v 25, Bugs/Crashes reporting thread

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It is because I am having trouble with the events for extra diplomacy. I may have deleted them off the SVN by mistake.

Edit No they are there. Try deleting all the files in the cache folder that seems to fix things for me.

also what is the purpose of the cache folder and will the game function without it
 
also what is the purpose of the cache folder and will the game function without it

It will work fine without it ( you can delete it if you want) - it just makes game startup faster after the firstvtime you start with changed XML (the cache is just a save of the actual data after the XML has been decoded, so it allows it to omit tha step on subsequent mod startups)
 
Whenever I try and get more work done on the extra diplomacy mod c2c crashes out after I say launch game with no messages but a mini dump. The new unit I am adding is showing up fine in the Pedia before I go to custom game. Attached are the three extra files that go in Assets/Modules/DancingHoskuld/ExtraDiplomacy and the mini dump. Or should I have put this in the Help Wanted thread?
 
I'm using the SVN and the BUG options are not saving. I realize I've over-writing the files when I update but when I first started doing this everything was okay. The issue is that selecting viewports does nothing because I need to reload a game and when I do the selection is gone. Another thing is that I always elect to hide unbuildable units and buildings as there are so many as this has no effect on previous buildings, just new ones. For instance, If I enable these options and build 2 cities, they have the option, but if I reload those 2 cities will show all icons and those that can't be built grayed out but when I build a new city, only buildable items are there. Don't know what version this started with but I update daily and it's been like this for at least a week.
 
\*various folders*\Civ4BeyondSword.exe
This program has requested the runtime to terminate it in an unusual way

This error CTD as I was starting a new game, with the progress bar full and the list of options pop up displayed.
View attachment MiniDump.rar
This is the same message as I got during the hotseat game earlier in the week (though it let me play one turn on each player first). This did not happen earlier in today using SVN 3434, which I'm updating now just in case it's been addressed (To clarify, I was able to play a loaded game today, I wasn't trying to start a new one).

Egit: Nope, runtime error again under SVN 3436.
 
I love the mod, but the current Bonus system is broken, it has gone too far and the game cannot handle that many requirements. At most 2 bonuses can be made as a prerequisite. Some of the units need 4 bonuses, resources and culture, but only 2 can be on at a time. Example ' Spanish Conquistador" needs Culture Spanish, bonus Horse, Iron, and Sulphur. But the game only allows 2, so the last 3 are bundled into one list, and put as an OR need, meaning Horse OR Iron OR Sulphur, any one of which is sufficient to build the unit. The Bonus system needs to be reworked so that all 4 are needed at the same time.
 
I'm using the SVN and the BUG options are not saving. I realize I've over-writing the files when I update but when I first started doing this everything was okay. The issue is that selecting viewports does nothing because I need to reload a game and when I do the selection is gone. Another thing is that I always elect to hide unbuildable units and buildings as there are so many as this has no effect on previous buildings, just new ones. For instance, If I enable these options and build 2 cities, they have the option, but if I reload those 2 cities will show all icons and those that can't be built grayed out but when I build a new city, only buildable items are there. Don't know what version this started with but I update daily and it's been like this for at least a week.

I think it has been said you have to save twice for the BUG options to save, or use the entire User Settings folder from your last update each time you do a new update. I use to have to do a convoluted system of saves and reloads to get my options to stick until I did the above.
 
I think it has been said you have to save twice for the BUG options to save, or use the entire User Settings folder from your last update each time you do a new update. I use to have to do a convoluted system of saves and reloads to get my options to stick until I did the above.

Yes, preserve your UserSettings over an upgrade. However, if you're not able to get BUG options to stick AT ALL (even without any upgardes being involved), then the issue is most likely that the game doesn't have write-permissions to the UserSettings folder - are you running it as admin?
 
I love the mod, but the current Bonus system is broken, it has gone too far and the game cannot handle that many requirements. At most 2 bonuses can be made as a prerequisite. Some of the units need 4 bonuses, resources and culture, but only 2 can be on at a time. Example ' Spanish Conquistador" needs Culture Spanish, bonus Horse, Iron, and Sulphur. But the game only allows 2, so the last 3 are bundled into one list, and put as an OR need, meaning Horse OR Iron OR Sulphur, any one of which is sufficient to build the unit. The Bonus system needs to be reworked so that all 4 are needed at the same time.
You can use the TrainCondition tag for complex prerequisites. It is an expression tag so you can have things like Horse and Iron and Sulphur and Hills near the city or something like that (just an example).

Code:
<TrainCondition>
  <And>
    <Has>
      <GOMType>GOM_BONUS</GOMType>
      <ID>BONUS_HORSE</ID>
    </Has>
    <Has>
      <GOMType>GOM_BONUS</GOMType>
      <ID>BONUS_IRON</ID>
    </Has>
    <Has>
      <GOMType>GOM_BONUS</GOMType>
      <ID>BONUS_SULPHUR</ID>
    </Has>
  </And>
</TrainCondition>
 
You can use the TrainCondition tag for complex prerequisites. It is an expression tag so you can have things like Horse and Iron and Sulphur and Hills near the city or something like that (just an example).

Code:
<TrainCondition>
  <And>
    <Has>
      <GOMType>GOM_BONUS</GOMType>
      <ID>BONUS_HORSE</ID>
    </Has>
    <Has>
      <GOMType>GOM_BONUS</GOMType>
      <ID>BONUS_IRON</ID>
    </Has>
    <Has>
      <GOMType>GOM_BONUS</GOMType>
      <ID>BONUS_SULPHUR</ID>
    </Has>
  </And>
</TrainCondition>

We have already done this for many, many units on the SVN, I don't know if charles uses that or not.
 
Yeah i know about the white space stuff, but its (at least for me) 5X easier to read with Notepad.

Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 547, in handle
File "BugUtil", line 651, in callFunction
File "BugUtil", line 630, in lookupFunction
File "BugUtil", line 624, in lookupModule
ConfigError: No such module 'RevolutionInit'

DA error is this:

DH Can you handle this since AIAndy is gone for 4 weeks, thx.


EDIT
: Just got this Rev error also:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Revolution", line 565, in onBeginPlayerTurn
File "Revolution", line 652, in checkForRevReinforcement
File "Revolution", line 952, in doRevReinforcement
TypeError: unsupported operand type(s) for -: 'int' and 'NoneType'

Now i get this error"

Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 547, in handle
File "BugUtil", line 651, in callFunction
File "BugUtil", line 630, in lookupFunction
File "BugUtil", line 624, in lookupModule
ConfigError: No such module 'RevolutionInit'

can you pls do me a favor also and change this to NORMAL notepad reading, thx.

Dont they give extra flavor though?

EDIT: Still getting this even after the last SVN on Rev from you???

Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 547, in handle
File "BugUtil", line 651, in callFunction
File "BugUtil", line 630, in lookupFunction
File "BugUtil", line 624, in lookupModule
ConfigError: No such module 'RevolutionInit'

That is correct because SDToolKitCustom is no more there. All those files should refer to SDToolKit.

AIAndy

this is how is all got started, can you take a look, thx.
 
I am using version 25, just as it is, no SVN, But I noticed that many of the culture units are that way, one bonus and then several in an OR list. Conquistador is just one example
 
Yes, preserve your UserSettings over an upgrade. However, if you're not able to get BUG options to stick AT ALL (even without any upgardes being involved), then the issue is most likely that the game doesn't have write-permissions to the UserSettings folder - are you running it as admin?
Yes, first thing I do when I install any game is set all the .exe files to run as admin. Then I also right click on the Caveman2Cosmos fold and uncheck "read only". It's the same thing I did with my standard v25 game and that's fine. If nothing changes in the "User Settings" folder, I'll just make a backup before copy over all the files and replace it when I'm done.
 
Yes, first thing I do when I install any game is set all the .exe files to run as admin. Then I also right click on the Caveman2Cosmos fold and uncheck "read only". It's the same thing I did with my standard v25 game and that's fine. If nothing changes in the "User Settings" folder, I'll just make a backup before copy over all the files and replace it when I'm done.

Nothing changes in those files on the SVN. In fact, except for one file (which can be safely overwritten), that folder is always empty on the SVN.
 
All that needs to be done is to change each instance of "SDToolKitCustom" to "SDToolKit" in RevData.py, I believe.

Here is a working copy:

View attachment 329235

I placed a similar attachment in the SVN thread earlier as well. It is simply the file from "base" v25, as otherwise except for the SDTookit name, the files are identical in content.
 
All that needs to be done is to change each instance of "SDToolKitCustom" to "SDToolKit" in RevData.py, I believe.

Here is a working copy:

View attachment 329235

I placed a similar attachment in the SVN thread earlier as well. It is simply the file from "base" v25, as otherwise except for the SDTookit name, the files are identical in content.

Yeah but all your really doing is replacing one error with another error in Revolutions, but i guess at least with the V 25 one the message does not come up right away, only when revolutions actually start.
 
If that RevData fixes the SDKTool problem then my Revolution should fix the error you were getting. I could not see how my fix would cause the other error.
 
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