Version 2.x bug reports

One reason for it could be random event, bugs in those seem to close the game without any errors so if you want to test it more, try disabling events and see if you still get crash.

Just started a future era game with no random events, and I got a crash about 30 turns in. This was shortly after a war that a neighbour declared on me.

Btw using integarated DCM Rev mod, with starting as mini civilization disabled and civnames disabled.
 
@sickre

You can also have a look in world builder right before the CTD and see if you can notice anything that might be relative. Examples are a a unit, building or a wonder about to be built for the first time. If someone is at war and some stack is expected to attack on next turn. Some units may have bugged attack or fight animation so they won't cause any CTDs until the take part in a combat. Something less probable is some improvement built for the first time. These also have 3D models and animations that sometimes have bugs.
 
Cause for CTDs in modern era has been and is hard to track down (in those cases where it isn't caused by MAF). I have gone through the mod files many times and all those bug fixes that have been found past months haven't really helped to this problem. The cause of crash is not recorded to log files either so it makes it even harder to find. One reason for it could be random event, bugs in those seem to close the game without any errors so if you want to test it more, try disabling events and see if you still get crash.

Edit: sound problems can also crash the game without notice but these usually get recorded to log files.

@taxman80

Could you please post log files from your game so that I won't have to try guess what might be the cause of your problem. Instructions for how to enable logging are on the 1st post in this thread.

Zap -- will do....I have not been logging to date, but will do so on my next game.

I ran a game this morning (small map, blitz speed), no problem, all the way through with AutoAI play (300 turns, got to Future Tech 17). Will run another this afternoon, same settings, starting with Modern age to see if it crashes.

Then I will run small map, Epic speed tonight (starting in Ancient) to see if it crashes, and then keep moving up the map size until I get consistent crashes.

I've pretty much ruled out many things like memory, events, etc....tho map size seems to be a common denominator (but not due to the # of units on the map, as it has crashed with a small # of units). Memory and OS are not issues as I have been running on 4GB and 8GB machines, both XP and Vista.

Sound may be the culprit, tho it usually is happening during an AI turn, so it would not be blaring any music that it would already in the earlier times (trumpet of war, peace, religion, etc.) I've even disabled all of the IDW and Tech Diffusion mods, etc., but to no avail.

The only common denominator seems to be map size.

:confused:

Thanks for helping out....and I will start logging as well.
 
Sadly, turning off the random events did not solve this problem for me.
 
Ran another game, on small map, epic speed....no crashes through 1000 turns (year 2150something).

I have yet to have a crash on small map size.

Now running on standard map, blitz speed. Will keep updating this post until I get a crash and can put the autosave and logs in. I have yet to complete a game on standard map.

UPDATE --

ON the standard map, blitz speed, got a crash in 1992, accidently reloaded (before saving off the logs), but the reload completed the game without a further crash.

Now running a game, standard size and epic speed.

UPDATE 2 --

Got a CTD approximately 1900AD on the epic speed. Here are the logs and the last autosave before the CTD. I tried to reload from this last autosave, and got another CTD. I loaded from the 3rd newest autosave, and have been able to go further (still running right now, tho my AI controlled civilization was conquered, and I had to switch).

Just got another CTD -- so I will attach the logs and all auto-saves from the second CTD. I had to truncate the MPlog as it was HUGE.

UPDATE 3 --

Ran a small map, snail speed game. No crashes, on Autoplay got to Future Tech 157 or something insane like that (nice that I can run this in my sleep....almost tempted to keep the sound going, but that would have been too tempting to stay up all night).

Zap -- I really think the issue is directly related to map size, not from a memory issue, but something else going screwy because of the size of the map. I'm tempted to change the "small" map size dimensions to equal that of "standard" in the XML just to see if I still get errors. I wonder if there is some naval logic that goes haywire on a unit based on the size of the map. I'm just grasping at straws here to figure out the cause of the issue.
 

Attachments

I'm also getting crashes in the future age when starting a game in future age - which is a shame because with it enabled it almost like a complete AC mod :-S

BTW I'm using a C2D e8200, 2gb RAM WinXP SP3 8800GT. I don't have warlords installed, only latest patch BTS (legit).

I have the logs and save from this original game. This has randevents and a lot of other things turned on. I'm using the bundled Rev+bug mod, latest release.

Other players might want to load and play this too, not only to see if it crashes for them, but also because I have a really good starting location :-) Its a future era game about 20 turns in.
 

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@Bezhukov and sickre

Your log files indicate that crash comes during AI players war but can't be sure if that's the real reason because it's possible some entries are not recorded to logs during the crash. So it could be unit animation related problem as Kalimakhus said which also could explain why some people are able to complete games without problems - they just happen to have civs in-game that don't have those problematic unit graphics. To test this, need to try every single unit type on modern/future era and trigger all possible animations for each unit to find out possible problems - huge task. I'll try to check those saves this week to see if there's any similar things happening in them, that could give hints if it's specific civ's unit art style problem. Feeling like Sherlock Holmes when trying to solve this puzzling bug :D
 
Examined bit closer sickre's save file and from log files figured where the "war" was going to happen. Turned out that there was barbarian uprising near one AI players city - lots of Guerrillas attacking the city when you click end turn button. I deleted all barbarians and the turn progressed without problems. Then I gave myself Guerrilla unit, it seemed to work correctly. Then after that I removed defense from my city and placed barbarian unit next to the city so that it would take over the city when I hit end turn - the game crashed when barbarian entered the city. So maybe the problem has been Barbarian player taking control of cities in modern era - now the question is to why barbarian city causes crash. Don't know if it's graphics problem (barbarian still being on ancient era so city graphics must be changed) or AI problem (what techs barb can research? or what units to build?).. or is it python problem (EnhancedTechConquest or Revolution for example)...

Edit: EnhancedTechConquest certainly wasn't the problem - even when modified it to skip barbarian player, the game crashed at the same point. Checked also all barbarian artstyles (they use same as european style) and didn't see anything wrong with it anywhere.
 
@Zappara

BarbCiv can be suspected in this particular CTD. Unfortunately it can't be disabled within a game that started with it in the first place. I hope someone can start a game with BarbCiv turned off and see if this game will CTD or not.
 
It happens even with most optional options disabled (No barbarians, no Revolution mod, no espianage, etc). It happens >less<, but this may be because whatever is bad just isn't loaded as often.
 
It happens even with most optional options disabled (No barbarians, no Revolution mod, no espianage, etc). It happens >less<, but this may be because whatever is bad just isn't loaded as often.

Yeah -- I am thinking it may have to do with one of the new animations (not from vanilla BTS) for a custom unit/building in the modern age -- it makes sense....and could account for why we aren't seeing it in a smaller map game...there isn't as many contestants....it could be one civilization (or maybe a few) mucking the whole thing up.

Thoughts?

g
 
I just played a game with Animation Frozen (graphics option) turned on. Starting in Modern Era, and it's all well after 80 turns. I can't guarantee this will work, 'cause maybe it's just a one-timer, but this may be a big clue =)
 
I just played a game with Animation Frozen (graphics option) turned on. Starting in Modern Era, and it's all well after 80 turns. I can't guarantee this will work, 'cause maybe it's just a one-timer, but this may be a big clue =)

Well, I just froze animations and had crash 3 turns into industrial era.

I did, however, notice a most curious and strange thing: with animations frozen, Early Destroyer units when at rest (i.e., sentry, fortified, or even just when another unit is selected) revert to the (I believe) vanilla Destroyer model. So, if you select the unit it displays the RoM E.D. model, and as soon as you select something else it reverts to the vanilla destroyer. This was not noticeable until I froze animations.

On another note, I'd just like to point out that I love and hate RoM (+ all nifty addons from Kal) with a passion. It's the only way I enjoy trying to play CivIV anymore, but I've only managed to win one game (2.2 before RevDCM+Bug was patched) without the dreaded CTD. I keep trying to play the game with this mod, I don't care for vanilla or any other megamods, but it's become so frustrating because of CTDs that I actually registered for these forums after lurking for the last several Civ games just to weigh in on the issue.
 
After you build a port to replace the harbor, the river port becomes available to build again.
 
I don't think its barb related, as I got the crash twice on the 28civ world map where barbs really don't spawn much (except in Siberia and Alaska, and Genghis/Monty are pretty good at wiping them out, then killing their economy with unit costs). I managed to finish a game with a tiny map (just Justinian and Charlemagne). I did notice several purple units during this game (heavy swords, maybe?), but it didn't crash.

The first crash I got happened as I was building my first UU (Redcoat) for England on the world map - Boudicca conquered Paris early for me so I was actually close to the tech lead. In other words, I'm pretty sure that crash was pre-modern. It's also likely civ-specific, which would explain why larger maps (more civs) crash.
 
I don't think its barb related, as I got the crash twice on the 28civ world map where barbs really don't spawn much (except in Siberia and Alaska, and Genghis/Monty are pretty good at wiping them out, then killing their economy with unit costs). I managed to finish a game with a tiny map (just Justinian and Charlemagne). I did notice several purple units during this game (heavy swords, maybe?), but it didn't crash.

The first crash I got happened as I was building my first UU (Redcoat) for England on the world map - Boudicca conquered Paris early for me so I was actually close to the tech lead. In other words, I'm pretty sure that crash was pre-modern. It's also likely civ-specific, which would explain why larger maps (more civs) crash.

I'm going to start testing with specific civs, and without the revolution+DCM mod working...I think it may be civ-specific, and don't want new civs launched.

I'll post results as I go through this testing.

g
 
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