Rise of Mankind 2.9 feedback and bug reports

OK, got the log going, although I didn't do anything to make it work, swear it wasn't working for my last game, whatever. Logs to follow after I waste another three or four days on RoMGem.

Autolog below, CTD on all graphic settings.
 

Attachments

Got this weird error?

Spoiler :
Traceback (most recent call last):

File "CvScreensInterface", line 989, in forceScreenRedraw

File "CvMainInterface", line 1405, in redraw

File "CvMainInterface", line 1883, in updatePlotListButtons

File "CvMainInterface", line 1972, in updatePlotListButtons_Common

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
 
Just found out that there is a 3 Civic combo that can devastate a young empire if you only have 1 religion founded. And especially if your empire's religion hasn't made it to every city. The combo is Republic, proletariat, and patrician. The number of Redfaces generated will wipe a 6 pop city or less to a 1 pop city in a very short time.

Republic with 3 redfaces in the 8 largest cities is the main culprit. But throw the other 2 on top of it and Oi Vey! Your citizens will claim you have oppressed them and commit suicide.

And then once you start over with 1 pop cities as you begin to repopulate if you found a 2nd religion then the Event it triggers (your Holy men have proclaimed your current research as heretic or something like that) then it turns the citizens all redfaced again and back down you go to 1 pop cities again, in particular you newer cities. And if you hadn't had time to get the 1st religions temple built you got trouble plenty.

IMHO Republics 3 redface penalty is too steep. I don't understand the logic of a republic generating that much unhappiness. Despotism sure but not a republic.

Makes for a different game play though and throws a big wrench in your Empire's development.

JosEPh
 
This query should have been in the AND forum. However, first make sure that the last (or very near last) entry in the MLF_CIV4ModularLoadingControls.xml file in the Modules folder is :-

Code:
				<Module>
					<Directory>WonderMovies</Directory>
					<bLoad>1</bLoad>
				</Module>

Thank you, Dancing Hoskuld. I wondered when I made the post which thread to put it in. I didn't know if it was RoM or AND. At any rate, I checked the file you mentioned, and it does have the code exactly as you listed it (third entry from the bottom).

Any other possible reasons the movies aren't playing?
 
Thank you, Dancing Hoskuld. I wondered when I made the post which thread to put it in. I didn't know if it was RoM or AND. At any rate, I checked the file you mentioned, and it does have the code exactly as you listed it (third entry from the bottom).

Any other possible reasons the movies aren't playing?

If you are just using RoM and AND I would suggest you post to the A New Dawn thread including a save and logs as explained in the first post of that thread. Afforess created the "Wonder Movies" fix to solve the very problem you are describing.
 
First of all, congrats to Afforess and zappara for wonderful mods. They really have made Civ4 come alive again probably not just for me, but for many other players as well.
Although I don't think I can blame it on them, I've also never been so frustrated playing Civilization before:D I understand it's from the architecture of the game itself, but CTDs, MAFs and whatnot every other turn make those two unbelievably good mods almost completely unplayable.

Now, can anyone tell me what my options are on this one?
Just for info, I play 23 civ standard Earth map, 1458 AD.

I currently have 2 saves of the same game. First one is an autosave and crashes right after it has completed loading it. And by crashing I mean it just freezes, not the infamous CTD. Maybe it's the same thing? When I minimize or alt-tab from the game, Windows says that "Civ4 : BTS has stopped working".
Spoiler :
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: Civ4BeyondSword.exe
Fault Module Version: 3.1.9.0
Fault Module Timestamp: 4a0c27e6
Exception Code: c0000005
Exception Offset: 002adb00
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1061
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: a4ea
Additional Information 4: a4eacf9d27e5ee8cb3a70ac0035eb8ab

The second save is one turn before the latter happens. It's also the end of the turn, so no point in letting the computer play it for me. If I end the turn, other players make their moves and just about when they are about to finish, I get the freeze again. Although now it sometimes also says before the standard Win7 app crash dialog that "DBGHELP.DLL not found". What do you make of that?

I've tried to play the last turn differently before, but that does not seem to have effect on the outcome.

I've also tried using the World Builder on the second save game, so I could start taking out the civs one by one to identify which of these bastards was causing the crash, but whenever I pushed the "Enter World Builder" button, I get a MAF and I'm happily back to desktop :)

I'll reinstall the game and the mods later, but do I have to use the same settings on AND custom install in order to get the saves working?

Maybe digging in the logs could give me hint? Any suggestions what to look for and where from (PythonDbg.log/PythonErr2.log or something else)?

I guess there is no point anymore to start another new game and just hope that I won't get any CTDs, MAFs or other errors this time. They'll just come at a different time.


Suggestions? Anyone else with similar problems? :lol:

My setup:
Spoiler :

Pentium Dual-Core @ 2.5GHz
4 GB of ram (3,25 GB of that usable)
32-bit Windows 7

Civ4 + BTS 3.19 + ROM 2.91 + AND 1.73J
 
Regarding my OOS error post on page 27 in multiplayer, which happens roughly every 7 turns at the start of the game, is it possible its got something to do with the HUGE save file size of the game?

In original civ, saving a game in multiplayer at the start is less than a few kb's of data, however in RoM, a save file is well over 5mb's touching 6mb's, and I tend to notice that in original civ games as the game progress's on and the save files get bigger, OOS errors tend to increase.

Is this save file normal?
 
Be sure to run as administrator. I also have "disable visual themes" checked on the compatibility tab.

The game still crashes. I even went into compatibility mode for Windows XP. I was wondering though, will a 32-bit program work on a 64-bit system?

OK, I tried loading another mod and it works. So I came to the conclusion that when I load RoM, the game goes to the desktop with BtS still running in the background. However unfortunately, RoM never loads up. Does anyone have a solution for this?
 
RoM will take a LONG time to load - easily as much as 5-10 minutes on a slower machine. Maybe that's your problem.
 
There you go :)
 
OK, I found the root of the problem. It's the Clash of Civilizations expansion that won't load properly. What can I do about that?
 
Not sure if this has been reported, but ive ran into problem with farms not showing up on certain tiles (mostly pete and such).
 
Can't farm marsh and bogs till after canals are researched. Then you can Drain both. But for tundra if the tile is Not next to fresh water (rivers, lakes,etc) you will not be able to farm them either.

JosEPh
 
Just read that it will take about month from Glider to get the RevDCM 2.8 released - I can't wait that long so I'll have to release v2.92 this week even if it has couple bugs with Revolution components (defect and join rebels don't work correctly). I'll have to make v2.93 once new RevDCM is out...

Anyway, I've started now wrapping up v2.92 - cleaning up files, checking that no new bugs have occurred, testing bit more, updating docs, packing it etc. and if all goes well, I'll have it ready for upload tonight... or maybe tomorrow. I'll post changelog later today...
 
Changelog for v2.92
----------------------

Mods
----
- Updated: RevDCM 2.721
- Updated: RevDCM SVN (unreleased 2.8WIP)
- Updated: Better BtS AI 1.01b
- Updated: Unofficial patch 1.50+
- Updated: BULL 1.1 [Build 164]

Modules
-------
- Updated: Vincentz Infinite Projects vanilla patch
- Updated: many leaderhead buttons
- Updated: all leader modules' GameInfoSchema and CivilizationSchema files
- Updated: all modular leaders have now Inquisition memorys
- Updated: all modular leaders have now BBAI victory strategies
- Added: Vincentz' Guilds (15 new medieval "corporations")
- Added: Vincentz' Corporations (6 new)
- Removed: Industry improvement modules
- Disabled: Realistic Diplomacy


Game Defines
------------
- Changed: TECH_COST_FIRST_KNOWN_PREREQ_MODIFIER 8->15 (research is faster for all civs, timeline was bit off)
- Changed: TECH_COST_KNOWN_PREREQ_MODIFIER 8->15 (research is faster for all civs, timeline was bit off)
- Changed: BBAI_HUMAN_AS_VASSAL_OPTION to 1, human player can become a vassal of AI player
- Changed: DCM_BATTLE_EFFECTS to 1 ie. Battle Effects are enabled



Translations
------------
- Updated: Spanish translation
- Updated: French translation
- Updated: German translation


PythonCallbacks
---------------
- Disabled: USE_IS_VICTORY_CALLBACK (no longer needed)
- Disabled: onGameUpdate function no longer calls OOSLogger (wasn't working properly and caused OOSes?)


PlotLSystem
-----------
- Fixed: an_Meso_America.nif problem which caused CTDs


Techs
-----
- Fixed: Stone Tools sound for quote
- Fixed: Mining sound for quote removed (didn't match the quote text)
- Changed: Calendar no longer center map
- Changed: Cartography centers map


Promotions
----------
Following changes should prevent infinite loop problem with some units that were able to get over 100% withdraw chance. Also solves the problem where cavalry units weren't able to get any new promotions

- Changed: Guerrilla III no longer gives withdraw bonus
- Changed: Flanking I withdraw chance 15% -> 10%
- Changed: Flanking II withdraw chance 20% -> 15%
- Changed: Flanking III withdraw chance 25% -> 15%
- Changed: Tactics withdraw chance 30% -> 20%
- Changed: Holy Trinity withdraw chance 20% -> 0
- Changed: Pharaoh's Propaganda withdraw chance 30% -> 0
- Changed: Stealth I withdraw chance 10% -> 0
- Changed: Stealth II withdraw chance 20% -> 0
- Changed: Stealth III withdraw chance 30% -> 0
- Changed: Navigation II no longer doubles movement on ocean and coast plots, instead gives +1 movement
- Changed: Trench I-III buttons
- Changed: removed all referencies to Battle terrain features


Units
-----
- Changed: Elephant Rider gets +15% attack bonus in forest and jungle
- Changed: War elephant gets +25% attack bonus in forest and jungle
- Changed: ACV button
- Changed: ACV SAM button
- Changed: Trade Caravan belongs now to Recon unitcombat group (prevents saved games from getting corrupted, possibly fixes rare CTD issues), graphics and button updated
- Changed: Freight belongs now to Recon unitcombat group (prevents saved games from getting corrupted, possibly fixes rare CTD issues)
- Changed: Galley can not enter ocean plots
- Changed: War Galley can not enter ocean plots
- Changed: Trireme can not enter ocean plots
- Changed: Siege quinquereme can not enter ocean plots
- Changed: V1 button
- Changed: Precision Attack missile button
- Changed: Guided Missile button
- Changed: Stiletto boat button
- Changed: Galley button
- Changed: T95 button
- Changed: Biological Warfare Missile button
- Changed: EMP SAM Infantry button
- Changed: Halftrack button
- Changed: Light AA button
- Changed: Modern Marine button
- Changed: Paratrooper button
- Changed: Dragoon button
- Changed: Foreign Legion button
- Changed: Navy Seal button
- Changed: Seaplane Tender button
- Changed: Spitfire button
- Changed: JA37 button
- Changed: T34 button
- Changed: FW190a button
- Changed: Hybrid Gunship button
- Changed: Viking Longboat button
- Changed: Javelineer button, bonus vs. mounted removed
- Changed: French marine button
- Fixed: Redcout combat bonuses vs. archer, melee etc. removed
- Fixed: Motorcycle no longer has UNITAIs for ATTACK and ATTACK_CITY since the unit is defensive only
- Fixed: Mi26 no longer has UNITAI ATTACK since the unit is defensive only


Terrain
-------
- Changed: Coast gold yield changed from 2 to 1 (because Lighthouse adds gold for all sea plots)

Terrain features
----------------
- Changed: All Battle features removed (handled with different method now)
- Changed: Flood plains food bonus now +1 and +1 from river instead of +3


Buildingclasses
---------------
- Changed: Ascension Gate now uses Victory threshold VICTORY_SCIENTIFIC (allows the removal of some python checks -> speed optimization)


Buildings
---------
- Changed: Coal Plant button
- Changed: Healer's hut button
- Changed: Shopping District button
- Changed: Arena button
- Changed: Design Studio button + graphics
- Changed: Artesian Well button
- Changed: Commercial Port button
- Changed: International Port button
- Changed: Oil Plant button
- Changed: Bath House graphics + ethnic variations
- Changed: Aqueduct texture
- Changed: Foundry graphics + button
- Changed: Glassmith graphics + button
- Changed: Steelmill graphics
- Changed: Riverport button + graphics
- Changed: Cannery graphics + button
- Changed: Museum graphics + button


National Wonders
----------------
- Changed: Modern Art Theatre button
- Changed: Labor Union button
- Changed: Brewery button
- Changed: National TV Station button
- Changed: Radio Telescope button
- Changed: Fertilizer plant graphics + button
- Changed: Android Factory graphics + button


Great Wonders
-------------
- Changed: World News Network button
- Changed: Copernicus' Observatory button
- Changed: Himeji Castle button
- Changed: Petra button

Projects
--------
- Changed: ITER button


Python
------
- Disabled: RoMEventManger.py code blocks for Scientific Victory (check already in xml)
- Disabled: RoMGameUtils.py code blocks for Scientific Victory (check already in xml)


City Specialists
----------------
- Changed: Android button
- Changed: Celebrity button
- Changed: Noble button
- Changed: Slave button

Improvements
------------
- Changed: Shaft mine button, -1 Food when discover Explosives, moved to Explosives
- Changed: Modern Mine button, starts with -1 food penalty
- Changed: Groundwater well button
- Changed: Treefarm button
- Changed: Lumbermill gets +1 gold instead of +1 hammer from Mass Transit, and +1 hammer and +1 gold instead of +2 from Environmental Economics
- Changed: Workshop gets +1 gold instead of +2 from DNA computing
- Changed: Farm gets -1 hammer penalty from Machine Tools and -1 hammer penalty from Genemanipulation (specializes to food production)
- Changed: Mine -1 Food when discover Explosives
- Fixed: Vertical Farm shadows no longer blink

Resources
---------
- Changed: Sulphur gets -2 food penalty on the plot

Gametext
--------
- Fixed: encoding format Assets/XML/Text/AIAutoPlay_CIV4GameText.xml
- Fixed: encoding format Assets/XML/Text/BUGOptions_RevDCMGameText.xml
- Fixed: encoding format Assets/XML/Text/BUGOptions_RoMGameText.xml
- Fixed: encoding format Assets/XML/Text/BarbarianCiv_CIV4GameText.xml
- Fixed: encoding format Assets/XML/Text/RevUtils_CIV4GameText.xml
- Fixed: encoding format Assets/XML/Text/RevolutionScreenText_CIV4GameText.xml

Leaders
-------
- Changed: new Better BtS AI victory thresholds added to all leaders

Civics
------
- Changed: fRevIdxDistanceModifier to iRevIdxDistanceModifier and edited all used float values to integer values

Build
-----
- Changed: removed all Battle feature modifiers

Mapscripts
----------
- Renamed: Full of resources script so that it isn't the default script when creating custom game

===========================

Note that some changes are experimental at this point as I want to test them before making decisions how to balance game for v3.0...

Edit: wasn't mentioned in the notes above - multiplayer mode should work better now! Even AI Autoplay should work with it ie. if player can't play his turns anymore, he can give control for AI for n turns.
 
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