• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Version 2.x bug reports

I'm looking forward to trying this mod out, especially with the RevolutionDCM add-on. Unfortunately, installing the 2.01 patch causes the No UI problem. Without the patch the mod appears to be fine. Log files attached. It looks like a 'path' problem as the CvEventIterface module isn't being found. I have tried the alternate CvPath.py and it made no difference. I do not have Warlords and the OS is Win 2000. The lack of Warlords may be significant looking at what's in logs/ python.dbg. I hope this helps with fixing this problem.
Looked logs and can't see anything in them that might be causing problems. So could you tell exactly how you installed the mod and the patch? Also could you tell if you are running any custom assets? And are you running the game on English language?

I'm having the No UI problem as well. I'm running BTS 3.13 (w/Warlords etc) with all files patched, Kal and Civs addons. I put the cvpath file in both the default location and the location designated for those using the Kal patch.
Neither had any effect whatsoever.
Did you remember to delete 'python' -folder from 'Mods\Rise of Mankind\Assets\' before installing Kalimakhus addon? Seems many skip this instruction step.
 
@Zappara

While trying to find out why some unit wasn't working properly in ranged combat I discovered that it is caused by some file in the ExtraCiv Add-On.
The Denmark civ has a flavor unit for the crossbowman. But rather than adding an art definition for the unit it replaces the crossbowman from RoM. There is no need for a flavor unit to have its own Civ4UnitInfos.xml file. UUs need this file but they add a new unit type rather than replacing an existing one.

The unit definition also causes crossbowmen to require iron as per vanilla BTS while they don't require it in RoM. It hard code art definition to reference the Denmark flavor unit's one which is wrong!

My guess is that you either created the civ by combining two different modcomps each had a different UU, or you used a pre-made civ that was created earlier this way.

the modular denmark I posted should only have custom unitinfos for the Huskarl, everything else is just artdefines.
I played them last night and crossbowmen didnt require iron.
 
Looked logs and can't see anything in them that might be causing problems. So could you tell exactly how you installed the mod and the patch? Also could you tell if you are running any custom assets? And are you running the game on English language?

Did you remember to delete 'python' -folder from 'Mods\Rise of Mankind\Assets\' before installing Kalimakhus addon? Seems many skip this instruction step.

Language is English. No custom assets. I extracted the 2.0 mod into the BTS 'Mods' directory, having removed any 'Rise of Mankind' directory that was already there. I then extracted 2.0.1 patch into the BTS 'Mods' directory with file overwriting enabled.
 
Version 2.0 and 2.005 I had Leonardo's Workshop completion screen a blue blank with name at top and close button at bottom.

Now with version 2.01 the Sphinx Wonder has the same display problem. I havn't made it to Leo yet this game so the Jury is still out on wether Leo will show or not.

JosEPh
 
Version 2.0 and 2.005 I had Leonardo's Workshop completion screen a blue blank with name at top and close button at bottom.

Now with version 2.01 the Sphinx Wonder has the same display problem. I havn't made it to Leo yet this game so the Jury is still out on wether Leo will show or not.

JosEPh
I'm suspecting that movie files shouldn't be included in the art pak files... since there's nothing wrong with the movie file itself, it plays correctly when I tested it. I don't now remember who made this Leonardo's workshop video for Civ4 (converted actually) and can't remember from which mod I got it, just had this feeling that I had seen it before and I went and found my old Civ 2 game and there it was - among Civ 2 wonder movies is the exact same Leonardo's wonder movie... I checked the others too and this got me thinking: what if I convert those to bik codec... made couple just to test it out. Basically there's wonder movies for most all Civ 2 / 3 wonders that I have included in RoM. :D
 
My No UI problem is fixed. I overwrote CvPath.py after applying the 2.0.1 patch with the original 2.0 version. I also did the same again after installing the RevolutionDCM add-on. Haven't got very far yet but everything seems fine.
 
I don't know if it was mention in a earlier, but i cannot air lift workers in the mod. Is this a known issue?
 
I'm suspecting that movie files shouldn't be included in the art pak files... since there's nothing wrong with the movie file itself, it plays correctly when I tested it. I don't now remember who made this Leonardo's workshop video for Civ4 (converted actually) and can't remember from which mod I got it, just had this feeling that I had seen it before and I went and found my old Civ 2 game and there it was - among Civ 2 wonder movies is the exact same Leonardo's wonder movie... I checked the others too and this got me thinking: what if I convert those to bik codec... made couple just to test it out. Basically there's wonder movies for most all Civ 2 / 3 wonders that I have included in RoM. :D

Leo was again a No Show. :(

JosEPh
 
At the moment (2.11 + add-on for 2.11) I face early CTD's (1520 BC, 1320 BC).

Anybody else with similar problems?

Edit: corrected path to mod in CvMod.py (or however it is called) yet to no avail.

Logs are attached. The xml-log contains around 3 million entries with info type NONE not found?
 

Attachments

@Commander Bello

Would you please provide more info. i.e. Map size, Game Speed, .. etc. Your PC config. can also help. Also I understand that these CTDs are not repeatable i.e. When you reload the save file you can continue several turns forward (Am I right?).

The CvPath.py file is connected to the issue of losing interface. It has nothing to do with in-game CTDs.

I am testing a huge terra map - marathon speed. I am in the ADs now and I got no CTDs at all.
 
Number of civs I think increases how early the MAFs (if that's what the CTDs are) as well as size.
 
@Commander Bello

Would you please provide more info. i.e. Map size, Game Speed, .. etc. Your PC config. can also help. Also I understand that these CTDs are not repeatable i.e. When you reload the save file you can continue several turns forward (Am I right?).

The CvPath.py file is connected to the issue of losing interface. It has nothing to do with in-game CTDs.

I am testing a huge terra map - marathon speed. I am in the ADs now and I got no CTDs at all.
Sorry... the settings are so typically for me that I really forgot to mention them :D

Giant map, 10 civs at start, normal speed, RevDCM activated (of course ;))

[remark: this makes for really interesting starts - you have enough space to expand, and the game becomes very dynamic in the ADs]

The CTDs are completely repeatable, in other words, the game crashes every time during the intra-turn.

My rig: Quadcore 2,4 GHz, 4 GB RAM, NVidia 8800 GTS (640 MB), Vista Ultimate 32bit, SP1, Swapfile 8,65 GB (own partition)

Except a Firefox, NAV, and the typical set of utilities (in this area, nothing has been added, so I am running the same configuration which under a RoM 2.01 environment did work smoothly up to the 1600's), only Civ4 is consuming computing power at ~35% in average.
 
I actually need people to confirm whether Rom2.1 takes longer end of turn times. I feel it is but it might be only my PC.

This I cannot confirm. For me, turn times are the same as before.
 
This time it was 650 BC :(

Edit: the 20080607b.7z is the collection of logs. The autosave has been attached as well.
 

Attachments

@Commander Bello

By repeatable I meant that the game CTDs say at turn 100 and every time you reload the saved file you get the CTD at turn 100. If this is the case just attach a saved file to look at.

On the other hand your rig is quite good, so it is not for lack of HW resources. If these CTDs are happening when attacking cities or so you can get rid of them by disabling Stack Attack and other DCM components. The random CTDs caused by DCM are so strange because they can happen for someone all the time while being rare for another. In my case it has been a long time since I had any CTD (other than vMAFs).

Anyway, if you have a saved file that always CTDs at some point please post it so I can look at it. Thanks a lot for your feedback :)
 
@Commander Bello

Checked those log files and there wasn't much that could hint where the problem might be. If the problem is not MAF bug, then there might be some new bugs that need to be located - which will not be easy task. Last log entry for AI players was choosing best building for some city so I'll check first if there's something wrong with those new building limits that are set in python.
 
Back
Top Bottom