Troubleshooting and F.A.Q.

Hey, I've been playing this fantastic mod for a while now, and I've really been loving it. However, I have experienced a crash on my game on the same turn, even when I've gone back into my autosaves and replayed the turns it has crashed. I've attached the logs in the post.

Thank you for your help resolving this problem, your mod is truly fantastic, and I enjoy it very much.

Thanks for the logs. Can you please post the crash report, and perhaps your saved game as well?
 
Xyth,

Here's the most recent crash from me, and my saved game. I had to change one of the .ini settings (the python setting; Civ4 didn't seem to load up with it changed). Hopefully still captures the data...

The crashes tend to happen when I view a city from the main screen. No city in particular. Once I get past that turn (by reloading and not opening the city), the city tends not to be a problem right away.

Thanks you...I really appreciate your time and help!

Spiked
 

Attachments

Xyth,

Here's the most recent crash from me, and my saved game. I had to change one of the .ini settings (the python setting; Civ4 didn't seem to load up with it changed). Hopefully still captures the data...

The crashes tend to happen when I view a city from the main screen. No city in particular. Once I get past that turn (by reloading and not opening the city), the city tends not to be a problem right away.

Thanks you...I really appreciate your time and help!

Spiked

There's a bug in 1.23.2 that causes an error whenever you open the city screen of a city that is generating no culture. For some reason, it causes a crash on some systems and not just an error message. 3 of your cities in that saved game are generating no culture, so I'm pretty sure that's the problem. Grab the single file fix from here. Let me know if that doesn't solve it.

I can post the save, but the .dmp file is about 1.7gb. Should I e-mail that to you, or is it the wrong file?

That's not the right file, shouldn't be anywhere near that big. The crash report is what should appear after BTS exits to desktop, should look something like this:

Spoiler :
Process: Civilization IV Beyond the Sword [6004]
Path: /Games/*/Civilization IV Beyond the Sword.app/Contents/MacOS/Civilization IV Beyond the Sword
Identifier: com.aspyr.civ4bts
Version: 3.19 (92131)
Code Type: X86 (Native)
Parent Process: ??? [1]
Responsible: Civilization IV Beyond the Sword [6004]
User ID: 501

Date/Time: 2015-11-30 14:00:14.720 +1300
OS Version: Mac OS X 10.11.1 (15B42)
Report Version: 11
Anonymous UUID: D0149409-506F-338A-5B81-07309696CB79

Sleep/Wake UUID: 7DD25093-23F7-4582-AEEF-E34C2136B46E

Time Awake Since Boot: 42000 seconds
Time Since Wake: 16000 seconds

System Integrity Protection: enabled

Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY

Application Specific Information:
terminating with uncaught exception of type std::bad_alloc: std::bad_alloc
abort() called

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x98bd462a __pthread_kill + 10
1 libsystem_pthread.dylib 0x9c14b664 pthread_kill + 101
2 libsystem_c.dylib 0x9cfb98c8 abort + 156
3 libc++abi.dylib 0x9b1c49c9 abort_message + 169
4 libc++abi.dylib 0x9b1e55cf default_terminate_handler() + 272
5 libc++abi.dylib 0x9b1e2bed std::__terminate(void (*)()) + 14
6 libc++abi.dylib 0x9b1e2607 __cxa_throw + 122
7 libc++abi.dylib 0x9b1e2e34 operator new(unsigned long) + 100
8 com.aspyr.civ4bts 0x00655239 FDataStream::ReadString(std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >&) + 111
9 com.aspyr.civ4bts 0x000fb464 CvGame::read(FDataStreamBase*) + 2198
10 com.aspyr.civ4bts 0x0010ab1c CvGameAI::read(FDataStreamBase*) + 36
11 com.aspyr.civ4bts 0x00b08123 CvGameCoreSerializer::read(FDataStream*) + 135
12 com.aspyr.civ4bts 0x00b085e3 CvCivSerializer::ReadObjects(FDataStream*) + 303
13 com.aspyr.civ4bts 0x00b0b1a7 CvCivSerializer::DoLoad(FDataStream*) + 1629
14 com.aspyr.civ4bts 0x00b0bfa1 CvCivSerializer::LoadGame(char const*, LoadType) + 2835
15 com.aspyr.civ4bts 0x00b65fe7 CvMenuManager::loadGame() + 153
16 com.aspyr.civ4bts 0x00b6b3a9 CvMenuManager::setupGame() + 1925
17 com.aspyr.civ4bts 0x00a91489 CvApp::InitGame() + 3687
18 com.aspyr.civ4bts 0x00a8bbbb CvApp::Init(HINSTANCE__*, char const*) + 2285
19 com.aspyr.civ4bts 0x00b1ee41 WinMain + 33
20 com.aspyr.civ4bts 0x000a7f99 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
21 com.apple.HIToolbox 0x9772f68b _InvokeEventHandlerUPP(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*, long (*)(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*)) + 36
22 com.apple.HIToolbox 0x976d79a0 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1832
23 com.apple.HIToolbox 0x976d6bb4 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 402
24 com.apple.HIToolbox 0x976d6a1a SendEventToEventTargetWithOptions + 40
25 com.apple.HIToolbox 0x97710212 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 1994
26 com.apple.HIToolbox 0x976d7def DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2935
27 com.apple.HIToolbox 0x976d6bb4 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 402
28 com.apple.HIToolbox 0x976e9f6d SendEventToEventTarget + 34
29 com.apple.HIToolbox 0x9788709e ToolboxEventDispatcher + 82
30 com.apple.HIToolbox 0x97886f5f RunApplicationEventLoop + 240
31 com.aspyr.civ4bts 0x000a8052 InstallEventsAndRunGameLoop() + 166
32 com.aspyr.civ4bts 0x000a83ea main + 356
33 com.aspyr.civ4bts 0x00002642 _start + 216
34 com.aspyr.civ4bts 0x00002569 start + 41

<snip>


If you're on OS X you can retrieve the crash report from the Console app if you missed it, not sure where to find them on Windows.
 
I get the option for a dump, and then windows sends it as a .dmp file to my bts folder. The option for the full dump is 1.6gb, but the normal dump is the one I attached to this post. I hope it is what you need, because I'm not getting that type of report.
 

Attachments

I get the option for a dump, and then windows sends it as a .dmp file to my bts folder. The option for the full dump is 1.6gb, but the normal dump is the one I attached to this post. I hope it is what you need, because I'm not getting that type of report.

.dmp files are memory dumps, literally the contents of your RAM saved to a file at the time of the crash. They're not useful here. I did a quick Google, apparently crash logs are recorded in the Event Viewer. Search for that on your system and see if it's recording anything when BTS crashes. If it's not, then I suspect the problem is either running out of memory (BTS can only use 2-3 GB), or something beyond the scope of HR.
 
Here is the report, sorry for not realizing what to post sooner.

Unfortunately that report isn't providing the information I need either. What size map were you playing on? I can't even open the saved game, not enough memory.
 
I am playing on a massive map. I unloaded the unit and structure files, which didn't help. It probably is the MAF, I just didn't think of that before now.
 
Hi Xyth,
So far the single file fixed the city entry. Here's another one (crashes when I end turn and it processes before next turn; happened at least 3 or 4 times even after I reloaded the game). I might try a smaller map, but feel like it's already getting a bit small for my play.

Spiked
 

Attachments

Hi Xyth,
So far the single file fixed the city entry. Here's another one (crashes when I end turn and it processes before next turn; happened at least 3 or 4 times even after I reloaded the game). I might try a smaller map, but feel like it's already getting a bit small for my play.

Spiked

That's not a memory related crash so don't worry. Unless your computer has less than 4GB RAM, MAFs should really only be an issue on the bigger mapsizes (Large and above), and generally only in the Renaissance onwards. You can also mitigate MAFs to a certain degree by unpacking the FPK files (see post #2 of this thread).

This particular crash I've seen before, something to do with Great People. It's proving rather elusive to solve but hopefully your saved game can provide some insight. Investigating.
 
Hi Xyth, jut back to this great mod but met a small issue:

I've connected my Marble quarry to capital, yet nothing new displayed in the city screen. It seems some resources like marble and stone no longer display in city screen any more. is it a bug?

Thanks ~~ :)
 

Attachments

  • 2015-12-11_00003.jpg
    2015-12-11_00003.jpg
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Hi Xyth, jut back to this great mod but met a small issue:

I've connected my Marble quarry to capital, yet nothing new displayed in the city screen. It seems some resources like marble and stone no longer display in city screen any more. is it a bug?

Thanks ~~ :)

The Idolatry tenet blocks access to Stone and Marble.
 
Troubleshooting

&#8226; After playing for some time there was a Memory Allocation Failure (MAF)

Civ4 is a 32bit program and thus can only access 2GB of memory. If it tries to allocate more than this then a MAF occurs. Civ4 is not written in a particularly memory efficient way and any large mod with lots of graphics will likely cause an MAF after a period of time. This is amplified on larger maps and they will be more frequent in the late game. With every version of History Rewritten I strive to reduce the memory load of the mod to reduce the occurrence of these as much as I can, though I can never eliminate them completely.

Save regularly and if you get a MAF, quit BTS completely, relaunch and reload. Unless your game is on a sizeable map with many hundreds of units active you shouldn't get one again for some time. You can also unpack the .fpk files of the mod using a tool such as Macapaka (Mac) or PakBuild (Windows) to reduce memory usage further. Unpacking HR_Units.fpk will make the biggest difference, then HR_Structures.fpk. Don't bother unpacking HR_Terrain.fpk.

Note that unpacking these files will significantly increase the time it takes for the mod to load.​

You can use this small patch to allow old 32 bit executables (including Civ4) to double the allocation of memory up to 4GB: 4GB Patch by NTCore.
 
Hi Xyth,

here a small issue I've had playing Berbers:

Baghaya was my first and main city (capital). After have settled a second city, Baghaya it's been taken by barbarians, being my Palace moved to the second city. After a while I've took again Baghaya to my side, but now the city screen doesn't works properly (I can't see the happiness and healthiness items detailed, neither the resources connected, and I can't use the arrows to change the city screen to the next city). It affects only to Baghaya, not the other city.

Thanks!!
 

Attachments

Hi Xyth,

here a small issue I've had playing Berbers:

Baghaya was my first and main city (capital). After have settled a second city, Baghaya it's been taken by barbarians, being my Palace moved to the second city. After a while I've took again Baghaya to my side, but now the city screen doesn't works properly (I can't see the happiness and healthiness items detailed, neither the resources connected, and I can't use the arrows to change the city screen to the next city). It affects only to Baghaya, not the other city.

I think that's due to the zero culture bug. There's a single file fix for it here.
 
I suspect some bugs in my Nubian game:

1.-) On the first saved game, if I embrace Islam (religion founded by Arabia) I get the chance to choice the tenets. To work properly, shouldn't I automatically adopt the Arabian tenets?

2.-) On the second saved game I'm on the way to conquer the Arabian Capital. You can check yourself, but are not quite rare the combat odds? I'm meaning that the axeman with shock promotion they've got better odds than the axeman with city attack promotion.

3.-) Still on this saved game, you can see my Capital owns the Oracle World Wonder. It's providing 16 culture points. It's due to the apply of all the bonuses? Shouldn't the bonuses be applied after the addition of all the culture inputs?
 

Attachments

1.-) On the first saved game, if I embrace Islam (religion founded by Arabia) I get the chance to choice the tenets. To work properly, shouldn't I automatically adopt the Arabian tenets?

The first civilization to adopt a religion as their state religion gets to choose its tenets, not the civilization that founds it.

2.-) On the second saved game I'm on the way to conquer the Arabian Capital. You can check yourself, but are not quite rare the combat odds? I'm meaning that the axeman with shock promotion they've got better odds than the axeman with city attack promotion.

I don't see any Axemen with Shock in that game. I assume you mean Combat I (+10% strength) vs City Raider (+20% City Attack)? Anyway, this is due to a common misconception about how combat works in Civ4. Combat modifiers such as +20% City Attack and +50% vs. Melee Units don't increase the strength of the attacking unit – they reduce the strength of the defending unit. +X% strength bonuses are the exception to this, they do increase the strength of the attacking unit. You can read more about this in this article.

3.-) Still on this saved game, you can see my Capital owns the Oracle World Wonder. It's providing 16 culture points. It's due to the apply of all the bonuses? Shouldn't the bonuses be applied after the addition of all the culture inputs?

Hmm. Not sure what's happening there. It should be showing its base culture without modifiers. None of the other wonders in that city have their culture doubled. Will investigate.
 
All buildings (including wonders) double in cultural output 1000 years after being built. I'm pretty sure that's all that's going on here; the Oracle is about 2000 years old, while the Nazca Lines and Temple of Artemis are both under that threshold.
 
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