was stable enough to make my scenario with just ajusting xml files. Therefore i really appreciate your help.
 
isenchine, Platyping's new asset checking thing he just added to his huge Platy's Peculiar Pleasant Posh Python pack at your request isn't telling you anything is missing?
 
That new thing will at most identify problems with art define.
Apparently, there are problems even with the XML as already identified, such as PROMOTION_NONE and assigning art to NONE unit.

Since the mod also contains modified dll and python, neither of which is coded or checked by the modder himself, I won't be surprised there will be errors there as well.

Simply put, you are trying to make a scenario from a base mod which is itself already bugged with errors.

P.S.
The pack name is Ultimate Unique Unbelievable UltraPack :mischief:
 
isenchine, Platyping's new asset checking thing he just added to his huge Platy's Peculiar Pleasant Posh Python pack at your request isn't telling you anything is missing?

It just indicated that in the file CIV4UnitArtStyleTypeInfos.xml there was a unit with no art def. That file was particularly awkward. A unit with no art def assigned as StyleUnit to a 'NONE' unit for a Greelandic civ set as UnitArtStyle to all civs in the mod! Meaning that if the NONE was problematic in itself, no Civs could train a unit, which was not the case. Anyway, I gave skyfire indications how to deal with it.

In my tests, I replaced the NONE by a worker with the modern art def corresponding but the game crashes anyway (after some turns of playing).
 
Apparently, there are problems even with the XML as already identified, such as PROMOTION_NONE and assigning art to NONE unit.

Since the mod also contains modified dll and python, neither of which is coded or checked by the modder himself, I won't be surprised there will be errors there as well.

Simply put, you are trying to make a scenario from a base mod which is itself already bugged with errors.

Your conclusion is correct! :D

However:
the dll is not really problematic, it consists apparently of the dll of the WOC Team + 50 Civs + Afforess' Advanced Diplomacy. I can play the mod with just the BtS debug dll (50 Civs) but the game is glitchy and crashes after a few turns.

The Python is Sevopedia plus a few useless things. It is inconsistent (there are some leftovers of Platy WB) and:
- forbids the players to change Civics
- forbids the access to WB (skyfire said that elsewhere - didn't check it but it doesn't surprise me)

My tests were made without the Python folder which of cause solved the two above issues but not the crashes.

The real problem is in the XML as the debugger says (I'm quoting myself):
Code:
at each start, the debug dll gives an error in CvXMLLoadUtilitySet.cpp about failure in "SetGlobalClassInfo". Looks serious enough but where to look, no idea.
 
Report of the day: the crash happens almost certainly during the turn of CIVILIZATION_AMERICA (so no, it's probably not the partisans).

Short report today! :cry:
 
Simply put, you are trying to make a scenario from a base mod which is itself already bugged with errors.

Yes platyping, i really thought this was a stable mod to go from. I had already done a lot of work with the map but while testing it with help from others the crash came. I don't think it is an artfile i have put in there because i'm always playtesting all my units when finished. I just didn't playtest the mod enough.

forbids the access to WB (skyfire said that elsewhere - didn't check it but it doesn't surprise me)
This only occurs in the turn before the crash. The turns pryor to the crash the wb works fine.

Report of the day: the crash happens almost certainly during the turn of CIVILIZATION_AMERICA (so no, it's probably not the partisans).
Thats great! It really narrows the search

My tests were made without the Python folder which of cause solved the two above issues but not the crashes.
isenchine: do you mean the whole python folder?

Edit: I remembered now that when i was testing usa, some cities did not show up with information when i openend them. When scrolling trough the cities they did not show up. Haven't got a savegame anymore. deleted it by accident when i reinstalled civ4
 
isenchine: do you mean the whole python folder?

Edit: I remembered now that when i was testing usa, some cities did not show up with information when i openend them. When scrolling trough the cities they did not show up. Haven't got a savegame anymore. deleted it by accident when i reinstalled civ4

Yes, the whole folder and start again from scratch. Put back or keep whatever Civics screen you have (CvCivicsScreen.py). Re-install Sevopedia if you like it but Platy made his own too, you might want to test it. His World Builder is a must. But that's for later, today I have a treat for you: a maininterface.py which goes into Python/Screens with a scrolling scoreboard for 50 civs! Much needed for your mod! It shows the countries instead of the leaders but 1) I think it's easier 2) it's easily changeable if you don't like it. Test it!

I was starting to suspect something about the cities or the buildings. One thing I noticed is that on the map certain US cities have both a football stadium and a baseball stadium when the latter is the UB of the former. I don't think it's the cause of the crash though.

To be continued...

PS: WWI yes... I'll make one on WWII in 25 years!
 
Short report of the day, no BIG news yet.

Today, I started a game as USA without the Modules. After passing through 200 error messages about units not found, I played until January 1944 (Turn 36) without a scratch. Still the debug dll complains about the same things, CvXMLLoadUtilitySet.cpp about failure in "SetGlobalClassInfo", function, CanAirDefend(), Civ can train/can construct, Buildings and Units in numbers above the level authorised in the Class Info, I think that's it.

I dunno, about the Class/Types, don't forget to change in CivilizationInfos the mismatch for USA between UNITCLASS_INFANTRY_M and UNIT_USA_INFANTRY_L. Also, keep in mind that the scenario is attributing both football and baseball stadiums when one should be a UB replacing the other.

Why don't you tidy up your mod, start a game as USA and report if/when you have any CtD?

One or two remarks:

- is it wise to have 100 max trade routes per city defined in the GlobalDefines.xml when you know that it is a very taxing exercise in terms of game performance (I changed it to 10 before my last test game described above)?

- there are too many Great Persons in this game! :)
 
Yes, the whole folder and start again from scratch. Put back or keep whatever Civics screen you have (CvCivicsScreen.py). Re-install Sevopedia if you like it but Platy made his own too, you might want to test it. His World Builder is a must. But that's for later, today I have a treat for you: a maininterface.py which goes into Python/Screens with a scrolling scoreboard for 50 civs! Much needed for your mod! It shows the countries instead of the leaders but 1) I think it's easier 2) it's easily changeable if you don't like it. Test it!

I never messed with python. Can i just put the file maininterface.py in the screens folder and then it works? Great. I'll take out all the others i don't need.

Thank you for the treat :worship: . It is something that is a must in this mod. It will really improve playability

Reinstalling the sevopedia is something i will seriously consider. But first the crash!
 
Short report of the day, no BIG news yet.

Today, I started a game as USA without the Modules. After passing through 200 error messages about units not found, I played until January 1944 (Turn 36) without a scratch. Still the debug dll complains about the same things, CvXMLLoadUtilitySet.cpp about failure in "SetGlobalClassInfo", function, CanAirDefend(), Civ can train/can construct, Buildings and Units in numbers above the level authorised in the Class Info, I think that's it.
That's it? But no crash as you describe.

I dunno, about the Class/Types, don't forget to change in CivilizationInfos the mismatch for USA between UNITCLASS_INFANTRY_M and UNIT_USA_INFANTRY_L. Also, keep in mind that the scenario is attributing both football and baseball stadiums when one should be a UB replacing the other. Why don't you tidy up your mod, start a game as USA and report if/when you have any CtD?
I did it yesterday but did not have enough time to get very far. But further than my first try though. I'll take a look at the football and baseball stadium. That's something i did when filling up cities.

One or two remarks:

- is it wise to have 100 max trade routes per city defined in the GlobalDefines.xml when you know that it is a very taxing exercise in terms of game performance (I changed it to 10 before my last test game described above)?

- there are too many Great Persons in this game! :)
Never noticed the trades routes. It was in the original mod. I'll adapt that too. Why too many great persons? I did it for game balance, but maybe i tried too hard :D

Again thanks isenchine, you are working harder than i can handle at the moment. Next week i got 2 days off so i'll have more time to get to really test it.
 
Glad to hear for the scroll bar! :)

I'm not sure I understand what you did and what kind of errors are popping up. To clarify it, Python works like the XML: when the game does not find a file in the mod it takes the one in BtS; if none, the one in Warlords; if none, the one in Vanilla.

For your mod, you don't need any Python files to play the game. You will just need what you find convenient to add properly. For example, later you can add Platy WB or Sevopedia, whatever. For the time being, for display, you need two files only, both located in the Screens folder: the MainInterface because of the scrolling bar much needed when you have 48 civs and a CvCivicsScreen.py because you have added civics and the standard screen does not show them properly.

About that Civics screen you have: maybe it was preventing you from changing civics, maybe not. Test it, and replace it if needed. Here is a good one, presented in the classical BtS way.
 
Isenchine, i have misread your explanation about the python folders. You were clear, but it was late an i was tired. No errors anymore :D

But good news and bad news: Bad news is, i got a crash with usa. Goods news is it is an exact point when giving orders. Bad news is i can't figure out what causes it.

If you can help me out one ;) more time i would again really appreciate it.

Load the savegame. west of panama there is a stack of 7 naval units. If you move them NW to salina cruz maximum movement the game crashes. Program stops. If you move them one by on to the same point it crashes too.

Strange thing is if you move them south nothing happens. I can continue. With that said i thought it was something with the art of the mentioned cities or terrain. So i added units with WB nearby, they could easily walk through.

Played it with just the two python screens you mentioned. Ajusted USA_INFANTRY_l and max trade routes. Log files don't give any conclusive errors.

I hope this helps.


I'll run tests tommorow by erasing terrain and cities and then make the same movement.
 

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I got it! At least i think for the USA. Very strange though. The crash happens when i hit the skip turn button for units out of moves!
Example: If you have a stack of naval units like my example above, and a few units are out of moves, the game halts at that point. The game crashes when i hit skip turn. I tried with an air unit out of moves, i clicked on it, and than i hit skip turn: crash!

I know for certain it has been the cause in the earlier crashes.

Don't know any solution or what causes it!

Edit: in the savegame before and after the crash savegame the crash doesn't occure!
Edit 2: It isn't skip turn. :cry: Crash is there again in another turn when just moving units.
 
There must be something else though otherwise other mods would also crash regularly, even BtS. Still we don't know what's in the dll for sure.

I was thinking of something else, linked to iAirRange or another sensitive tag. What are the values for your airplanes (I'm not yet at home to check myself)?

As a side note, I thought that in the previous crash, one problematic unit could be the Submarine aircraft carrier, but deleting it and the heavy bomber it was carrying did not help.

Spoiler :
Also, This sort of submarine should not be "invisible" as they were staying afloat and certainly could not carry a heavy bomber!
 
I was thinking of something else, linked to iAirRange or another sensitive tag. What are the values for your airplanes (I'm not yet at home to check myself)?

You mean this? ( see attachement)
I did shorten all the air ranges in comparison to the original mod.

As for the submarine carrier; you are right, i meant to change so many things. But i first want to get rid of the crashes an then continue ajusting the scenario.
 

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If I say iAirRange I mean iAirRange... :p but I checked some of them and they are OK.

With your save, I made a scenario through World Builder. I'm currently deleting units. Still 216 US units left and the crash goes on!

To be continued tomorrow.
 
If I say iAirRange I mean iAirRange... :p but I checked some of them and they are OK.
:) i know what you meant but this was an overview

With your save, I made a scenario through World Builder. I'm currently deleting units. Still 216 US units left and the crash goes on!

To be continued tomorrow.
great work but :aargh: I'm not certain it is a unit because the crash is at random, with all kinds of units. And everything works fine untill the crash. On the other hand, you gave it a go till 1944 without a crash but that was without moving units and new units around.
I'm pretty sure i did not finish any new units that weren't already on the map. When i was ckecking the crash in the beginning i thought it was the sherman tank. But replacing it didn't help.
 
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