Version 2.8beta

So I'm back and brought some logs, I hope they're the right ones. Sorry for the delay.
Hmm, those logs do show some errors which I haven't seen before and I wasn't expecting those errors... :confused:
 
Hmm, those logs do show some errors which I haven't seen before and I wasn't expecting those errors... :confused:

I don't know if it is of revelance, but I installed Aforess' modmodpack on it once and then uninstalled it. Just thought I should tell you in case there could be something left over from that process that could be causing this. I can make a clean install of 2.8beta and post the new logs here, if you want.
 
I don't know if it is of revelance, but I installed Aforess' modmodpack on it once and then uninstalled it. Just thought I should tell you in case there could be something left over from that process that could be causing this. I can make a clean install of 2.8beta and post the new logs here, if you want.

That could be the problem. My uninstaller for my modmodpack doesn't actually work as advertised. I will have a working one in 1.4, but as of now, don't use it. Manually delete the files. You need to reinstall RoM as my installer will wipe the CvGameCore, but it's actually needed.
 
Ok, here are the new logs. Oh, just in case it matters, I didn't know whether or not I was supposed to leave CvAltRoot.py in Beyond the Sword\Mods\Rise of Mankind\Assets\Python after making a new copy in Beyond the Sword\Assets\Python, so I left it in the old folder, too. Perhaps I should also mention that I'm running Civ4 Complete (the package with all the expansions but without Colonization) on Windows XP.
 

Attachments

Obviously I was having a bad week last week. Attached is the "final" AbandonCity mod python file. I think the last one I posted fixed the CTD problem but this one goes a bit further making the code more maintainable, putting all the modder parameters in the one place, and (new I think) the list box no longer shows the free buildings.
 
Hi,

I had many (4) CTD-s recently in one game. I could continue game by erasing all cities of a specific nation in worldbuilder, practically distroying it.
I could detect that nation by erasing all cities of a random nation, funny huh:) If I can continue playing it means i found it.:) If CTD appears again then I choose an other.
Annoying, but I didn't want to abandon this game.

I tried everithing else in worldbuilder: diplomacy settings, destoying not the whole nation, but some cities, units only. It didn't help, just the total termination.:sad:

I think it isn't cose of D3D or something system failure, because I can't see these civs except when I load worldbuilder.

I played fractal huge map, marathon game, emperor level, "faulty" leaders were:
Nefertiti/Chinese
Pacal/Aztec
Lenin/Greek
4th not yet found
 

Attachments

[offtopic]Lenin/Greek is definitely a FAULTY leader :D[/offtopic]

On a serious note, I get CTD in every game, a few times in a raw. Sometimes even during my own turn, when I scroll a screen or select a unit. But reloading solves these.
 
[offtopic]Lenin/Greek is definitely a FAULTY leader :D[/offtopic]

On a serious note, I get CTD in every game, a few times in a raw. Sometimes even during my own turn, when I scroll a screen or select a unit. But reloading solves these.

Try playing with either a lower graphic setting or play with the 'nobuildinggraphics' module. I have a 768mb graphics card and I started having CTD (same times as you) with 2.71. Loading the module solved all these problems for me.
 
Ehh not sure if this was noted or not (I'm too lazy to check:rolleyes:) but since i have windows vista 32 AND have the Civ 4 Gold Edition (this might contribute with pathing problems) the installer wanted to install RoM into a non-existent folder. So i chose the path it should install to... what i get is that the installer didn't keep the "Rise of Mankind" folder like most other installers do and just dumped the files directly into the mods folder... I know how to fix it on my side, but just a heads up to do something about pathing on the installer...
EDIT: And you spelled Uninstall incorrectly, it's missing the last 'l'
 
Ehh not sure if this was noted or not (I'm too lazy to check:rolleyes:) but since i have windows vista 32 AND have the Civ 4 Gold Edition (this might contribute with pathing problems) the installer wanted to install RoM into a non-existent folder. So i chose the path it should install to... what i get is that the installer didn't keep the "Rise of Mankind" folder like most other installers do and just dumped the files directly into the mods folder... I know how to fix it on my side, but just a heads up to do something about pathing on the installer...
EDIT: And you spelled Uninstall incorrectly, it's missing the last 'l'

I had exactly the same problem. I fixed it by redirecting it to the right place, but hopefully that is fixed next time.
 
Doesn't line up correctly for the Steam install either, btw
 
I started new game because of the CTD failure.

The new game is OK so far, but...

I get Python exemption messages permanently, mainly when the ranked list of civilizations apears.

It's somekind like this:

"Traceback (most recent call last):

File "cvEventInterface". line 30, in onEvent

File "BugEventManager". line 330, in handleEvent

File "BugEventManager", line 335, in_dispatchEvent

File "Revolution". line 600, in onEndPlayerTurn

File "Revolution", line 1001, in updatePlayer

File "Revolution". line 1322, in LocalRevIndices

File "CvUtil", line 722, in pyPrint

File "CvUtil", line 682, in convertToStr


UnicodeEncodeError, 'Latin-1' codec can't encode character u'\u0103' in position 17 Ordinal not in range (256)"

(Sorry for accidental mistypes!:crazyeye:)
 
I think I figured out my python error message in the event alert space of the GUI. It only starts to happen when I change the field of view from default to something else. I like to play with it around 60, so I change it as soon as I load a game. It took me a while to notice that right before that change, I got no errors. Hope that helps.
 
Hello,

I finally played the 2.8beta long enough to make some rough feedback for you, Zappara.

First off, positive stuff...

1. I love Ancient, Classical, Medieval and Renaissance eras. Their techs, units, buildings plus Afforess' modmods that give Health (forgot its name) are just perfect! Oh, there may be need for improvement in time compatibility but I played Chieftain difficult level (plans to move up one level next game).

2. The upgrade paths in these above-mentioned eras are clearly understood and followed. I play with my units with ease of use from this path.

BSecondly, negative stuff...

1. I agree that Slavery needs change into serfdom earlier. I noticed that you put serfdom in one civic group and not in the group where slavery is. I disagree with that one because both slavery and serfdom are both economic and social state of being for the political entities in history.

2. In Industrial era where I stopped in now, is where my greatest complaints comes in.

The upgrade paths are too knotted together close by each other in tech tree. I saw one time Light tank, tank and heavy tank being available at the same time. There are way too many units that cause my eyes and brain aches.

I don't like flamethrowers because they are more a part of infantry's area of responsibility.

But to distill my examples above: I think the units and their upgrade paths need to be unloosed more. That basically means removing some units to allow for more smooth upgrading process.

I understand that these units are historically realistic but let us face it; this is a game with a definite goals set by the players. And way too many units mess that up.

Or make a way more stricter tech tree instead, if that help upgrade paths to be more understandable.

That is it for now. I love this mod and am DEFINITELY looking forward ot how you will use that new era thingy that comes with new BBAI that adapt the speed of eras :D!

Keep up the great job and you have my loyalty to your mod!
:goodjob:
 
I've been playing 2.8 beta (with Afforess' excellent minimod) for sometime now. Unfortunately, I keep getting exception error (CTD) at very different stages of the games I play. I'm yet to get past the medieval era.

Currently, playing as Mali on Emperor. It now seems that the game crashes if I try to establish a third city. I took one from the Russians, but it crashed. So now I tried settling, but still crashes. I'm included two saves (one before taking the city, another before settling). Hopefully, this helps to identify problems.
 

Attachments

Hey

Two things: Why don't crusaders get experience from buildings and military guys. Shouldn't they?

Seems like everyone gets them, but I still get the CTDs, exactly the same ones as 2.7 and 2.71. It was said to be some naval AI, wich sounds plausible to me. It always happen during AI turns, and always in medievel times. Changes graphics has no effect whatsoever. Do we know the bug is not in one of the included mods?
 
Zappara, because of the way you handle ships moving into the ocean, with random events, you need to disable the game option that allows no random events. Otherwise, players can build ships and traverse the whole world, as there would be no events to sink their ships. I believe you can make a game option dissappear in the XML, by changing this in CI4Gameoptioninfos.xml

Code:
         <GameOptionInfo>
            <Type>GAMEOPTION_NO_EVENTS</Type>
            <Description>TXT_KEY_GAME_OPTION_NO_EVENTS</Description>
            <Help>TXT_KEY_GAME_OPTION_NO_EVENTS_HELP</Help>
            <bDefault>0</bDefault>
          [B]  <bVisible>1</bVisible>[/B]
        </GameOptionInfo>
to
Code:
         <GameOptionInfo>
            <Type>GAMEOPTION_NO_EVENTS</Type>
            <Description>TXT_KEY_GAME_OPTION_NO_EVENTS</Description>
            <Help>TXT_KEY_GAME_OPTION_NO_EVENTS_HELP</Help>
            <bDefault>0</bDefault>
[B]            <bVisible>0</bVisible>[/B]
        </GameOptionInfo>
 
Zappara, because of the way you handle ships moving into the ocean, with random events, you need to disable the game option that allows no random events. Otherwise, players can build ships and traverse the whole world, as there would be no events to sink their ships. I believe you can make a game option dissappear in the XML, by changing this in CI4Gameoptioninfos.xml

Code:
         <GameOptionInfo>
            <Type>GAMEOPTION_NO_EVENTS</Type>
            <Description>TXT_KEY_GAME_OPTION_NO_EVENTS</Description>
            <Help>TXT_KEY_GAME_OPTION_NO_EVENTS_HELP</Help>
            <bDefault>0</bDefault>
          [B]  <bVisible>1</bVisible>[/B]
        </GameOptionInfo>
to
Code:
         <GameOptionInfo>
            <Type>GAMEOPTION_NO_EVENTS</Type>
            <Description>TXT_KEY_GAME_OPTION_NO_EVENTS</Description>
            <Help>TXT_KEY_GAME_OPTION_NO_EVENTS_HELP</Help>
            <bDefault>0</bDefault>
[B]            <bVisible>0</bVisible>[/B]
        </GameOptionInfo>

In addition, if not already done, he would need to really seriously take care of disabling bad events because it was the main reason people turned off Random Events.
 
Hey

Two things: Why don't crusaders get experience from buildings and military guys. Shouldn't they?

Seems like everyone gets them, but I still get the CTDs, exactly the same ones as 2.7 and 2.71. It was said to be some naval AI, wich sounds plausible to me. It always happen during AI turns, and always in medievel times. Changes graphics has no effect whatsoever. Do we know the bug is not in one of the included mods?

Must be an isolated issue I'd say, I've played at least a dozen games on 2.71 and mostly made it to late Renaissance era (had to restart many times because of new updates of mini-mods) and I've occasionally had it CTD but not as frequently as 2.8 does.
 
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