Thunderbrd
C2C War Dog
hmm... ok. May have to do with criminals being given the spy AI as one they can come up with but whatever's causing the crash is likely to be resolvable.
hmm... ok. May have to do with criminals being given the spy AI as one they can come up with but whatever's causing the crash is likely to be resolvable.
PY:Rev - Best defender set to Longbowman
PY:Rev - Best counter unit set to Heavy Axeman
PY:Rev - Best attack set to Heavy Swordsman
PY: Rev - Found 3 plots out of 8 checked
PY: Revolt - Population modifier: 0.340 on eff pop 4.62 (5)
PY: Revolt - New method from pop: 0.79, from troops: 0.83, total: 2
PY: Revolt - Revised enlistment: 2, num defenders nearby: 22
PY: Revolt - Owner keeps control of Patras (92,59), revs spawning at 93,58
PY: Revolt - City occupation timer set to 6
PY: Revolt - Spawning 2 units for city of size 5
PY: Revolt - Outside of Patras, spawned Heavy Axeman 93,58 1567252
PY: Revolt - Outside of Patras, spawned Heavy Swordsman 93,58 1565981
PY: Revolt - Spy spawned in Patras
[B]01:40:57 TRACE: Error in EndPlayerTurn event handler <bound method Revolution.onEndPlayerTurn of <Revolution.Revolution instance at 0x675B74E0>>[/B]
01:40:57 TRACE: unidentifiable C++ exception
01:40:57 DEBUG: BugPath - initializing...
01:40:57 DEBUG: BugPath - initializing...
01:40:57 DEBUG: Enhanced Tech Conquest
01:40:57 DEBUG: Complete Technology Discovery.... 0
01:40:57 DEBUG: Technology Transfer Count........ 5
01:40:57 DEBUG: Random Technology Transfer Amount 1
01:40:57 DEBUG: Technology Transfer Ignore Prereq 1
01:40:57 DEBUG: Disable Full Technology Transfer. 1
01:40:57 DEBUG: Base Technology Transfer Percent. 5
01:40:57 DEBUG: Percentage Per City Population... 1
01:40:57 DEBUG: updatePlotListButtons_Orig - column 0, offset 81
01:40:57 DEBUG: updatePlotListButtons_Orig - iCount(81), iSkipped(0)
01:40:57 DEBUG: Timer - scores took 155 ms
01:40:58 DEBUG: updatePlotListButtons_Orig - column 0, offset 81
01:40:58 DEBUG: updatePlotListButtons_Orig - iCount(81), iSkipped(0)
01:40:59 DEBUG: StarSigns - onUnitBuilt
01:40:59 DEBUG: StarSigns - onUnitBuilt
01:40:59 DEBUG: StarSigns - onUnitBuilt
01:41:00 DEBUG: Empire Stability Marker 1, -4
01:41:00 DEBUG: Empire Stability Marker 2, -4
01:41:00 DEBUG: Civic Effect, 2
01:41:00 DEBUG: Civic Effect, 2
01:41:00 DEBUG: Civic Effect, -2
01:41:00 DEBUG: Civic Effect, -4
01:41:00 DEBUG: Civic Effect, -2
01:41:00 DEBUG: Civic Effect, -4
01:41:00 DEBUG: Civic Effect, 0
01:41:00 DEBUG: Civic Effect, 1
01:41:00 DEBUG: Civic Effect, 1
01:41:00 DEBUG: Civic Effect, 2
01:41:00 DEBUG: Civic Effect, 0
01:41:00 DEBUG: Civic Effect, 1
01:41:00 DEBUG: Civic Effect, 0
01:41:00 DEBUG: Civic Effect, 0
01:41:00 DEBUG: Civic Effect, 0
01:41:00 DEBUG: Civic Effect, 0
01:41:00 DEBUG: Civic Effect, 0
01:41:00 DEBUG: Empire Stability Marker 3, -3
01:41:00 DEBUG: Empire Stability Marker 4, -3
01:41:00 DEBUG: Empire Stability Marker 5, -4
01:41:00 DEBUG: Empire Stability Marker 6, -4
01:41:00 DEBUG: Empire Stability Marker 7, -4
PY: Revolt - The Roman Republic are in their golden age!
01:41:00 DEBUG: Empire Stability Marker 8, 6
01:41:00 DEBUG: Empire Stability Marker 10, 1
01:41:00 DEBUG: Empire Stability Marker 11, 3
Hello everyone
My game CTDs after ~8992 svn update, tried checking everything in RevDCM off and errors still persist. The error code changes are due to update from 8996 to the newest one.
How many civs should there be maximum at the moment? That is actual maximum not suggested start maximum and not including the one put aside for barbarians. If I can find out where in that code it is coming up with 50 being OK for the next civ then we may be able to fix the problem.
Hello
I have a repeatable CTD when I end my turn, hopefully can easy fix? I attached the save file and error log (I cant read it).
I have used the crime patch so not sure if this is the right thread.
Currently I think 49 is acceptable.How many civs should there be maximum at the moment? That is actual maximum not suggested start maximum and not including the one put aside for barbarians. If I can find out where in that code it is coming up with 50 being OK for the next civ then we may be able to fix the problem.
After the above adjustment, yes, barely. As long as no barb civs or rev is in play. However, I've seen your scenario and beautiful as it is, it probably won't play past industrial due to being so overloaded in size and civs. There's not going to be much that can be done about that. If a player DOES achieve massive dominance on that global map, they'll start hitting overflows all over the place by late modern to transhuman and some of those overflows, as I've recently verified, cannot be resolved due to the limitations of the exe.No lower civ number plz! Teach the engine to dont create new civs when 50 already in game. I have no babarian civs on in my scenario, will my scenario still work with 45 civs?
Yeah, we need to set the default even lower IMPO, i suggest we set it to 40 but i would really like it set to 35 or even lower . . because lately the game is starting to give you all kinds of extra civs as the game proceeds . . so maybe even 30![]()
Yeah, we need to set the default even lower IMPO, i suggest we set it to 40 but i would really like it set to 35 or even lower . . because lately the game is starting to give you all kinds of extra civs as the game proceeds . . so maybe even 30![]()
No lower civ number plz! Teach the engine to dont create new civs when 50 already in game. I have no babarian civs on in my scenario, will my scenario still work with 45 civs?
It asks the dll how many it can have and then goes with that. IE it asks gc.getMAX_CIV_PLAYERS(). So it will only add a new civ through Revolution or Barbarians become civs if the number of current civs is less than that number. At least in theory. That number should be less than the number of civs in game as at least one civ is left for the barbarians.
So your scenario would be fun for the first half of the game but its size will make it collapse before the end unfortunately.
I think that should be the motto for the entire mod, to be honest. A Prehistoric to Mediaeval version of C2C, say Caveman to Castle, would be a really fun alt-hist game.
After the above adjustment, yes, barely. As long as no barb civs or rev is in play. However, I've seen your scenario and beautiful as it is, it probably won't play past industrial due to being so overloaded in size and civs. There's not going to be much that can be done about that. If a player DOES achieve massive dominance on that global map, they'll start hitting overflows all over the place by late modern to transhuman and some of those overflows, as I've recently verified, cannot be resolved due to the limitations of the exe.
So your scenario would be fun for the first half of the game but its size will make it collapse before the end unfortunately.
Yes.But on fast machines and with alot of RAM will there be overflows also?
No. The problem is when integer calls are made by the exe, which as DH stated, we have no access to manipulate in CivIV, that ask for integers that have added up to values that exceed a few million. We can cap things out at that point but it can cause some game problems doing so. The most recently disturbing overload seen was in total civ population which messes up a lot of beneficial score and power tracking when you must limit that value. There could be more penalties for these kinds of exceeding values than we can see as well. There are also many other values that get to the point of exceeding the integer cap (which is a C++ limitation in the way it assigns room to store the information on an integer.) Super big maps will run into these kinds of problems by late Industrial to Transhuman depending on how successful a given player is.Is it a problem of running out of RAM?
We've done a lot of work on overflow resolution and I know there's probably a lot more yet to do, particularly with culture. However, when we hit an absolute limit by not being able to manipulate the exe, we have real problems with the size of the game as a whole at that point that really cannot be overcome.I saw there was done some adjustments to a star trek mod for galactic civ 2, to the main exe file so there will be no overflows anymore, i may look up how they did that, was done to other mods also...
It might not, but it won't work quite right after you hit the maximum player limit. New players emerge from revolutions so if you're going to play a rev game you shouldn't do so with more than say 25 players or so to leave room for the # of players to double. Dead players don't get 'erased' towards this limit since the game still tracks the fact that they existed. Thus this is the limit of players that can ever be or have been in the game at any given time throughout the game.I have revolutions on in scenario, how will that all collapse the game?
CivII is a different animal apparently.I look into how these exe limitations was removed for other mods maybe you can adapt that...
Dead players don't get 'erased' towards this limit since the game still tracks the fact that they existed.Also 10 civs will die and get conquered until half game has passed...
It might not, but it won't work quite right after you hit the maximum player limit. New players emerge from revolutions so if you're going to play a rev game you shouldn't do so with more than say 25 players or so to leave room for the # of players to double. Dead players don't get 'erased' towards this limit since the game still tracks the fact that they existed. Thus this is the limit of players that can ever be or have been in the game at any given time throughout the game.
Dead players don't get 'erased' towards this limit since the game still tracks the fact that they existed.
T-brd wrote: Along the same lines, Gigantic map size is inviting many players to overload the game limits by lategame. Sad but true. But the question then becomes, should a player be allowed to build this big a game if they don't care that it's never going to make it to completion?