Version 2.x bug reports

Hm not sure if KRC is the (only) reason for the CTD. I got one game I was able to research Guilds without getting an immediate CTD.
I haven't constructed KRC in this game but as soon as I finish building Guild Halls in any of my cities --> CTD.
I also erased KCR and all crusader units via World Builder in the other games --> still CTD when finish researching Guilds.
When I receive Guilds via Trade it does not CTD after I received the Tech but again after the AIs have finished their next turn ... :crazyeye:
 
playing 2.7test2..and get these python exceptions... unfortunately i forgot whice ones....got fed up with them and cheated to win game early, well early if it woulda been a win, anyways i think i'll start new and repost
 
OK, I have done some research, and I submitted this bug before, but it was ignored. Now I have proof, and some description on EXACTLY what the bug is:

Bug: If Revolutions are enabled, then all coastal cities (as long as there is not a palace in the city) have the MAXIMUM "Distant Location" penatly (white), and all land-locked cities have NO "Distant Location" penalty

I think this may have something to do with defining a coastal city as one on ocean (3.19 may have changed that to fix the MASSIVE teleporting ship bug, where a ship in a city would move MILES to the nearest port, instead of moving to a nearby ocean tile)

Observe. I WB-ed in some jumplanes so you can see that the trade network is totally linked:

Layout of the land:


Revolution status of capital is stable, with no distant location penalty (Take my word on it, I lost the Screeny)

Revolution status of Eridu (6 tiles away):



Revolution status of Ur (13 tiles away, with Forbidden Palace wonder)


Revolution status of Madrid (18 tiles away)


It doesn't seem right to me that a civ must be landlocked to be stable :crazyeye: That white distant location penalty is a KILLER!
 
Ok, I think I have figured out what causes my CTDs ... it's "Guilds" (the Tech ;)). In 2 out of 3 Games which directly crash after the AI ends the turn I finish researching Guilds. In the third game I already researched it (probably just a delayed CTD ^^).
The strange thing is, that sometimes I crash right after the Guilds Tech Popup and another time I'm able to start building stuff in Cities (then it usually crashes after I've started to build the "Guilds Hall").

Dunno why this seems to happen only in my games :( I DLed 2.7test2 and before I extracted it into my /mods directory I erased the prior RoM ... well gotta test if this will also happen with the next version (hopefully not :D)

/edit when I stop researching Guilds and research something else instead the game runs perfectly ... so it has to have sth to do with the guilds tech!
/edit 2: maybe the CTDs happen due to a certain combination - I usually play with Bismarck (Germany), Christianity as state religion, already built Apostolic Palace & King Richards Crusade (and many more wonders, but I think those two could be involved as well, don't ask me why, I'm tired right now ;))
Another Civ already has researched guilds, so me being the first to discover it can't be the reason ...
/edit 3: also crashes when I build other buildings than guild halls ...

I also get the guild tech CTD, I will try a few things as well but it seems to happen most game styles and types. I have however once got past guilds CTD before I knew of the guilds CTD :lol:

edit1: I just reloaded the save game and researched alot of OLD OLD techs first and then seemed to get around it :| for now anyway :)
edit2: abovedid work more than 2 turns
edit3: i traded it in to me from the French, system worked ok for about 6 turns the CTD, I'll try sort out more info later.

I have posted a log and savegame in the 2.7 thread.
ps. love this mod so much
 
I was lucky... I managed to get an autosave before I got a CtD

This is the first constant CtD, and I too have King Richards Crusade.

I think it may be a clash between King Richards Crusade and Guilds... for whatever reason >.>

The game is slightly modded (Removed Encyclopedia and Internet projects), but you *might* be able to load it up. Plus, those two mods shouldn't do anything TOO bad with this game...

[Edit]I still have the old beta version ... I might upgrade, if that won't break saves...

Also, due to a SUCKY internet connection, I can't upload the save yet... sorry!![/Edit]
 
Does anyone ever get this error??

Traceback (most recent call last):

File "CvRandomEventInterface", line 5010, in getHelpTheBuccaneers1

NameError: global name 'szHelp' is not defined
ERR: Python function getHelpTheBuccaneers1 failed, module CvRandomEventInterface
 
Hello!
I actually posted on 2.7 Bug Reports thread, but since I experienced the same bug with previous versions, I thought I would post here. Does anyone know why towards the middle of the game (about the time when you gte infantry or slightly later), even on very small maps like 50x50 and few civs, after turn's end the game would CTD saying exception happened in CivGameCoreDll.dll when construction selection popup is about to be displayed for some city? That is for some cities, it gets displayed and you can choose what to build next, however on one it would crash. It seems to be happening regardless of the currently researched technology, civilization, or building just completed. Did you experience this? What causes this? And how ot fix it?
 
dont know, but try giving the AI control your turn for one round (dont remember the shortcut keys). I had something similar in 2.62 (or .63 dont remember) and when the AI finished their turn it would crash. Remember to save at the end of the turn, give control to the AI (not the ctrl+shift+x but another that just gives one turn) and see if it works. It might come back later again (sometimes after 50 turns or 100 turns) but the fix works again. Though the AI was very fond of building barracks as I recall.
 
dont know, but try giving the AI control your turn for one round (dont remember the shortcut keys). I had something similar in 2.62 (or .63 dont remember) and when the AI finished their turn it would crash. Remember to save at the end of the turn, give control to the AI (not the ctrl+shift+x but another that just gives one turn) and see if it works. It might come back later again (sometimes after 50 turns or 100 turns) but the fix works again. Though the AI was very fond of building barracks as I recall.

Thanks for the suggestion. It worked but only for 1 turn, after it crashed again. Essentially the game is unplayable :( And this happened to me in every game since ROM 2.6 or something.... :confused:
 
george, do you have more than 1 Rise of Mankind in the BtS Mod Folder?

To have this same problem over multiple versions and involving the CivGameCoreDll.dll something is wrong with the .dll. This can happen with having more than 1 version of RoM in the BtS Mods folder.

If you have a 3.17 version of RoM still in the Mod Folder along with the 2.7 3.19 version then the game is getting confused over which is the right .dll to use.

JosEPh :)
 
Regarding crashes, I think ever since BTS 3.19, our computers are running solely off our computers memory and not occasionally access the BTS CD.

I've found, however, a good way to keep the game from crashing is TURN THE MUSIC OFF! :eek:

Sucks because you can't hear the Wonder Movie music, but it beats CtDs.
 
Regarding crashes, I think ever since BTS 3.19, our computers are running solely off our computers memory and not occasionally access the BTS CD.
The game never ran off the CD. If you examine the files on it, there is just a installer and some .data files for the install. Plus, how could it access the files on the other discs, my game came with 5 disc, 2 for civ 4, 1 for warlords, 2 for BTS. The discs only purpose was to ensure that you owned the game.
 
george, do you have more than 1 Rise of Mankind in the BtS Mod Folder?

To have this same problem over multiple versions and involving the CivGameCoreDll.dll something is wrong with the .dll. This can happen with having more than 1 version of RoM in the BtS Mods folder.

If you have a 3.17 version of RoM still in the Mod Folder along with the 2.7 3.19 version then the game is getting confused over which is the right .dll to use.

JosEPh :)

Thanks for the suggestion, but no, before I installed the new version of RoM, I manually deleted the previous version entirely. And why is there no CivGameCoreDll.pdb file to aid in determining where exactly the dll crashes?
 
Getting a bug where part of my GUI disappears.
When one of my cities spawns a great person (Engineer) there are no command buttons units anymore. This makes the game unplayable.

No matter what I do to try to fix it, the same city spawns the same great person and the same thing happens.

This happened once before earlier on in my game and I fixed it somehow, but never figured out what did it.
I'm thinking this has happened to others and am hoping there is a simple solution.

If need be I'll upload my game and a bug log upon request.

Thanks in advance for any help on this matter.
 
Version: RoM 2.71
Difficulty: Noble
Map Size: Small
Map Type: Perfect World
Speed: Snail
Victory: Conquest
Leader: Julius Caesar / Rome
Settings: Minor Civ

I included both the log and the saved game. It very early in the game so I am not sure why it crashed. I was not doing anything special either. Just pushing enter to make the turn pass so i could eventually do something. It has done it in the same spot like 5 times. Feel free to test out the saved game yourself to see if it crashes for you too. In addition i have all my setting to lowest and all other programs off so it can function better and faster.
 
RoM2.6Full will not have this problem IF you do not turn on Any of the RevDCM options.

Also make sure that it's Named "Rise of Mankind" in the Mod folder.

Take any previous RoM versions and place them in a folder somewhere outside of the CIV IV\BtS\Mods path. Preferably in a folder in My Docs or a folder on your desktop.

Start a vanilla game of regular BtS, play several turns. This clears out any .ini files from previous RoM versions. Then you should be able to start and play a New game of RoM 2.6 Full. (I forget at the moment where these .ini reside, it's been posted before).

If you leave an older version in the MODs folder along with 2.6Full and you play a game of the earlier version you will cause an .ini file to be generated that will replace ( and distort) any attempt to play or resume the 2.6Full game. This is very important to understand.

I've been playing 2.6Full for several days (current game up to 1910AD). I've had No spinning globe, No CTDs, and No missing UI or interfaces.

JosEPh :)

Thnx!!
 
I've got problem with 2.7x and beta 2.8 - 2.6x version worked well.
When I found first city (only multiplayer hotseat game - single works fine) there appears a lot of little circles over city bar - some af them have religion logos - there are infos "has been founded" (sometimes with religion name) and animations of religions.
I wonder if it is stricte hotseat game issue or it is about bug somewhere in my computer.

EDIT
Problem solved after reinstalation of BtS, RoM and claening register
 
Quick Question: I am a new user (and liking it so far). How can I build King Richards Crusade? (Although I'm reading serveral problems possibly regarding this Wonder in this thread). I have the required techs. According to the Civopedia I need at least the state-religion present (Hinduism in my case). Also I tread spreading Christianity and building monestaries etc, but still cannot build it. Is there a different requirement? Do I need Christianity as a state religion? Something else...?
 
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