Version 2.8beta

Not to mention that other games (like NWN2) have saves over 25MB each. And there is a quick save which will always use just one file.

Anyway, I've started a new game with autologging enabled, hope it will help if I get the same CTD.
 
However, has the barb increased in power lately?
No, no changes to them.

When you're installing the 2.8beta, it brings the change list up in the installer. Otherwise, there is a list somewhere on the forums....
Newer notes are in the v2.8 discussion thread.

Code:
Traceback (most recent call last):

File "<string>". line 1, in ?

File "<string>". line 52, in load_module

File "CvEventInterface", line 13, in ?

File "<string>". line 52, in load_module

File "BugEventManager", line 91, in ?

File "<string>". line 52, in load_module

File "CvEventInterface", line 12, in ?

File "<string>". line 52, in load_module

File "CvScreensInterface", line 3, in ?

File "<string>". line 52, in load_module

File "CvMainInterface", line 23, in ?

File "CvConfigParser", line 63, in __init__

File "BugPath", line 306, in init


File "BugPath", line 400, in initModFolder

File "BugPath", line 148, in getRootDir

File "BugPath", line 501, in initRootFolder

File "BugPath", line 530, in setUserDir

File "BugUtil", line 220, in debug

File "BugUtil", line 248, in log

File "BugUtil", line 258, in logToFile

UnicodeEncodeError

:

'ascii' codec can't encode characters in position 76-78: ordinal not in range(128)

" "

Failed to load python module CvEventInterface
Looking at this:
Code:
07:06:18 INFO : BugPath - app dir is 'D:\Program files\civ4\Beyond the Sword'
07:06:18 DEBUG: BugPath - app folder is 'Beyond the Sword'
load_module CvModName
07:06:18 INFO : BugPath - mod name is 'Rise of Mankind'
the directories are right... Why doesn't it load CvEventInterface.py then?
Those unicode errors from BugUtil has been fixed (not in the posted patch notes yet). Usually if some python module fails, then a whole bunch of them after that are not loaded, which of course causes all kinds of errors...

Although, it could be related to another bug. At some time last week playing this same game I went into the BUG Options and de/selected something. I may have put it back to default that same turn. I wish I could remember what it was, but I forgot to write it down. Since then, my game has a scrolling error where the mini-alerts are: BUG OPTIONS - failure to initialize '*%'. Or something to that effect. You can see it if you open up the save game. Perhaps the CTD and this are related.

Other bugs:

-Both Willhem van Orange and Saladin's Cavalry are pink blobs.
-The Seige Quinsemmerie (sp.) graphics are incorrect.
Python rarely causes CTD, it just gives exception in most cases. Common CTD problems are related to animation files, bugs in random events, gamefont problem (this case stops loading) - Last CTDs that I've experienced were caused by CvGameCore.dll file (I checked from Windows event logger as BtS logs didn't give me any hints) thus it was probably related to RevDCM/Better BtS AI/Unofficial Patch code + some RoM setting that caused the CTD.

What graphics setting were you using when those cavalry units were pink blobs? Sounds like incorrect path problem in xml.

Why does it look in My Documents anyway? Could you remove this check and put all necessary files in RoM folder? It would remove all possible interface errors.
BugPath.py is part of BUG mod and it looks mod files from several places, My documents is one of the choices it checks. BugPath has been improved several times past 2 years and these days it's pretty rare that it has problems finding the mod location.

FOR NO REASON I saw AI getting a crusader. I thought "WTH", but a few turns later I get one... What is it?!

P.S. I remade the map and it's gone. Probably some unrelated bug because of default Civ settings.
This happens sometimes if python is reloaded during game ie. it won't happen in normal game. Stop changing python while you play! :lol:


About storm random events

I've tested them on AI players and they do get them just like human player ie. their ships sink when on ocean so no bugs there.

Few other changes last week were couple BUG mod bug fixes and component updates to their SVN version, fixed AbandonCity CTD problem (when activated with 1 city), scaled unit ipower values to str^1.3 so that AIs attack weaker opponents more often (I got destroyed in one test game in less than 100 turns), prevented barbarians from building new unit/building types, changed unit upgrade costs and tested some things that were reported but those were functioning correctly.
 
Zappara,

Better AI .81M was just released, and if you read the patch notes, there is a mention of "Fixed a loop where in rare cases, the AI would move a ship in and out of a city." Maybe that's the fix to the dreaded CTD. I hope so.
 
Zappara,

Better AI .81M was just released, and if you read the patch notes, there is a mention of "Fixed a loop where in rare cases, the AI would move a ship in and out of a city." Maybe that's the fix to the dreaded CTD. I hope so.
I guess that goes to RevDCM as well. Haven't had time yet to read the new patch notes. By the way, since you have debug dll (I read about it somewhere here on forums) so could you keep me posted if you find anything odd when fiddling with RoM files (like the military flavor typo)? :)
 
By the way, since you have debug dll (I read about it somewhere here on forums) so could you keep me posted if you find anything odd when fiddling with RoM files (like the military flavor typo)? :)

No Problem. That reminds me, I never made my Civic Flavor mod WoC-style, so it might be out-of-date with any civic changes in 2.8... I guess that's what laziness gets me.

Oh, and if you ever need a vanilla RevDCM Debug DLL, just ask.
 
BugPath.py is part of BUG mod and it looks mod files from several places, My documents is one of the choices it checks. BugPath has been improved several times past 2 years and these days it's pretty rare that it has problems finding the mod location.

Actually it "bugs" with any OS which uses non-standard encoding symbols in My Documents path in the registry. It applies to all slavic countries and probably asian ones too. In my case it's a russian version of windows and it makes BUG crazy with cyrillic. As I told, is it possible to "fix" it in next releases (since RoM doesn't create anything in My Documents folder)?
 
What graphics setting were you using when those cavalry units were pink blobs? Sounds like incorrect path problem in xml.

1920X1200, everything set to low
On the other column, every thing is checked except no enemy glow, high detail terrain, and no movies.
 
Oh hey! I found the windows event log for my CTD:

Log Name: Application
Source: Application Error
Date: 20/09/2009 11:04:08 PM
Event ID: 1000
Task Category: (100)
Level: Error
Keywords: Classic
User: N/A
Computer: Admin-PC
Description:
Faulting application Civ4BeyondSword.exe, version 3.1.9.0, time stamp 0x4a0c27e6, faulting module D3D9.DLL, version 6.0.6002.18005, time stamp 0x49e03705, exception code 0xc0000005, fault offset 0x000697ed, process id 0x140c, application start time 0x01ca3a64fff03f57.
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Error" />
<EventID Qualifiers="0">1000</EventID>
<Level>2</Level>
<Task>100</Task>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2009-09-21T03:04:08.000Z" />
<EventRecordID>3372</EventRecordID>
<Channel>Application</Channel>
<Computer>Admin-PC</Computer>
<Security />
</System>
<EventData>
<Data>Civ4BeyondSword.exe</Data>
<Data>3.1.9.0</Data>
<Data>4a0c27e6</Data>
<Data>D3D9.DLL</Data>
<Data>6.0.6002.18005</Data>
<Data>49e03705</Data>
<Data>c0000005</Data>
<Data>000697ed</Data>
<Data>140c</Data>
<Data>01ca3a64fff03f57</Data>
</EventData>
</Event>


EDIT: Oh wait. I did more looking. the D3D9.dll error only happened for two CTDs. The others were all CvGameCoreDLL.dll.
 
Actually it "bugs" with any OS which uses non-standard encoding symbols in My Documents path in the registry. It applies to all slavic countries and probably asian ones too. In my case it's a russian version of windows and it makes BUG crazy with cyrillic. As I told, is it possible to "fix" it in next releases (since RoM doesn't create anything in My Documents folder)?
You should probably tell about this to BUG mod team so they can make the fixes to their mod (benefits all mods that are using BUG) and I'll get those fixes when merging BUG again to RoM. Anyway, there's CvAltroot.py file that was made by BUG team for cases like this - it's in Rise of Mankind folder and there's instructions inside how to edit and where to place that file - that file is used to locate mod folder if BUGPath.py fails. I can't remember if you have tried this yet.

1920X1200, everything set to low
On the other column, every thing is checked except no enemy glow, high detail terrain, and no movies.
Ok, so I'll have to look the low graphic art files for this bug... I'll bet those units are working correctly on high graphic detail...

Oh, and if you ever need a vanilla RevDCM Debug DLL, just ask.
I guess that would be useful, though I don't know anything about debug dlls yet... :D
 
Again much to read.....
1.) About the Caravans .... don´t removed them, I don´t use them for getting Money, I need them to "Transport" Hammers from "Hammer-City´s" to new Border City´s
Or design an new Unit for Transfer Hammers/Food from one to an other City.

2.) I hope the final Version, will be more Stable, so that I can play one complete Game without Crashing.

3.) On the 2.8 dicussion Thread I ask, if it possible to programing that MegLev build on Water/Oecean Tiles, so that on Isle worlds you can connect Your Citys without yusing dozen of ships.
 
About the hurry production with trade caravans... I agree with the idea that it is good for border cities. I wonder about the ratios though. TC costs 60:hammers: to produce and hurries for 12:hammers:. Freight costs, what, like 400:hammers: to produce and hurries for 35:hammers:? I was just gonna try and test out the balance of this, because prima facie, I feel like the ration should be 1/4th for TC and 1/6 for freight. So TC hurries for 15, and freight for maybe 60, or even 50? I tried freight in a 2.71 game and was disappointed with the hurry ratio. I didn't find it useful. Though, I worry about overpowering it and AI usage--but I like the idea and wish it were more useable.
 
While on the discussion of Freight, is there any plan to make the unit model actually something Freight-related, like a truck? As it stands, the tycoon/modern great merchant model is unexpected, as it doesn't match the icon of a truck at all...
I'm sorry if this question has already been asked and/or answered somewhere; I couldn't find any mention of it.
 
One last thing, then I'll concede the point. I promise, I won't talk about it again. I'm tired of arguing against impossible odds.

It's impossible for a small map to have over 1 meg save. It's totally impossible. I'm sorry. That makes less sense than MR. Affross' undying hatred for me. :)

It makes less sense than anything I have ever seen. EVER.
Unless 2.8 has completely borked up the size of saved games, which would be a bug, by the way, there's no reason for any saves to be over 300K for a small map, and over 400K, and that's pushing it for a regular sized map.

THere are dozens of mods, and in all of them, you'd think by now I'd come across a mod combination that would increase it high above 300-360K for me? But I haven't, which leads me to believe it is logically impossible.

Yet it happens. Can you see why that frustrates me? When the impossible happens, for no reason, it does frustrate me. Can't you understand that?!?! Also, dare I point out my sig again? I do have a mental disorder.
 
It's impossible for a small map to have over 1 meg save. It's totally impossible. I'm sorry. That makes less sense than MR. Affross' undying hatred for me. :)

I don't hate you.

If you care, I AI autoplayed a map today on Duel Size, and at AD1550 the save size was ~300kb. I then did the same thing on a large map. The save was 1.1mb at AD100. There is something to be said for map sizes, but it all depends if your computer can handle it.
 
Civ 4 is an incredibly frustrating game.

I'm not sure what makes it so unstable... is it that python is such a chaotic language or sloppy, rushed programing done by Fraxis? Let's face it, Civ 4 (fully "expanded") is not a complex game at all nor is it graphic resource demanding (or by the looks of it should be) compared to other game engines out on the market which crunch far more calculations and polygons/pixeling and other tasks yet mod Civ 4 over it's limited capabilities and you get very bugged performance. And the size of it (around 3.5 GB)? Why does such a simple game take up so much space! Makes me think it's doing something behind our backs, NWO spyware? Shodan taking over our home PCs? What other tasks is it performing?
 
I don't know, but I can tell you in the case of mods it's not a civ thing. The more you mod a game, the less stable it gets, as you find tricks to make a game backflip and do things it wasn't ever designed to do. I wouldn't say Firaxis did sloppy, rushed programming at all (you've never played an EA games game, I assume?) given that standard civ is very clean and plays out fine. It's the modders (and I'm one of them) that miss a digit here or a decimal point there, that doesn't cause an immediate effect but then makes the game do bad things later on and are really hard to trace.
Trust me, I've been modding since the original Command and Conquer - the more you change, the further you deviate from the professional code, the more likely screwups are - because the modders don't get paid to bughunt and we don't have a fully functional professional bug hunting team.
And Firaxis is one of the best dev teams out there for modder support - look how recently we got a new patch that pulled some of the resources out from the EXE and into the DLL where modders can change them, and they didn't need to do that, nor would a patch like that translate into more copies - Firaxis supports civ rather excellently.

Lastly, civ is more complicated than you think. Have you ever compiled Firaxis' DLL? Not to mention all the work that's in the EXE. I really hope you're uneducated on this or something, because seriously, what a rude, unknowledged comment you made.
 
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