Tweak Mod for Xtended

If it is a BUG I will try to fix it. Please attach a savegame so I can take a look at it.
 
Got the same problem in this save. Going to the next turn will make the programme unresponsive on my system btw, but I'm not sure if its related to the messed up statistics.

I really like this mod! I think it's way better and more immersive than the original!

Thanks for your work on this.
 

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The troubleshooting I've tried on my end to work around the hang at the end of this turn:
- Going back a few turns and doing some things differently, but it keeps hanging on exactly the same turn.
- Forcing a peace between the factions.
- Erasing wildlife from small passable 'islands' in the mountains.

Next I was going to try to erase the civilisations one by one to see if I could pin down where it hangs on exactly, but I couldn't find a fast way to take care of it.

It feels like a script is going in some sort of loop.

I remember Rise of Mankind: A New Dawn would have some kind of fail-safe if scripts would take longer than say 30 seconds, but I'm not sure that would solve the issue here.
 
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It might be that the map is too big for the mod to handle. Usually it's best to pick giant mapsize only for the vanilla civ mapscripts since many erebus mapscripts already create maps that are larger.

I could progress the turn after I deleted a few cities on the other side of the map and some units from the bannor but when I tried to load the savegame again (from ingame) then civ4 crashed which is a strong indicator that the game cannot handle the size of the map. And when I loaded the savegame with a debug dll I got some asserts related to memory management.
 
Sorry, I've overwritten my savefile for this BuG while anxiously trying to get back to the mod :undecide:
I'll send it right away when I encounter it again.
However, I have noticed something else in my recent try: a Horde of Wildlings with MAXED promotions built in 1 turn from one barbarian city. Nearest AI got decimated instantly, and my 30str fire drake had like 40% fighting chance against this maxed-out str 9 wildling cyborgs

Spoiler Image1 :
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Spoiler image2 :
photo_2023-02-27_16-46-38.jpg


Is this an intended mechanic or some bug? Save file attached
 

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Hm, in the same savefile there there is also a wild negative income for someone. Perhaps it might be this same exact bug we have been talking about

Spoiler image :
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Is this an intended mechanic or some bug? Save file attached
It is a bug. I tried to load the savegame but got an error message that usually indicates you are using a different or faulty install.

Try the following:
Delete the beyondthesword/mods/masterofmana folder (rename instead of delete if you want to keep it for whatever reason)
Download version 1.04 linked in the first post from sourceforge
Install into beyondthesword/mods/masterofmana folder
 
Hello Sephi,
thank you for taking a look.

Yeah, it seems I messed up somewhere in the installation last time.(it's been a long time since I last installed the mod haha)
Did exactly what you said and started a new campaign.

Attached here are 2 savefiles with the BUG that skyrockets the AI income and as I noticed culture. Maybe something else is also affected

Faeryl Viconia save - you can clearly see the absurd amount of income for the Svaltarfar. I also suggest checking their capital which jumped to 600k culture in 1 turn
MoM save - a turn where you can see the negative culture of their capital, which will then jump to 600k (for reference, my capital with Sylvan lyre had like 30k or something)

Unfortunately, I don't have earlier save files as autosave were deleted when I tried testing different scenarios to see which of them work.
I never knew that somehow it straight-up deletes ALL the previous autosaves? I always thought it rewrites them or something. Didn't even pass the turn
That's kinda unfortunate.... I think we could have got an otherwise pre-bug savefile
 

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Thanks for the savefiles. The problem is with the AI bards (atleast in this case)

I'll have to dig deeper to find a solution.
 

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I have uploaded v1.05 with the following changes:

Bugfixes
  • fixed MAX_CIVIC_OPTIONS (may have caused critical issues before)
 
Attached here are 2 savefiles with the BUG that skyrockets the AI income and as I noticed culture. Maybe something else is also affected
some bug caused Bards to give crazy commerce values. A save before the bug occures might be necessary so that I can reproduce the bug and look where the code goes wrong.

That said I did find a bug specific to this savegame and fixed it in v1.05. Maybe that was the culprit.
 
Whoah, thank you! that was quick

Is there any way I can restore the autosave from the saves folder? It's a bit unfortunate that they were just erased even without me actually playing any other game (literally have only 1 AutoSave_initial_ad-0001) due to me generating a few scenarios and checking the map setups without even passing the turn...
 
I don't think that there is a way to restore them. I also lost quite a few autosaves in the past. If you want to continue your savegame you could delete that one AI and hope that the bug did not cause any other issues.
 
An update on 2023? AMAZING. I will try this modmod once more. The different mechanics and graphics/terrain (theres a mushroom biome if i remember) are awesome and what makes this modmod unique.
 
Another random but not game-breaking BUG:
Spoiler image :
1678121623722.png


This random Lion is unkillable(check his modifiers). I have also encountered an Elephant with the same problem in one of my previous games.
No idea what causes it

Savegame attached
 

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Hmm, I found a python syntax error in the mapscript you use.

Uploaded v1.06 with the following changes

Bugfixes
  • fixed python syntax of mapscripts MOM_Mountaincoast and MOM_Maze
 
Thank you!
By the way, I just figured out that this same save game is a perfect example to test the Bard BUG.
If you end the turn some AI gets the Bard GP and his income instantly jumps to 9k... And then proceeds to get even bigger.

Spoiler image :
1678139274038.png
 
It seems the game cannot handle that many civs. I set the default amount to 15 for size elf, but in the savegame there are 24 or so. It often crashes for me when I try to load the savegame ingame again after I play a turn and the crash happens when the game tries to reset the memory of the units.
 
Uploaded v. 1.07 with the following changes

Bugfixes
  • Scions Awakened counter fix
  • Hellterrain xtended logic fix
 
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