These new roads are very nice. I've gotten quite a few CTDs, but they just cause me to load the last autosave. I went to the same turn again but it did not crash.
Thanks found it![]()
Had to download notepad++ to edit it though (have fairly basic win 7 install atm![]()
These new roads are very nice. I've gotten quite a few CTDs, but they just cause me to load the last autosave. I went to the same turn again but it did not crash.
Where did you find this file? My search came up zip.
it's in c:\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\XML\GameInfo
the file you want is GameOptionsInfo.xml[/QUOTE
I see now, upon closer looks the file on this end is named "CIV4GameOptionInfos"...No wonder search came up nothing. Thank you for reply.
Are You getting ntdll.dll crash?
I get this after 2.6.1 from time to time (but not waiting problem at all):
Event Type: Error
Event Source: Application Error
Event Category: None
Event ID: 1000
Date: 4/5/2009
Time: 2:08:34 PM
User: N/A
Computer: MIO1
Description:
Faulting application civ4beyondsword.exe, version 3.1.3.1, faulting module ntdll.dll, version 5.1.2600.5512, fault address 0x000109f9.
I believe I've found the cause for 'waiting' bug after looking through RevDCM source code. So far I've ran 3 test runs without the bug with all the RevDCM components on. I'll run more tests later today and tomorrow and if the bug doesn't occur, I'll released v2.62 patch on thursday.
I believe I've found the cause for 'waiting' bug after looking through RevDCM source code. So far I've ran 3 test runs without the bug with all the RevDCM components on. I'll run more tests later today and tomorrow and if the bug doesn't occur, I'll released v2.62 patch on thursday.
Well, after a number of test games past 3 weeks, I recently thought that maybe the problem isn't in RevDCM python but a problem with one or more RoM units. In all test games I've seen civs with stack of units where there was one or more Traineddog units and then I remembered reading from Revolution patch notes that they had changed ranged bombardment sdk changes back to use BtS default version of it so I took a look at those changes and especially to collateral damage code blocks. With my basic knowledge about programming I concluded that the game has AI problems with units which do collateral damage but which don't have any ranged bombardment parameters set or any flanking strike ability - and dog units do not have those. So in the end, I just disabled all dog unit classes as I think those are the only units in RoM that do collateral damage without any ranged bombardment abilities. With this change the minor civs seem to turn into full civs without problems. For this reason I think the saved games aren't compatible with v2.6 - there's few other xml changes as well in v2.62. For example I've made changes to resource system after looking through resource sdk code to see how AI values resources. In v2.62 AIs should value more some resources nowYES!!!
Zappara, you are the greatest!
(btw. what do you think is the cause?)
Greeting,
astrac
edit: it would be FANTASTIC if 2.62 would be savegame-compatible with 2.60![]()
Not sure which version it is, probably 1, at least it's not the latest version as I haven't downloaded that one yet.Zappara which Perfectworld script is used? If it is Perfectworld1 are there plans to use Perfectworld2?
These new roads are very nice. I've gotten quite a few CTDs, but they just cause me to load the last autosave. I went to the same turn again but it did not crash.
I am not sure if this helps but after testing diffrent version here are my results ...
RoM 2.5 = Good
RoM 2.52 = Good
RoM 2.6 Alpha = Good (Missing Resource Labels)
RoM 2.6 Beta = Bad Crashing
RoM 2.6 = Bad Crashing
RoM 2.61 = Still Bad Crashing
In short somewhere between 2.6 Alpha and Beta is where the problem is I think.