SevoMod 3

I am still having CTDs in every game, sometimes I can run up to the middle ages, sometimes I can only get 40 or so turns. It always happens the same way. press end turn, imidiately go to a black screen for a few seconds then the "program has encountered a problem and must close" windows dialog box. so far i have seen no pattern as to the timing for it.
 
Sevo: there are sill some missing TXT_KEY or something similar. I met the scots and instead of a greeting I just got a file pointer like I did with a previous version of the mod with sid tips, etc
 
GoodSauce, might I suggest making a note of every civilization you play with?

Keep starting new games and take down civilizations you're playing with (including yourself). Compile a list and post it here. That might help out in some areas.
 
And the rest of the players in the game were?
 
people, make screenshots of the info! :) a screenshot answers alot of questions..you just have to press this button on your keyboard where it says:"screenshot"..move your fingers!! :)

anyway, here's my next one

as for the civs...make a screenshot of the civs playing in your game, if you get the CTD! right lower corner(enable it if needed) i really want sevo or anyone else to find this CTD and if it's civ related.a screenshot of the civs in game would help to track simularities..eventuelly leading to finding the problem :) I haven't done this on my earlier 2 crashes...but from now on I'd say everyone just make a screenshot to see if there's 1 or 2 nations which are always there if the error occurs..maybe the problem is small, the search might be tough.
 
im not really sure how the math is done behind this

I have Units Cost/Support/Free of ALL UNITS(should be non-military units)
I have units Cost/Support/Free of military units
and there's something like Handicap

1) first, what is handicap, how can i figure out it's cost or reduce it? what it depends on?

2) I have 20military units(Everything is shown in screenshots btw) 12 are supported, so cost should be 8, right? well, it's 0!!! read point 3, there you find the 8cost back!

3) overall units, what is this good for anyway? it seems the military units are calculated in here also..17normal units, 20military=37..free support is 29, so my cost are 8..this makes sence on the mathematical part..but, if i have military units pointed out alone already in the statistics..shouldnt it be so, that under normal units i indeed only have normal units listet? workers, settlers, spies, missionaries etc etc?

where i also think, the support of units is now 29, that of military 8..it should be the other way around, military free support 29, and normal units support 8..and it should be seperated in the screen..military and normal units..so you know where you can save money and still have some reserve to build more for free..

or am i not getting the point here? :)

hmm..it seems i cannot upload screenshots anymore for some reason..so im posting html links to my server where you can view them
http://mrgenie.dyndns.org:82/SEVO_ALTERNATIVE/Screenshots/unit_support.jpg
http://mrgenie.dyndns.org:82/SEVO_ALTERNATIVE/Screenshots/unit_support_2.jpg
 
next problem I've encountered:

If you build the standard archer, at some point you can upgrade the thing to a longbow archer. which is cool. but why does the standard archer stay in my building queue? :) i mean, it has only 3strenght..ok, 50% city defence..the longbow has only +25% city defence, therefore 6strenght..there is no reason you should still build the classic archer right?

http://mrgenie.dyndns.org:82/SEVO_ALTERNATIVE/Screenshots/city_archer_upgrade_1.jpg

oh btw, sevo, if you're thinkin im posting too many suggestions or what i believe are mistakes..tell me, i can also private message you..I just think others might be able to correct me if im wrong, or they don't need to post the same silly questions i have once again :)

something else to think about..why does a defence pact automatically falls apart if someone declares war on someone else? can't we have something in the game like NATO? as long as you're of the same religion(It would give more strenght to religion) you do not loose the mutual protection pact unless someone cancels it manually of course. I mean, USA and some NATO countries attacked saddam huyseyn..but this didnt mean NATO suddenly don't share the same ideas about democracy and freedom, which we all want to protect, anymore! NATO is still NATO..i miss such a concept in the game. and to make religion even more important, make it religion dependend!

example. NATO is a christian club, with turkey as islamstate..as long as we do not attack other islam nations, turkey will stay in the pact, the moment we attack 1 islam country, turkey will leave the pact and feels threatened by our actions. I do not wish this to happen in reall life, want to point that out!!! just what im saying is, in the game we could give more power to the religion thing. same with christians, as long as 1 nation attacks 1 other christian nation, even if he's christian himself, the pact will be null and void.
in this idea, it should also be the case that there is really club, so, if I'm having a pact with the chinese, indians, mongols, we're all connected by this pact..if one of us askes 1 new nation into the club, we'are all automatically having a protection pact with this new member..or make a voting system to allow others to join our pact. I think that would shift balances in the game..now the smaller nations have no chance to fight larger nations..but with such a pact(it would also have to share resources and tech) like permanent but then not really permanent and with the ability to leave, those smaller could group as 1 and be very strong, able to handle the stronger nations.. is such possible to add in your mod sevo?
 
Sevo said:
Yuppers. Most of the TXT_KEY_BLAH_BLAH are <english> only...sorry guys. I would be happy to include an language you guys want: Spanish, Italian, German, Dutch, Swahili...whatever...the catch is that I need a translation of the game text! All the files in /assets/XML/text/, basically! But on the plus side, your language will be "officially" supported and you'll receive great prizes and glory and recognition...well, recognition, anyway...
I have been investigating and the problem isn't that TXT_KEY_BLAH_BLAH has only <english> tag but whole TXT_KEY_BLAH_BLAH sections are missed!! They appear in the original civ4 1.61's xml but not in sevomod's xmls. The oddest thing is why only non-English texts are missed!!

I have achieved to recover every main menu's text (also menu in game and options menu) but there are a lot of "blank text". Recovering every thing is very very very huge task involving reading every original xml file and recovering each "missed section" so I can't handle it at all!!

My doubt is why in 1.52 the texts are present and in 1.61 are missed with very similar mod's xmls.
 
Xorg said:
I have loaded Patch C and still have the freezing problem. What happens is that the cursor spins with "Waiting for Other Civilizations", but never stops. Sorry I can't be of more help than this - it happens when I play a Marathon game. First time was 300 turns in, second time about 200 turns in, the last time was 111 turns in. I'll try a shorter version game and see if it repeats.
I have a similar problem. I cannot get past the first turn. The problem seems to be when the map is centering itself on my first unit. The message "autosaving" appears and then my computer stalls.
I am not sure if this helps, but my computer has suggested that I turn off my hardware acceleration.
 
I'm having a huge problem with this mod.

Yesterday I played a LAN game with my roomate - he was the Vikings and I was Celts and there were about 12 random AIs. We saved and quit at about turn 100 without even encountering any new countries (I met Washington and Alexander and he met Gandhi).

Today we tried to play and the game wouldn't start. After both players hit ready the game just crashes. We also cannot start a new MP Lan game of any type - I have no idea why.
 
clearly I am not loading the patches right :confused:

playing civ 4 1.61
unpacked sevo mod 2.9 :)
read the intro ,then tried to play ,could not even enter a city screen
so i dnl & extracted both patch A & patch C
but still get the same city screen errors
i un zipped both patches into the folder for sevo mod 2.9
it asked of i wanted to over write files said yes to all ,still get same error :cry:

here is a screen shot
 

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Sevo said:
I'd love to add the Italian...but I need someone to translate for me!




Shnikies...oops. I thought they'd be compatible, but I had to modify the GlobalDefines.xml and that's probably messing up the save games. I overwrote the previous files (oops #2), but mrgenie provided a link above to the previous patches. You only need apply the latest patch if you want to fully "patch", it will always include all the previous fixes.




Yuppers. Most of the TXT_KEY_BLAH_BLAH are <english> only...sorry guys. I would be happy to include an language you guys want: Spanish, Italian, German, Dutch, Swahili...whatever...the catch is that I need a translation of the game text! All the files in /assets/XML/text/, basically! But on the plus side, your language will be "officially" supported and you'll receive great prizes and glory and recognition...well, recognition, anyway...



Another odd one. Whatever is causing this one is different. It appears there are at least two bugs out there: the CTD caused by the .DLL file, and this one. But some people can load "crashed" games and play on, and some can't, which makes me think the CTD issue is probably also a couple of different problems presenting the same way.

Keep the info coming: when possible include the PythonErr.log and whatever the crash says, what point in the game you were at, etc. I'm just hoping to find a pattern in all of this that will point to what's causing the failures...

I'd like to help in some way. :cool:
 
Jeppson,

Click on "Go Advanced" button on the quick reply screen at the bottom of the page. Click the "Browse" button under Imageshack. Locate and select the image on your computer (probably C:\Documents and Settings\________\My Documents\My Games\Sid Meier's Civilization 4\ScreenShots). Click the "host it!" button just below. ImageShack will be loaded in a new screen. Copy the url for "Thumbnail for forums (1)" or one of the other types of links and paste it in the reply. "Preview post" and see if it shows up. Or, you can use "Attach files" similarly beneath imageshack.
 
Alright, another error. I was playing a multiplayer game with my brother and there was a CTD ... I got a python error and was able to keep playing but he somehow ended up on the desktop. We were both playing as Albania, I as Gjergj Kastrioti, him as Teuta, and Gilgamesh of the Babylonians was also in the game (with Caesar of Rome and Isabella of Spain).

He says the last thing that happened before the crash was he was attacked by a lion, and he won the battle.

Here is a screenshot of the message I got:
 
Sevo,

Thanks for the explanation of my phantom warrior graphics glitch. Don't worry about a workaround for it, as the fault lies on my end and I kinda prefer the ethereal effects (since I live in the South, lke many of my statesmen I would prefer to bury my head in the sand and pretend that slavery and slaves never existed; the unintended side effect of this mod helps me persist in that delusion.).

I played through patch C and must reiterate that the scope of your mod, and its synchronicity, is truly impressive. I seem to be lucky in that I've had no crashes, and version C cleared up the other extant issues. Great stuff.

I have a question about authorial intent, rather than a bug per se. I noticed while playing that the "Theory of Evolution" only affects the city that it is built in, whereas the original 2.9 buggy version appeared to be meant to apply to all cities on the same continent (but ended up giving infinite specialists because of a missing digit).

Curious, I compared the xml files of similar buildings.

The way it's written now, in CIV4BuildingInfos.xml, under <BuildingClass>BUILDINGCLASS_EVOLUTION</BuildingClass> is:
<iFreeSpecialist>2</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>

If it's supposed to be like the Statue of Liberty or Da Vinci's Code, affecting all cities on the same continent (where "Area" appears synonymous with continent), I think it should look like:
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>2</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>

Similarly, I believe the added 50% Great Person modifier currently only affects the city it is built in.

It now appears as:
<iGreatPeopleRateModifier>50</iGreatPeopleRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>

Whereas, if it is supposed to act like the Parthenon, affecting all user cities, it should appear as:
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGlobalGreatPeopleRateModifier>50</iGlobalGreatPeopleRateModifier>

Current Theory of Evolution:

Comparison to Da Vinci's Workshop and the Parthenon:


Proposed Darwin with both modifications:


If you meant it to affect only the one city, I apologize for bringing this up; it's your call, and I don't want to step on your toes. I thought since the original was in error that the correction offered might also be unintended. And since I don't know exactly what I'm looking at, I could be wrong about the whole thing anyway. Either way, I had fun attempting to figure out xml.
 
Good Sauce said:
I am still having CTDs in every game, sometimes I can run up to the middle ages, sometimes I can only get 40 or so turns. It always happens the same way. press end turn, imidiately go to a black screen for a few seconds then the "program has encountered a problem and must close" windows dialog box. so far i have seen no pattern as to the timing for it.


Actually, the fact that it happens between turns does help...it at least is narrowing down the timing of the problem. I've found a couple of more python issues that might be to blame.

PIRRAKAS said:
I have been investigating and the problem isn't that TXT_KEY_BLAH_BLAH has only <english> tag but whole TXT_KEY_BLAH_BLAH sections are missed!! They appear in the original civ4 1.61's xml but not in sevomod's xmls. The oddest thing is why only non-English texts are missed!!

I have achieved to recover every main menu's text (also menu in game and options menu) but there are a lot of "blank text". Recovering every thing is very very very huge task involving reading every original xml file and recovering each "missed section" so I can't handle it at all!!

You don't have to "recover" the vanilla 1.61 XML texts. The XML text work differently. Any file in the /txt/ folder is loaded into memory, regardless of whether it is in the core game or in a mod file or named anything you want. Thus, the texts in my mod are "additions" to the core game text. There's no need to duplicate all the vanilla text into a mod.


Brave Sir Robin said:
clearly I am not loading the patches right :confused:

playing civ 4 1.61
unpacked sevo mod 2.9 :)
read the intro ,then tried to play ,could not even enter a city screen
so i dnl & extracted both patch A & patch C
but still get the same city screen errors
i un zipped both patches into the folder for sevo mod 2.9

That problem was fixed in both B & C. You don't need to load ANY patch except the latest one posted on the homepage. (Currently C). If you've done that right you shouldn't get that error anymore--it was a holdover from the 1.52 mainscreen that they pulled in 1.61.

Jeppson said:
Lets just screw the 1.61 patch and go back to 1.52

While it would be easier, alas, no progress would be made that way. Plus, I really like the painful frustration of crashing games on hundreds of people's computers. I'm not in this for the gameplay, I'm actually an agent of evil and tormenting all of you is my first official act. :devil:


aghast said:
Sevo,
I seem to be lucky in that I've had no crashes, and version C cleared up the other extant issues.... Either way, I had fun attempting to figure out xml.

Yeah...some people thought it was a bit overpowered in the last version, so I toned it down a bit. But now that you've been through it you've got a better idea of how easy the basic XML modding can be!

Also, it befeddles me that you've had no crashes, I've had no crashes, and yet other people are crashing left and right and can't even play, and some people can play for a while then drop but can go right on from a restart. Strangeness.

I was thinking about this as I was laying in bed last night (pretty much I'm always thinking about this mod these days) and I'm fairly certain that one of two things is causing the crashes: 1) A graphical error: specifically something in the new leaderheads or something in the new units; or 2) something odd in the python code...

No one has reported any problems at all like this with CivGold, which uses the same leaderheads, so that leads me away from that being the culprit. Pretty much I'm thinking python or units.

Stranger, the crash to disk occurs the same way that a savegame from a different mod crashes; e.g. if you save a Sevomod game then load fall from heaven and try to load the sevomod game the thing usually crashes to disk. But I'm having a hard time imagining how that might be occuring.

Like I said, I've got a few more python snippets to untangle and maybe we'll get lucky and find the culprit there.
 
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