Reasons for crash on game startup?

Shqype

Shqyptar
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I've been working on the Star Wars, implementing a new tech tree, as well as removing the vanilla techs and units. Upon loading the mod, I get no errors, until everything seemingly has loaded properly. Then, the rectangle goes black (like normal) but instead of jumping into the game and the startup splash screens, the game crashes and I get an error, as seen in the screenshot below.

Does anyone have any ideas as to what this could be? There is no map that I am loading, so I don't know why this is happening. Any ideas, anyone?

EDIT: The mod in question:
http://s40.yousendit.com/d.aspx?id=1CA2X7ICKSESE2F8BSU1MGGXE0
 

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Yes I had a similar problem.

The other day I tried to implement a 3rd route type... I had everything done, XML, and art, and had no errors when loading the mod. I tried starting a new game and it crashed. It would seem as if Civ 4 doesn't like a 3rd route type.

Of course, that might not be your problem, however, it is possible it is related. Perhaps you added an extra thing that is limited.

I'm working on a massive expansion to the original game and so far what I know what can be added without problems are, Culture levels, Civics, units, techs, sounds, resources, and of course buildings.

If you've added anything else that I didn't include above, try backtracking and removing that added element, and then try the game again. ;)

If it was something you really wanted in your mod you might just have to wait until the release of the SDK. I am hoping it will let me add my 3rd route type along with a couple of other things I had in mind.
 
Well, the Star Wars Mod has been started by Civmansam and it was working previously (with the vanilla techs and units in the game). Once I removed them is when I started getting this error.

Also, you and I are having different problems. My error occurs right when the "init Engine" part begins (before the game actually starts). If your mod loads succesfully but crashes when starting a new game, you've gotten farther than I have!
 
Shqype said:
Well, the Star Wars Mod has been started by Civmansam and it was working previously (with the vanilla techs and units in the game). Once I removed them is when I started getting this error.

Also, you and I are having different problems. My error occurs right when the "init Engine" part begins (before the game actually starts). If your mod loads succesfully but crashes when starting a new game, you've gotten farther than I have!


I see... Then I guess you'll have to try backtracking. If you do that maybe you can find what it was you added or removed that is causing the problem. ;)
 
The tech tree loads once at the start of the game silently to place all the parts on it. It seems like this is what is causing the crash.

If I were to guess the cause I'd say you'd accidently done a loop in the XML - a tech is required for a tech it requires.
 
Thanks, that was a good idea and a good place to look, however all I've done with the techs is place them in their appropriate x,y coords. I wanted to make sure they were in the right place before I added the prereqs. So the techs have no prereqs, and neither do the units ... any other ideas?
 
The first post has been edited with a download link for the mod. If you are interested in helping out by discovering the cause of the problem, then by all means feel free to download and investigate... please? :)
 
I'd remove all the comments you added in the file - the game doesn't like them for some reason. Even if they aren't the cause of the crash they will break the tech tree.
 
In my experience, I've never had problems with comments (although some people have claimed that they give problems). Still, I removed them and as you have predicted, the game still crashes.

I wish there were logs which could at least tell me what is wrong :mad:
 
I have no idea, but I got the same crash in Warhammer FB when I was Beta testing... Might want to ask J_Period, maybe you can work together?
 
I've had CTD's, but none with that particular error message.
Mine was caused because instead of the program files/fireaxis games/Civilization 4/mods/... folder, I put my mod in the My Games/Civilization 4/Mods folder, but I dunno.

I'll DL and see if I get a crash

I'm curious to see what the SW mod looks like anyway
 
Well, the Star Wars mod is FAR from complete... the Star Wars Mod v6 you will find for download on the thread has all the vanilla units and techs ... this version I tried to remove them altogether so we have no vanilla, only Star Wars... I just wanted to check the tech tree placement, so I didnt do prereqs, and for the units and worker actions I removed all prereqs too. I also removed all religious buildings ... but the game doesn't even come up. :(
 
So this is the error I get with your mod:

I seem to recall getting it before (I imagine I've gotten probably 90% of possible errors from modding)

but I can't remember what caused it
:p
I'll poke around the files, see if I can come up with anythihgn
 
I can tell you it has to do with your Python. When I delete your assets/python folder, it doesn't mess up. Maybe you forgot to copy some stuff over from the mercenaries mod
I already noticed that the "Mercenaries Mod Config.ini" was missing but when I put one it, it still didn't work. I'll do some more digging
 
Thanks alot J_Period! I removed the Python folder and now it is running. Later on the Mercenaries Mod can be re-added properly if it is needed. At least now I can continue to actually get somewhere!

:goodjob:
 
very strange, as far as I can tell you haven't done anything with python but the mercs mod, yet something seems to not work still. Like I said, it works when I delete all the python, so thats somewhere to start.

(btw tech tree looks good :goodjob: no overlap!)
 
Yea, I have experience creating tech trees, so that's no problem for me... I'm actually starting my own mod too (in addition to working on the Star Wars Mod and Ancient Mediterranean) that focuses on Medieval/Renaissance Eastern Europe and their respective battles with the Ottoman Empire. That tech tree will be fun to create.

Again, no problem, it's just a matter of finding techs that fit within the 14-17th century time period.
 
Shqype said:
Thanks alot J_Period! I removed the Python folder and now it is running. Later on the Mercenaries Mod can be re-added properly if it is needed. At least now I can continue to actually get somewhere!

:goodjob:

hmmm.... did you forget to merge some of the merc mod XML files into your mod? What version of the merc mod are you using Shqype?

Try grabbing the latest version...
 
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