Single Player bugs and crashes v37 plus (SVN) - After the 24th of December 2016

Guilds are Wonders. Not the most impressive wonders and perhaps they could be downgraded for being 'just' guilds. But they were priced as wonders since they are. I can't remember off the top of my head if they are world wonders or national wonders but they were priced to their category I believe.
They are National Wonders. They used to be Corporations but there were problems with that. The conversion to National Wonders at first was too strong and was then changed and they are too week. Personally I think they should have been Pseudo National Infrastructure Wonders giving a big boost in the city built and free slightly better versions in all the cities. It is a lot of work.
 
another CTD, and i am inly around 50 turns into a new game, this hasnt happended in a long long long time, so it must be an "art" someplace . . .
I spent the weekend working on trying to find a source for many of the ctds that have been non-replicable and recently reported. I'll have to get my new dll up so that minis will keep working for me. It doesn't do anything noticeable but it did seal up one issue that could be causing some trouble.
 
They are National Wonders. They used to be Corporations but there were problems with that. The conversion to National Wonders at first was too strong and was then changed and they are too week. Personally I think they should have been Pseudo National Infrastructure Wonders giving a big boost in the city built and free slightly better versions in all the cities. It is a lot of work.
Perhaps. They get a bit overwhelming when they come into the game and even before the recosting I usually didn't feel they were worth the investment to build them... I figured they were national wonders. They were cost as such.
 
Problem: captured newer workers can't build older improvements.

Situation: I captured a dog worker, a worker unit I cannot build yet myself. I haven't researched Mining and Masonry yet, so if I want to improve a Jade tile, I need to build a stone tools workshop.

However, unlike normal workers, dog workers cannot build the older improvements, like stone tools workshop, and I cannot build mines and quarries yet because I don't have the tech yet. So I can't improve the Jade tile.

Requested solution: allow more modern workers units to build the older improvements too.
 
Had a problem with a memory allocation error (nothing I haven't encountered after a long session), but now I can't load any save (auto or otherwise) so something broke during this session. It tries to load but it seems when it tries to initialize, it will immediately CTD. SVN 6991, but it does it in later versions.
 

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Had a problem with a memory allocation error (nothing I haven't encountered after a long session), but now I can't load any save (auto or otherwise) so something broke during this session. It tries to load but it seems when it tries to initialize, it will immediately CTD. SVN 6991, but it does it in later versions.
I assume you've attempted to restart the computer. You can also try to eliminate all logs in the beyond the sword logs folder. Those COULD have built up enough to be causing some of this sort of post-maf behavior. A defrag may help.

I'll look at the game itself very soon.
 
Problem: captured newer workers can't build older improvements.

Situation: I captured a dog worker, a worker unit I cannot build yet myself. I haven't researched Mining and Masonry yet, so if I want to improve a Jade tile, I need to build a stone tools workshop.

However, unlike normal workers, dog workers cannot build the older improvements, like stone tools workshop, and I cannot build mines and quarries yet because I don't have the tech yet. So I can't improve the Jade tile.

Requested solution: allow more modern workers units to build the older improvements too.

A yes let the AI go back to replacing all its mines with stone workshops! Not a good idea.
 
I assume you've attempted to restart the computer. You can also try to eliminate all logs in the beyond the sword logs folder. Those COULD have built up enough to be causing some of this sort of post-maf behavior. A defrag may help.

I'll look at the game itself very soon.
Thanks. Just in case, I did clear the logs and verified I had defragged the harddrive fairly recently. Still had the crash.

Edit: Yes, did restart computer as well.
 
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Allright, I went back to an older save, made a few test saves where all units are fortified in different positions, so you only have to press enter to through the turns, and found a save that crashes often. But oddly, it doesn't always crash at the same turn. I started the game and then loaded this save, did this several times, each time just entered through the turns, and it almost always crashes on the second or third turn.

SVN9706 (with /usersettings/customdomadv directory removed, probably not relevant)
I have included the shortdump in the .zip for verification that it has the same crash cause as last time.

No hurry though, I bypassed this crash by regularly saving and loading, and after a while the crash did not happen anymore and I resumed my campaign.
In testing tonight... 8 turns in and no crash. This means one of the following:
1)The debug dll is already being instructed to correct the problem. - Unlikely because it usually reports those corrections when it has to make them.

2)Bad luck in testing - quite possible. I believe there may be a possible crash from an effect that was programmed in some time ago. Some buildings can damage units as they attack the city, before combat begins. I suspect there's a possibiltiy that if a unit is actually KILLED by this damage before combat begins then it might create some of the kinds of effects I saw in the minis. However, there ARE some safeguards in place to try to avoid this.

OR

3)What I did over the weekend actually did target the actual source of the disease here. My changes were based on some crash theories regarding this situation and others like it that I've seen in minis where I cannot track back far enough to see the real root of the issue but get some hints from the manner in which the crash point is reached and how it collapses. Unfortunately, these crashes are symptoms of a deeper problem I've been seeing echoes of for a while and it started around the time I tried to correct the stack attack functions... I think I found why these have been taking place, or what's letting the door open for later problems and I sealed up that potential. Unfortunately, since this is not symptomatic correcting, I cannot tell for sure if I really hit the nail on the head or not. BUT it looks like I might have.

So from here I need to start looking at the minis deeper again.



From this save, on a current SVN set of assets, I wonder if you can find that it continues to hit crash points. If it does, please update the mini-reports here at that point.

@SO: that goes for you as well... please continue to post minis even though the old ones are going to be difficult for me to evaluate at this point.
 
As far as I can tell, the Hyperlane route works fine. Could you upload the save? Maybe adding the new route caused some kind of backward compatibility problem.



I spent a while looking and I can't find any problems, so any hints would be much appreciated.
I suspect it's on his end somewhere because running a debug dll finds no problems with it on current assets. Maybe the xml validator may find something.
 
There are a lot of XML validation "error" messages but most wont affect anything. I have started fixing them but some are in other people's folders so will need to coordinate with them (one in FaustMouse's Lunar Colony demo and lots in Pepper2000).
 
Had a problem with a memory allocation error (nothing I haven't encountered after a long session), but now I can't load any save (auto or otherwise) so something broke during this session. It tries to load but it seems when it tries to initialize, it will immediately CTD. SVN 6991, but it does it in later versions.
What version of the Mod are you playing? SVN 6991 will not play on v37 Official release Or any of the SVN pre-38 versions since the release.

Old old save games can only be played on the last version they were created in.

@T-brd,
You can now go back and fix this old of a SVN version????
 
What version of the Mod are you playing? SVN 6991 will not play on v37 Official release Or any of the SVN pre-38 versions since the release.

Old old save games can only be played on the last version they were created in.

@T-brd,
You can now go back and fix this old of a SVN version????
Not really. Better off just getting a clean new SVN version and starting anew.
 
When I start a new game, i will work off the latest svn then stay with it not updating so it doesn't break the game. I will only try to update to newer versions if I get this kind of error that i can't revert to. Usually, that will do the trick, but it looks like not this time.

What did the dump file say? I tried to look at it, but don't have much experience to know what source and symbol files i need to read it properly. I would be curious if it was a bug that was already fixed.
 
@Faustmouse I am getting the following error from the XML validator which suggests that the python code wont be executed
Code:
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Faustmouse\LunarColonyDemo\LunarUnits_CIV4UnitInfos.xml:163,30: The 'x-schema:Lunar_CIV4UnitSchema.xml:PythonName' element is not declared.
This suggests that the XML is not matching the schema. I checked the schema file and it seems to be up to date. This means teh problem is a bit deeper that I am willing to go on another modders work;).
 
Could someone look at these errors in the Properties and Specialist files in the GameInfo folder?

-----------------------------------
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4PropertyInfos.xml:575,17: The element 'x-schema:C2C_CIV4GameInfoSchema.xml:TargetCondition' cannot contain child element 'x-schema:C2C_CIV4GameInfoSchema.xml:Or' because the parent element's content model is text only.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4PropertyInfos.xml:713,17: The element 'x-schema:C2C_CIV4GameInfoSchema.xml:TargetCondition' cannot contain child element 'x-schema:C2C_CIV4GameInfoSchema.xml:Not' because the parent element's content model is text only.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4PropertyInfos.xml:735,17: The element 'x-schema:C2C_CIV4GameInfoSchema.xml:TargetCondition' cannot contain child element 'x-schema:C2C_CIV4GameInfoSchema.xml:Not' because the parent element's content model is text only.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4PropertyInfos.xml:885,17: The element 'x-schema:C2C_CIV4GameInfoSchema.xml:TargetCondition' cannot contain child element 'x-schema:C2C_CIV4GameInfoSchema.xml:Is' because the parent element's content model is text only.
-----------------------------------
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4SpecialistInfos.xml:296,5: The element 'SpecialistInfo' in namespace 'x-schema:C2C_CIV4GameInfoSchema.xml' has invalid child element 'iHealthPercent' in namespace 'x-schema:C2C_CIV4GameInfoSchema.xml'. List of possible elements expected: 'x-schema:C2C_CIV4GameInfoSchema.xml:Flavors x-schema:C2C_CIV4GameInfoSchema.xml:HotKey x-schema:C2C_CIV4GameInfoSchema.xml:bAltDown x-schema:C2C_CIV4GameInfoSchema.xml:bSlave x-schema:C2C_CIV4GameInfoSchema.xml:bShiftDown x-schema:C2C_CIV4GameInfoSchema.xml:bCtrlDown x-schema:C2C_CIV4GameInfoSchema.xml:iHotKeyPriority x-schema:C2C_CIV4GameInfoSchema.xml:iOrderPriority x-schema:C2C_CIV4GameInfoSchema.xml:Button'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4SpecialistInfos.xml:470,5: The element 'SpecialistInfo' in namespace 'x-schema:C2C_CIV4GameInfoSchema.xml' has invalid child element 'iHappinessPercent' in namespace 'x-schema:C2C_CIV4GameInfoSchema.xml'. List of possible elements expected: 'x-schema:C2C_CIV4GameInfoSchema.xml:Flavors x-schema:C2C_CIV4GameInfoSchema.xml:HotKey x-schema:C2C_CIV4GameInfoSchema.xml:bAltDown x-schema:C2C_CIV4GameInfoSchema.xml:bSlave x-schema:C2C_CIV4GameInfoSchema.xml:bShiftDown x-schema:C2C_CIV4GameInfoSchema.xml:bCtrlDown x-schema:C2C_CIV4GameInfoSchema.xml:iHotKeyPriority x-schema:C2C_CIV4GameInfoSchema.xml:iOrderPriority x-schema:C2C_CIV4GameInfoSchema.xml:Button'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4SpecialistInfos.xml:989,5: The element 'SpecialistInfo' in namespace 'x-schema:C2C_CIV4GameInfoSchema.xml' has invalid child element 'iHappinessPercent' in namespace 'x-schema:C2C_CIV4GameInfoSchema.xml'. List of possible elements expected: 'x-schema:C2C_CIV4GameInfoSchema.xml:Flavors x-schema:C2C_CIV4GameInfoSchema.xml:HotKey x-schema:C2C_CIV4GameInfoSchema.xml:bAltDown x-schema:C2C_CIV4GameInfoSchema.xml:bSlave x-schema:C2C_CIV4GameInfoSchema.xml:bShiftDown x-schema:C2C_CIV4GameInfoSchema.xml:bCtrlDown x-schema:C2C_CIV4GameInfoSchema.xml:iHotKeyPriority x-schema:C2C_CIV4GameInfoSchema.xml:iOrderPriority x-schema:C2C_CIV4GameInfoSchema.xml:Button'.

If I remember rightly the Specialist file is one in which order of the XML must match the order in the Schema file.
 
When I start a new game, i will work off the latest svn then stay with it not updating so it doesn't break the game. I will only try to update to newer versions if I get this kind of error that i can't revert to. Usually, that will do the trick, but it looks like not this time.

What did the dump file say? I tried to look at it, but don't have much experience to know what source and symbol files i need to read it properly. I would be curious if it was a bug that was already fixed.
minidump files only work if the system checking them is on exactly the same revision# as the fileset that created the minidump. Generally speaking this means I can only make any use of it if the mini is on the same dll as the most updated version AND I haven't started manipulating the code files on my end for some reason. Most of the time this means I can't make them helpful but that doesn't mean not to report them. Sometimes I can. But if you're not staying updated, they'll be pretty well useless for me. Sorry for that.
 
minidump files only work if the system checking them is on exactly the same revision# as the fileset that created the minidump. Generally speaking this means I can only make any use of it if the mini is on the same dll as the most updated version AND I haven't started manipulating the code files on my end for some reason. Most of the time this means I can't make them helpful but that doesn't mean not to report them. Sometimes I can. But if you're not staying updated, they'll be pretty well useless for me. Sorry for that.
Ahh ok. That sucks. I guess i need to keep the svn constantly up to date so the dumps are useful for debugging. Shame since I wonder what bug caused it. Thanks for the response.
 
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