Troubleshooting and F.A.Q.

Hi Xyth, History Rewritten has a lot of changes and additions as compared to Civ IV BTS. It would be great if you (or someone that has conquered the game) to do a youtube Lets Play. It would be great to watch and very instructional. D
 
Hi Xyth. Dunno if that is only me, but the issue hasn't been mentioned here for at least a year. The Man O' War model seems bugged. It sometimes stretches weirdly into edges of the map. It also requires the gunpowder technology instead of the saltpeter resource, but that might be intentional, I can't say for sure.
 
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Hi Xyth. Dunno if that is only me, but the issue hasn't been mentioned here for at least a year. The Man O' War model seems bugged. It sometimes stretches weirdly into edges of the map. .

I've never been able to replicate this, making it very hard to solve. There's clearly something faulty with the Man O'War model but it seems to only occur on certain systems. Best I can do is exchange it with a different model, but I've not found one suitable yet.

It also requires the gunpowder technology instead of the saltpeter resource, but that might be intentional, I can't say for sure.

Not intentional, will fix. Same problem with some other UU ships too from the looks of it..
 
Hey Xyth,

Thanks for this incredible mod, I've been playing it on and off since 2011 (and been lurking on these forums even longer). Lost my Civ IV disc last year, but finally bought a new version through Steam. However, my game keeps crashing every few turns once I've entered the middle game. Normally, I would chalk it up to a MAF issue, but a message about memory failure usually pops up – this time the whole program just crashes to desktop without warning. Sometimes I can reload an older save and try to do things differently, and sometimes that strategy lets me play a few extra turns, but now it keeps crashing even at the load up. I'm also running it on a faster computer than I used to (when I had the game on disc), so it seems strange that the game crashes more often than it did on my slower one.

I've included the save + the error log below, would be amazing if you have time to take a look on what the problem might be :)

I'm on mac btw!
 

Attachments

Hey Xyth,

Thanks for this incredible mod, I've been playing it on and off since 2011 (and been lurking on these forums even longer). Lost my Civ IV disc last year, but finally bought a new version through Steam. However, my game keeps crashing every few turns once I've entered the middle game. Normally, I would chalk it up to a MAF issue, but a message about memory failure usually pops up – this time the whole program just crashes to desktop without warning. Sometimes I can reload an older save and try to do things differently, and sometimes that strategy lets me play a few extra turns, but now it keeps crashing even at the load up. I'm also running it on a faster computer than I used to (when I had the game on disc), so it seems strange that the game crashes more often than it did on my slower one.

I've included the save + the error log below, would be amazing if you have time to take a look on what the problem might be :)

I'm on mac btw!

I've seen this crash a few times before, something to do with civics. Doesn't happen in every game. Unfortunately, I haven't been able to solve it yet.
 
Here is save and logs for crash on entering Global era. Game crashes on next turn when Civil Rights tech is finished, or when you advance your era in WorldBuilder, or when you give yourself any other tech that advances to Global Era. Game don't crash and continues normally if you skip to Digital Era in WorldBuilder (no tech changes nessesary). Game also don't crash immediately if you advance one of AIs to Global era instead, then you can get normal next era pop-up, but if you save after that, you get a crash on loading save.
 

Attachments

Here is save and logs for crash on entering Global era. Game crashes on next turn when Civil Rights tech is finished, or when you advance your era in WorldBuilder, or when you give yourself any other tech that advances to Global Era. Game don't crash and continues normally if you skip to Digital Era in WorldBuilder (no tech changes nessesary). Game also don't crash immediately if you advance one of AIs to Global era instead, then you can get normal next era pop-up, but if you save after that, you get a crash on loading save.

The crash can be avoided by disbanding one of your units. Doesn't seem to matter which one. I have no idea why because generating the crash report appears to crash Windows' crash reporting system, at least for me. Go figure. Without that crash report I can't solve this. Are you able to obtain it? It's the one that is generated after clicking 'Show Details" on the Program Error popup. On earlier versions of Windows, anyway, I've never been able to figure out what Microsoft did with it on Windows 10.
 
Are you able to obtain it? It's the one that is generated after clicking 'Show Details" on the Program Error popup.
Are you talking about this?
Spoiler :

Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: MSVCR71.dll
Fault Module Version: 7.10.3052.4
Fault Module Timestamp: 3e561eac
Exception Code: c0000005
Exception Offset: 00003355
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1049
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: a4ea
Additional Information 4: a4eacf9d27e5ee8cb3a70ac0035eb8ab

This only appears when i disable civ's crash dump generation, btw.
 
Are you talking about this?
Spoiler :

Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: MSVCR71.dll
Fault Module Version: 7.10.3052.4
Fault Module Timestamp: 3e561eac
Exception Code: c0000005
Exception Offset: 00003355
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1049
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: a4ea
Additional Information 4: a4eacf9d27e5ee8cb3a70ac0035eb8ab

This only appears when i disable civ's crash dump generation, btw.

No, the one I need is much more detailed. Looks something like this:

Code:
Process:         Civilization IV Beyond the Sword [13165]
Path:            /Applications/Civilization IV Gold/Beyond the Sword/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:  launchd [381]

Date/Time:       2015-02-24 16:41:24.498 -0500
OS Version:      Mac OS X 10.6.8 (10K549)
Report Version:  6

Interval Since Last Report:          38150 sec
Crashes Since Last Report:           3
Per-App Interval Since Last Report:  14621 sec
Per-App Crashes Since Last Report:   3
Anonymous UUID:                      6546F28B-18B4-49DA-989E-F80E87876F08

Exception Type:  EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread:  0  Dispatch queue: com.apple.main-thread

Thread 0 Crashed:  Dispatch queue: com.apple.main-thread
0   com.aspyr.civ4bts                 0x0028c64b CvUnit::convert(CvUnit*) + 31
1   com.aspyr.civ4bts                 0x004c433e _object* boost::python::detail::invoke<int, void (CyUnit::*)(CyUnit*), boost::python::arg_from_python<CyUnit&>, boost::python::arg_from_python<CyUnit*> >(boost::python::detail::invoke_tag_<true, true>, int const&, void (CyUnit::*&)(CyUnit*), boost::python::arg_from_python<CyUnit&>&, boost::python::arg_from_python<CyUnit*>&) + 74
2   com.aspyr.civ4bts                 0x004c6a19 boost::python::detail::caller_arity<2u>::impl<void (CyUnit::*)(CyUnit*), boost::python::default_call_policies, boost::mpl::vector3<void, CyUnit&, CyUnit*> >::operator()(_object*, _object*) + 125
3   com.aspyr.civ4bts                 0x005b129e boost::python::objects::function::call(_object*, _object*) const + 698
4   com.aspyr.civ4bts                 0x005b3071 boost::detail::function::void_function_obj_invoker0<boost::python::objects::(anonymous namespace)::bind_return, void>::invoke(boost::detail::function::any_pointer) + 35
5   com.aspyr.civ4bts                 0x005ace0f boost::function0<void, std::allocator<boost::function_base> >::operator()() const + 79
6   com.aspyr.civ4bts                 0x005acab6 boost::python::handle_exception_impl(boost::function0<void, std::allocator<boost::function_base> >) + 54
7   com.aspyr.civ4bts                 0x005b1ebf bool boost::python::handle_exception<boost::python::objects::(anonymous namespace)::bind_return>(boost::python::objects::(anonymous namespace)::bind_return) + 41
8   com.aspyr.civ4bts                 0x005b018c function_call + 58
9   org.python.python                 0x024c6079 PyObject_Call + 50
10  org.python.python                 0x02518d83 PyEval_InitThreads + 19151
11  org.python.python                 0x025179d8 PyEval_InitThreads + 14116
12  org.python.python                 0x025179d8 PyEval_InitThreads + 14116
13  org.python.python                 0x025179d8 PyEval_InitThreads + 14116
14  org.python.python                 0x025179d8 PyEval_InitThreads + 14116
15  org.python.python                 0x02519558 PyEval_EvalCodeEx + 1840
16  org.python.python                 0x024d9e01 PyClassMethod_New + 1916
17  org.python.python                 0x024c6079 PyObject_Call + 50
18  org.python.python                 0x024ce7ea PyClass_New + 1734
19  org.python.python                 0x024c6079 PyObject_Call + 50
20  org.python.python                 0x02518d83 PyEval_InitThreads + 19151
21  org.python.python                 0x025179d8 PyEval_InitThreads + 14116
22  org.python.python                 0x025179d8 PyEval_InitThreads + 14116
23  org.python.python                 0x02519558 PyEval_EvalCodeEx + 1840
24  org.python.python                 0x024d9e01 PyClassMethod_New + 1916
25  org.python.python                 0x024c6079 PyObject_Call + 50
26  org.python.python                 0x025138d8 PyEval_CallObjectWithKeywords + 208
27  org.python.python                 0x024c6835 PyObject_CallObject + 32
28  com.aspyr.civ4bts                 0x00678e6f FPythonMgr::ICallFunction(_object*, std::string const&, _object*, _object**) const + 79
29  com.aspyr.civ4bts                 0x006790e7 FPythonMgr::ICallFunction(_object*, std::string const&, _object*, long*) const + 57
30  com.aspyr.civ4bts                 0x00679744 FPythonMgr::CallFunction(std::string const&, std::string const&, _object*, long*) const + 180
31  com.aspyr.civ4bts                 0x00b1d598 CyPythonMgr::callFunction(FStringA const&, FStringA const&, void*, long*) + 178
32  com.aspyr.civ4bts                 0x00b21ed3 CvDLLPythonIFace::callFunction(char const*, char const*, void*, long*) + 77
33  com.aspyr.civ4bts                 0x0051b34f CvDllPythonEvents::postEvent(CyArgsList&) + 271
34  com.aspyr.civ4bts                 0x0051bda5 CvDllPythonEvents::reportBeginPlayerTurn(int, PlayerTypes) + 95
35  com.aspyr.civ4bts                 0x0020a2cc CvPlayer::doTurn() + 58
36  com.aspyr.civ4bts                 0x0020abfb CvPlayer::setTurnActive(bool, bool) + 1495
37  com.aspyr.civ4bts                 0x0020ae3a CvPlayer::setAutoMoves(bool) + 78
38  com.aspyr.civ4bts                 0x000f58cf CvGame::updateMoves() + 325
39  com.aspyr.civ4bts                 0x00105321 CvGame::update() + 237
40  com.aspyr.civ4bts                 0x00a91e4b CvApp::OnIdle() + 1137
41  com.aspyr.civ4bts                 0x0066ea41 FWinApp::Run() + 31
42  com.aspyr.civ4bts                 0x00b1ee52 WinMain + 50
43  com.aspyr.civ4bts                 0x000a7f99 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
44  com.apple.HIToolbox               0x96b73c2f DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1567
45  com.apple.HIToolbox               0x96b72ef6 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
46  com.apple.HIToolbox               0x96b72d55 SendEventToEventTargetWithOptions + 58
47  com.apple.HIToolbox               0x96ba7a24 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 3006
48  com.apple.HIToolbox               0x96b74080 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2672
49  com.apple.HIToolbox               0x96b72ef6 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
50  com.apple.HIToolbox               0x96b957f3 SendEventToEventTarget + 52
51  com.apple.HIToolbox               0x96d1ec17 ToolboxEventDispatcher + 86
52  com.apple.HIToolbox               0x96d1ed4f RunApplicationEventLoop + 243
53  com.aspyr.civ4bts                 0x000a8052 InstallEventsAndRunGameLoop() + 166
54  com.aspyr.civ4bts                 0x000a83ea main + 356
55  com.aspyr.civ4bts                 0x00002642 _start + 216
56  com.aspyr.civ4bts                 0x00002569 start + 41

Thread 1:  Dispatch queue: com.apple.libdispatch-manager
0   libSystem.B.dylib                 0x93187382 kevent + 10
1   libSystem.B.dylib                 0x93187a9c _dispatch_mgr_invoke + 215
2   libSystem.B.dylib                 0x93186f59 _dispatch_queue_invoke + 163
3   libSystem.B.dylib                 0x93186cfe _dispatch_worker_thread2 + 240
4   libSystem.B.dylib                 0x93186781 _pthread_wqthread + 390
5   libSystem.B.dylib                 0x931865c6 start_wqthread + 30

Thread 2:
0   libSystem.B.dylib                 0x93160b5a semaphore_timedwait_signal_trap + 10
1   libSystem.B.dylib                 0x9318e6e1 _pthread_cond_wait + 1066
2   libSystem.B.dylib                 0x931bd5a8 pthread_cond_timedwait_relative_np + 47
3   ...ple.CoreServices.CarbonCore    0x9711cb90 TSWaitOnConditionTimedRelative + 242
4   ...ple.CoreServices.CarbonCore    0x9711c8ce TSWaitOnSemaphoreCommon + 511
5   ...ickTimeComponents.component    0x927c46d5 ReadSchedulerThreadEntryPoint + 4698
6   libSystem.B.dylib                 0x9318e259 _pthread_start + 345
7   libSystem.B.dylib                 0x9318e0de thread_start + 34

Thread 3:
0   libSystem.B.dylib                 0x93160b5a semaphore_timedwait_signal_trap + 10
1   libSystem.B.dylib                 0x9318e6e1 _pthread_cond_wait + 1066
2   libSystem.B.dylib                 0x931bd5a8 pthread_cond_timedwait_relative_np + 47
3   com.apple.audio.CoreAudio         0x998463ab CAGuard::WaitFor(unsigned long long) + 219
4   com.apple.audio.CoreAudio         0x998493dd CAGuard::WaitUntil(unsigned long long) + 289
5   com.apple.audio.CoreAudio         0x99846cda HP_IOThread::WorkLoop() + 1892
6   com.apple.audio.CoreAudio         0x99846571 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7   com.apple.audio.CoreAudio         0x99846488 CAPThread::Entry(CAPThread*) + 140
8   libSystem.B.dylib                 0x9318e259 _pthread_start + 345
9   libSystem.B.dylib                 0x9318e0de thread_start + 34

Thread 4:
0   libSystem.B.dylib                 0x9318eaa2 __semwait_signal + 10
1   libSystem.B.dylib                 0x9318e75e _pthread_cond_wait + 1191
2   libSystem.B.dylib                 0x931903f8 pthread_cond_wait$UNIX2003 + 73
3   GLEngine                         0x552eb392 gleCmdProcessorPTHREAD + 186
4   libSystem.B.dylib                 0x9318e259 _pthread_start + 345
5   libSystem.B.dylib                 0x9318e0de thread_start + 34

Thread 5:
0   libSystem.B.dylib                 0x93160b5a semaphore_timedwait_signal_trap + 10
1   libSystem.B.dylib                 0x9318e6e1 _pthread_cond_wait + 1066
2   libSystem.B.dylib                 0x931bd5a8 pthread_cond_timedwait_relative_np + 47
3   ...ple.CoreServices.CarbonCore    0x9711cb90 TSWaitOnConditionTimedRelative + 242
4   ...ple.CoreServices.CarbonCore    0x9711c8ce TSWaitOnSemaphoreCommon + 511
5   ...ple.CoreServices.CarbonCore    0x971775aa AIOFileThread(void*) + 1127
6   libSystem.B.dylib                 0x9318e259 _pthread_start + 345
7   libSystem.B.dylib                 0x9318e0de thread_start + 34

Thread 6:
0   libSystem.B.dylib                 0x93160b5a semaphore_timedwait_signal_trap + 10
1   libSystem.B.dylib                 0x9318e6e1 _pthread_cond_wait + 1066
2   libSystem.B.dylib                 0x931bd5a8 pthread_cond_timedwait_relative_np + 47
3   ...ple.CoreServices.CarbonCore    0x9711cb90 TSWaitOnConditionTimedRelative + 242
4   ...ple.CoreServices.CarbonCore    0x9711c8ce TSWaitOnSemaphoreCommon + 511
5   ...ple.CoreServices.CarbonCore    0x97140b8b TimerThread + 97
6   libSystem.B.dylib                 0x9318e259 _pthread_start + 345
7   libSystem.B.dylib                 0x9318e0de thread_start + 34

Thread 7:
0   libSystem.B.dylib                 0x93160b36 semaphore_wait_trap + 10
1   ...ickTimeComponents.component    0x92e8ba3e QTThreadWaitSignal + 107
2   ...ickTimeComponents.component    0x9284e7c7 audioprepThreadEntry + 68
3   ...ickTimeComponents.component    0x92e8b9b8 start_thread + 54
4   libSystem.B.dylib                 0x9318e259 _pthread_start + 345
5   libSystem.B.dylib                 0x9318e0de thread_start + 34

Thread 8:
0   libSystem.B.dylib                 0x93160c0e mach_wait_until + 10
1   libSystem.B.dylib                 0x931e8429 nanosleep + 345
2   libSystem.B.dylib                 0x931e82ca usleep + 61
3   com.aspyr.civ4bts                 0x0000b461 sCQuickTimeThread(void*) + 73
4   libSystem.B.dylib                 0x9318e259 _pthread_start + 345
5   libSystem.B.dylib                 0x9318e0de thread_start + 34

Thread 9:
0   libSystem.B.dylib                 0x93160c0e mach_wait_until + 10
1   libSystem.B.dylib                 0x931e8429 nanosleep + 345
2   libSystem.B.dylib                 0x931e82ca usleep + 61
3   com.aspyr.civ4bts                 0x0000b461 sCQuickTimeThread(void*) + 73
4   libSystem.B.dylib                 0x9318e259 _pthread_start + 345
5   libSystem.B.dylib                 0x9318e0de thread_start + 34

Thread 10:
0   libSystem.B.dylib                 0x93160c0e mach_wait_until + 10
1   libSystem.B.dylib                 0x931e8429 nanosleep + 345
2   libSystem.B.dylib                 0x931e82ca usleep + 61
3   com.aspyr.civ4bts                 0x0000b461 sCQuickTimeThread(void*) + 73
4   libSystem.B.dylib                 0x9318e259 _pthread_start + 345
5   libSystem.B.dylib                 0x9318e0de thread_start + 34

Thread 11:
0   libSystem.B.dylib                 0x93186412 __workq_kernreturn + 10
1   libSystem.B.dylib                 0x931869a8 _pthread_wqthread + 941
2   libSystem.B.dylib                 0x931865c6 start_wqthread + 30

Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0x00000000  ebx: 0x00000000  ecx: 0xc5193c30  edx: 0xc9692e10
  edi: 0xc52a4df0  esi: 0x0158ede0  ebp: 0xbfffcf88  esp: 0xbfffcf30
   ss: 0x0000001f  efl: 0x00210297  eip: 0x0028c64b   cs: 0x00000017
   ds: 0x0000001f   es: 0x0000001f   fs: 0x00000000   gs: 0x00000037
  cr2: 0x00000000

Binary Images:
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 0x23c1000 -  0x23c1ff7  libmx.A.dylib 315.0.0 (compatibility 1.0.0) <72FF6A91-C3EC-4634-A0FB-E1586C2404E4> /usr/lib/libmx.A.dylib
 0x23c4000 -  0x2479fe7  libcrypto.0.9.7.dylib 0.9.7 (compatibility 0.9.7) <78B6EEB6-50D9-4479-D1A5-B4C381A07E4D> /usr/lib/libcrypto.0.9.7.dylib
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 0x271a000 -  0x2724ff7 +testl ??? (???) testl
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 0x27ac000 -  0x27adff7  math.so ??? (???) <596E5B91-7462-286D-10BD-5F41ED9F6584> /System/Library/Frameworks/Python.framework/Versions/2.3/lib/python2.3/lib-dynload/math.so
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 0x27d6000 -  0x27d7ff7  time.so ??? (???) <76CEBD46-6DBB-0855-5C29-9ADC7D9458DB> /System/Library/Frameworks/Python.framework/Versions/2.3/lib/python2.3/lib-dynload/time.so
0x18cd2000 - 0x18cd8ff7  com.apple.audio.AppleHDAHALPlugIn 2.0.5 (2.0.5f14) <38E3C1A4-84E4-C105-B55F-8FC4C154036D> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
0x18cdd000 - 0x18cdfff7  itertools.so ??? (???) <A5B2F3B5-FB4E-08E7-5726-816C84DF71BB> /System/Library/Frameworks/Python.framework/Versions/2.3/lib/python2.3/lib-dynload/itertools.so
0x18ce4000 - 0x18ce6ff7  strop.so ??? (???) <562D00BA-5592-E906-F813-05D787503A42> /System/Library/Frameworks/Python.framework/Versions/2.3/lib/python2.3/lib-dynload/strop.so
0x18ced000 - 0x18cf0ff7  array.so ??? (???) <493C0E90-DC7B-AB79-72BA-673558102E96> /System/Library/Frameworks/Python.framework/Versions/2.3/lib/python2.3/lib-dynload/array.so
0x18d33000 - 0x18d6ffe3  com.apple.QuickTimeFireWireDV.component 7.6.6 (1800) <25649FE4-15B7-A90F-8238-9F7D370C45DA> /System/Library/QuickTime/QuickTimeFireWireDV.component/Contents/MacOS/QuickTimeFireWireDV
0x18dbb000 - 0x18dc6ff7  cPickle.so ??? (???) <CA9E7135-BE5E-10FC-A48F-D754238D9A18> /System/Library/Frameworks/Python.framework/Versions/2.3/lib/python2.3/lib-dynload/cPickle.so
0x18dcd000 - 0x18de8fef  com.apple.AppleIntermediateCodec 1.3.2 (153) <EFB476B9-486E-5112-50C8-8918A7964C22> /Library/QuickTime/AppleIntermediateCodec.component/Contents/MacOS/AppleIntermediateCodec
0x18dee000 - 0x18defff7  cStringIO.so ??? (???) <3B4AD512-8D13-3BFE-D7F2-FF0EF18FDCE2> /System/Library/Frameworks/Python.framework/Versions/2.3/lib/python2.3/lib-dynload/cStringIO.so
0x18df3000 - 0x18df4ff7  _random.so ??? (???) <AB80AAC8-800F-DDC9-8294-695BC89B60DC> /System/Library/Frameworks/Python.framework/Versions/2.3/lib/python2.3/lib-dynload/_random.so
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Model: MacBook7,1, BootROM MB71.0039.B0B, 2 processors, Intel Core 2 Duo, 2.4 GHz, 2 GB, SMC 1.60f6
Graphics: NVIDIA GeForce 320M, NVIDIA GeForce 320M, PCI, 256 MB
Memory Module: global_name
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x93), Broadcom BCM43xx 1.0 (5.10.131.42.4)
Bluetooth: Version 2.4.5f3, 2 service, 19 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Serial ATA Device: Hitachi HTS545025B9SA02, 232.89 GB
Serial ATA Device: MATSHITADVD-R   UJ-898, 2.07 GB
USB Device: Built-in iSight, 0x05ac  (Apple Inc.), 0x8507, 0x24600000 / 2
USB Device: BRCM2070 Hub, 0x0a5c  (Broadcom Corp.), 0x4500, 0x06600000 / 3
USB Device: Bluetooth USB Host Controller, 0x05ac  (Apple Inc.), 0x8218, 0x06630000 / 6
USB Device: Apple Internal Keyboard / Trackpad, 0x05ac  (Apple Inc.), 0x0236, 0x06300000 / 2
 
I don't remember ever seeing those on my current OS (Win 7) or on previous ones. I tried to get additional information with WinCrashReport program but coudn't get anything comprehensive except that crash is probably caused by memcmp trying to compare non-existing string (null-pointer) with "Shadow" (one of registers is pointing on this one). Could it have something to do with bunch of warnings in logs about missing shadow nodes?
 
I did some testing and it seems crash comes from farm improvement. If I remove all farms on my territory I can proceed normally, save after advancing to Global era and load that save normally (btw disbanding units doesn't work for me at all). Building a single farm after that crashes game immediately. As does launching WB.
 
I don't remember ever seeing those on my current OS (Win 7) or on previous ones.

Hmm. I run Windows via virtualization on my Mac and assumed that those reports were a part of Windows. Perhaps they're just a feature of the virtualization. Pity, because they make solving crashes considerably easier.

I tried to get additional information with WinCrashReport program but coudn't get anything comprehensive except that crash is probably caused by memcmp trying to compare non-existing string (null-pointer) with "Shadow" (one of registers is pointing on this one). Could it have something to do with bunch of warnings in logs about missing shadow nodes?

Those shadow nodes messages are harmless . Some building art doesn't have a shadow, and BTS likes to log that. There's a way to avoid it, but it's only convenient for some buildings, not others.

I did some testing and it seems crash comes from farm improvement. If I remove all farms on my territory I can proceed normally, save after advancing to Global era and load that save normally (btw disbanding units doesn't work for me at all). Building a single farm after that crashes game immediately. As does launching WB.

That implies a problem with the art or art definition for whichever Farm model the Hebrew civilization uses in the Global Era. I'll investigate, but it's very strange that it didn't seem to a problem on my system.
 
Hello again, I've been having periodic crashes similar to the ones I have previously listed. Most of the time it's eventually possible to get past the most troublesome turns, usually by loading earlier saves before loading the latest save. However, I'm now playing a game where I cannot seem to get past the current turn. It crashes to desktop as soon as I click end turn. I've attached the crash report and an earlier save that gives me no problems. In case it helps, the game was running OK until I started a Golden Age and switched to Slavery to whip a few newly acquired cities. Now even if I go to a save before when I started the GA, it still doesn't get past this turn.
 

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Hello again, I've been having periodic crashes similar to the ones I have previously listed. Most of the time it's eventually possible to get past the most troublesome turns, usually by loading earlier saves before loading the latest save. However, I'm now playing a game where I cannot seem to get past the current turn. It crashes to desktop as soon as I click end turn. I've attached the crash report and an earlier save that gives me no problems. In case it helps, the game was running OK until I started a Golden Age and switched to Slavery to whip a few newly acquired cities. Now even if I go to a save before when I started the GA, it still doesn't get past this turn.

Crash report implies that the AI captures a city that turn, which leads to the crash, which is the same mysterious civics-related crash that I'm struggling to solve. The 1585 CE saved game crashes for me on launch, could you post one from a few turns earlier?
 
I'm having the darnedest problem related to camera angles. Specifically, the default camera suptting has somehow become ludicrously zoomed in.

Like, I'm centered on a tile with a warrior unit and of the three dudes, the center guy's chest is taking up half the screen.

Now, normally I'd just zoom out with "pg up/down," but by the time I'm zoomed far enough out to see most of a tile, I'm already kicking into satellite view and the cloud layer appears to obscure my view.

I have no idea how to describe this problem. It's not happening in vanilla Civ IV BtS, only when I load the History Rewritten mod. But it's also happening when I start a new game, not just when I load a save file.
 
Check the BUG camera view width slider in the upper right part of the main screen. It should be around 43 degrees for a normal width of view. I suspect that it has somehow become set really low in your games. If that is the problem, after you reset it, go to the options screen and save a new default set of options, so it will always start there.
 
I'm having the darnedest problem related to camera angles. Specifically, the default camera suptting has somehow become ludicrously zoomed in.

Like, I'm centered on a tile with a warrior unit and of the three dudes, the center guy's chest is taking up half the screen.

Now, normally I'd just zoom out with "pg up/down," but by the time I'm zoomed far enough out to see most of a tile, I'm already kicking into satellite view and the cloud layer appears to obscure my view.

I have no idea how to describe this problem. It's not happening in vanilla Civ IV BtS, only when I load the History Rewritten mod. But it's also happening when I start a new game, not just when I load a save file.

Check the BUG camera view width slider in the upper right part of the main screen. It should be around 43 degrees for a normal width of view. I suspect that it has somehow become set really low in your games. If that is the problem, after you reset it, go to the options screen and save a new default set of options, so it will always start there.

Yep, this is a Field of View issue. Adjust the slider in the top right of the screen to somewhere around 40 or 50. If it's not there, or the problem reoccurs, go to the Interface panel of the Settings screen (Cog icon in the top left) and tick the two relevant checkboxes there.

However, there was a bug a while back that broke the Field of View slider for some people. If you're still having issues after trying everything above, let me know.
 
@Xyth I am having problems launching the mod on windows. Do you have the source code available anywhere so I can compile a debug bug and look into it ? If can probably look into some of the issues reported here as well if the source is made available, just saying... ;)

Update: I found the source in another thread (1.25) beta so I'll try that and report back.
 
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@Xyth I am having problems launching the mod on windows. Do you have the source code available anywhere so I can compile a debug bug and look into it ? If can probably look into some of the issues reported here as well if the source is made available, just saying... ;)

Update: I found the source in another thread (1.25) beta so I'll try that and report back.

Don't bother about with the 1.25 source code, it's very out of date now. Nothing in the DLL should be causing launch issues, anyway. Does 1.24.1 launch properly for you? If not, what happens?
 
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