Version 2.x bug reports

Hello there,
I recently installed this mod (very impressed, btw) and anytime I try to load a saved game while playing I get a message saying "memory allocation failure" and then a CTD. The one time I can load saved games ok is when I'm first starting the mod and loading the saved game for the first time. I can't find anything about this issue while looking through this forum. Any ideas? Is there any more info I should provide?

Edit: I read through this entire thread and it looks like Aden is having the same problem as me. The thing for me is that it doesn't have to be late game, loading a new game (or even regenerating the map on the first turn!) will always cause this crash. I tried setting my boot ini to 3gb but this makes the game freeze (though not actually CTD) while loading.
I'd assume Civ doesn't clean up memory correctly when you load a save game while playing and you'll run into meory allocation failure if the saved game requires more memory than there's currently available. Basically you have 2 games in memory at one time: current game and just loaded save. This is just my guess, I do not know for sure how the game engine handles these situations.

MAF with RoM (same issue than Paktu...)

so i think i could not play the RoM mod with huge map (my savefile is 1,6gb - 1850), I also stoped the blue marble pack and decrease grahism level.

even with 1 gb more, i do not know if it will fix the MAF... may be next time...

you got the mod , i need a machine !:badcomp: (if someone got a solution for me, i'm still open to see)
My advice to someone else to similar problem was to try smaller maps first with fewer civs and increase settings for each game by one. Once you get MAF, you'll know what the maximum settings are for you. Huge or bigger maps require high end computer. Graphics card with 512MB is also recommended instead of 256MB card. RoM has several hundred new units and many new building graphics so having most of them loaded in late game requires lot of memory.

Running other mod components with RoM might cause problems as well (even those in custom assets).

I read earlier that the railroads not adding production/commerce to towns on down was fixed in 2.0. From what I can tell, it's still (not) happening in 2.2. Anyone else encounter that?
Checked from civilopedia and production values are same for roads/railroads in those improvements. What might make the difference is the civics you choose - some of them effect different improvements.


@tyranny12

Check also what civics you are running, some of them change the effects of towns/villages etc. Also it's possible that some events add extra bonuses to some plots.
 
@Bezhukov

Apparently it's caused by the new BtS Global Warming features which were added in v3.17 so it's not mod bug. :) I'll have to check if the default BtS values are suitable for RoM since the mod adds lots of unhealthiness to various places.

Any tips for a quick fix? I've got a nice Deity, Small, Archipelago game going, and since I drew a start with no rivers, I can't afford to lose any tiles. It's bad enough that I've lost two towns three times in one game to the same volcano event (needs to be adjusted for marathon), but I can rebuild those - desert tiles are bad news.

BTW, I do have about as many ice/tundra tiles as I do plains/grasslands - why don't I get some of those "warming up"?

I've noticed that aside from river forest tiles, railroads are now largely a waste of time - how about a commerce boost for farms/pastures, as railroads reduce spoilage on the way to market?
 
I just installed revolutiondcm 2.12 and NAM 2.1x, with fixed Manhattan Project, but I still keep gettin CTD whenever I reach the modern ages. Once I wait for next turn, the game crashes.
It even happens when I start the game in late ages.
I added some modern units myself, but I have already tested them, and there is nothing wrong with them.
I've added a savegame where I keep getting this CTD, where I have made a huge civ just to provoke it, but I can't figure out the reason.

Hope some of you guys, who are way smarter than me at this know what to do, 'cause this is the greatest mod ever.
 

Attachments

There is a bug in the Multiplayer Fix at the import of SettlersEventManager : (PythonErr2.log)

Spoiler :
load_module SettlersEventManager
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 16, in ?
File "<string>", line 52, in load_module
File "CvCustomEventManager", line 23, in ?
File "<string>", line 35, in load_module
File "<string>", line 13, in _get_code
File "SettlersEventManager", line 20
def _addBuilding(pCity, szBuilding):
^
IndentationError: expected an indented block


You should also comment these two lines. If not the code expect for some code after :

Spoiler :
Code:
class SettlersEventManager:
	def __init__(self, eventManager):
		eventManager.addEventHandler("cityBuilt", self.onCityBuilt)

	def onCityBuilt(self, argsList):
		'City Built'
		city = argsList[0]

[COLOR="Red"]#		pUnit = CyInterface().getHeadSelectedUnit()
#		if pUnit:
[/COLOR]
			# RoM 2.2 multiplayer fix
			# All additional buildings removed for multiplayer fix
			# this effectively removes special features from Colonist and Architect

The OOS comes from the pUnit = CyInterface().getHeadSelectedUnit() with the original file. Since it is different for each computer, the game goes OOS.

Tcho !
 
just finished a snail large game using the asynnians, think i spelled close to right, and the only bug i found was when i built knights i had no icons or command buttons for them...whenever i was "on" them it showed the icon and commands for the previous unit type i was on...wasn't that big a deal just kept a horse archer in each grp so i could use em and all but well thats only bug i found...btw won it with a space race vic and was researching ft # 29 and that was only bug so good job
 
The issue reported by aender is usually caused by bad 3D graphics of the unit (It prevents displaying the unit's model in the lower left corner of the main interface and interrupts displaying control buttons). Replacing the graphics files or linking the unit to a different art_define should solve the problem.
 
Seems there's some issue with african style knight and PlotListButtons - checked logs after trying to use this unit and there's this error message:

File "CvScreensInterface", line 720, in forceScreenRedraw

File "CvMainInterface", line 921, in redraw

File "CvMainInterface", line 1266, in updatePlotListButtons

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

I compared the plotlistbutton python section with the one in BUG mod and they're the same except on points where I use my variables and BUG's version gets config variables with its own method. So for the moment I don't know why the screen redraw fails with this unit. Graphically the unit seems to animate just fine.
 
It is not python related otherwise it would have been consistent along different units. Python code has nothing to do with rendering 3D models or 2D images to the screen it just prompt C++ code to do so. The C++ exception was triggered because of failing to redraw the unit's image into the bottom left corner, which happens right before rendering the plot list and is prompted by the forceRedraw call that happend to be within updatePlotListButtons. Any other function that calls forceRedraw while this unit is selected will trigger the same exception.
 
Encountered a rather consistent crash to desktop that seems able to occur in every era (Happens more in later eras) on RoM 2.2. I've uninstalled then reinstalled the game (Both Civ IV and BTS) to ensure a bad CivIV/BTS file wasn't the cause, then put in a fresh copy of RoM 2.2.

I've attached the save that crashes one turn before it does so, along with log files. It's on a standard sized Pangaea Map, and set in options to start in the Modern Era - as it seems to occur with almost 100% rate in this era. Needless to say it's a bit of a game killer. :D

Note the save exists only for the purposes of burning through the turns to get to the crash - thus why I have just one little worker on Deity. :D

As no one else has experienced this (Something so...naughty should be pop up more than with one person), I will say I use Vista. Normally it shouldn't be important, but some mods have something written just so that causes the game to crash on Vista (Overlord had this problem).

Anyway, thanks for any help you can provide. I feel no desire to play the game until it's fixed, one way or another. D:
 

Attachments

If you have Varietas Delectat 3.6 you can find at least one good African Knight. In general this pack has a lot of nice unit graphics.
Yeah, I have varietas delectat - swapped african knight unit graphics and it started working correctly so this will be fixed in next patch.
 
@Mister Giggles

Seems it does crash on that save. I couldn't find yet anything wrong with it - according to logs there was some AS3D sound define missing which I investigated. Nothing in the mod references to that sound define so it was bit odd, looks like there's sound bug in BtS 3.17. Anyway, I fixed it for the mod and tried again and crash again. On 3rd try I added one worker unit to one civ and could get pass the turn - so I'm puzzled what causes ctd if nothing is changed on first turn. I went through cities and checked their buildings, some cities already had the buildings that other cities were just building so those can't be the cause of ctd. Adding that one worker unit may have changed AI behaviour for that civ, so maybe there's some bug in AI which might be hard to track down since I don't do SDK modding (and it sounds like bug in BtS).
 
Checked from civilopedia and production values are same for roads/railroads in those improvements. What might make the difference is the civics you choose - some of them effect different improvements.


@tyranny12

Check also what civics you are running, some of them change the effects of towns/villages etc. Also it's possible that some events add extra bonuses to some plots.

Yea I listed everything (civics, techs) I had that has an effect at the time, and factored in techs to. What I didn't factor in were the canals and dikes - however to my knowledge they don't affect railroads or commerce. And the railroads are still very odd, as are the non-FW tiles. Railroads are having effect on *some* things... just not all.

However, at this point I'm willing to pass it off as a messed up game/map. I leave for two weeks tomorrow and when I get back, well, I won't have time to play for four months, so by that point everything will be different (and maybe I'll finally resurrect my FFH modmod instead - your mod was inspiring.)
 
Zappara,

I've done testing using a similar format with just plain old BTS to see if the problem occured, but it did not. It could be the AI is choking on something ridiculously specific/obscure to/in your mod (As in, stupidly hard to find and fix)...

I'm also using the 0.19 unofficial patch by Solver...could it be possible it introduces some kind of incompatability with RoM (As it works fine with vanilla BTS)? Though if you're using it as well...
 
So it crashes on both...

Bah. :(

Why am I lucky sop that always run into these bugs? I swear, every bug that this game has I've encounterd in spades...

Anyway, if you can find anything and stop the crash, great. If not, don't worry about it too much. I just can't play RoM (And in a greater sense, Civ IV). :\

Edit: I've tested out several other mods, and none of them have this sort of crash.
 
The AI won't trade Salt even when friendly and having extra ("don't like you enough")

The AI will give away Dye/Incense and won't trade anything for it.
 
Assuming it's perhaps something to due an event, I kept saving before a crash, going back and adding in a unit to prevent it. That plan went tits up when it began crashing every other turn before crashing no matter what I did, followed by the blue screen of death. D:

Why do I fail so much. :(
 
Double check the tech order for Great Prophets. I seem to recall being able to pop meditation before monotheism, whose prereq order is now reversed for RoM.

Edit the feature and resource info so that it is possible for map scripts to generate forests/jungles on top of minable and quarryable resources.

The Civopedia info for City Planning still says it enabled Hanging Gardens, even though now you only need Dualism for it.
 
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