Version 2.x bug reports

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.



yes, Rom DOES have a problem with frozen animations turned on, I'm pretty sure it is caused by ethically diverse units. I noticed it when I played with the zulus with frozen animations... my settler/worker would be black-skinned when selected, but would go back to the regular settler/warrior avatar after being de-selected. dunno if it may be the cause of the late-game CTDs, but worth checking...
 
Any re-skeined model will behave in this way when turning Frozen Animations on. It is not RoM specific. It is a glitch in the Civ engine. On the other hand if turning this option on (Eliminates) CTDs then we can be sure that the problem is in the animation of some unit or (less probably) an improvement. If you still get CTDs but less often then the problem is not animation related but it tends to happen more often with more stress on memory (Frozen Animation reliefs the memory a lot.
 
Unfortunately, freezing animations hasn't eliminated repeatable glitches from saved games for me... I'm working on testing new games to see if starting with frozen will prevent late-game ctds (seems to me unlikely if freezing doesn't prevent saved-games from avoiding the same crash... )
 
I am thinking that the barbarians in the modern age are what is causing the CTDs.

I have been running controlled tests, and have been seeing some interesting things.

First, I have been running a series of games with revolution, IDW, and tech diffusion turned off. On a standard map (7 civs), have yet to have any CTDs, on quick speed, after 400 turns (which goes to 2100 AD)

So far, I have run 5 different games -- without a CTD. Only England, Egypt, Korea, Maya, Vikings and Zulus not been tested yet. (that will be test game 6)

So, on a different machine, I thought I would start looking at larger maps instead of the standard map. I launched a game on a huge map, starting in the modern age....CTD within a few turns. I then launched a game on a duel map, again starting in the modern age, just with Abyssina and America, and no CTDs. Ran all the way through the remainder of the tech tree without any problem.

Then ran a game with just Abyssina and America, on a huge map, starting in the modern age....and then again, within about 20 turns, CTDs.

Decided to start a game, same as above, with just Abyssina and America, on a huge map, starting in the modern age, but with no barbarians....and no CTD.

I'm about to launch a game now with 15 civilizations on a huge map, starting in the modern age, with no barbarians, to see if that runs without a CTD.

Updated -- I did launch a 15 civilization game on huge map -- CTD within 15 turns.


This is one strange bug....
 
i posted this in the wrong forum last time so I apologize for the repitition.

1st off its a great mod :goodjob:

i recently upgraded to 3.17 bts and downloaded 2.2 of the mod with dcm
but now the civic screen seems to not have enough space to include all the great stuff you've added the military adviser also doesn't have the comprehensiveness it used to.
 

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@TkTb

Have you looked into your installation folder to see if everything is installed where it should be. It appears that you are missing the whole python folder. This is not the Civics screen by Zappara. Your main interface behind the Civics screen doesn't have any of the BUG Mod's features.
 
there was a sentence that said delete the python folder i guess that ddnt apply to me. I'll re-download and leave intact and see if that helps.
 
wow terribly sorry for not trying that before posting muuuuuch different :goodjob: there's a little message this time saying that revolution.ini is missing though
 
Again i apologize for bothering you when the problems were apparently my own. i renamed the folder to what it should have been rather than RoM plus all issues are resolved. Im sorry for wasting your time. GREAT WORK! Please forgive me :/
 
I cannot get the UI to work. I have tried the python file that came with the mod and the one at the beggining of this thread.

I have Windows XP, SP3. I have BTS 3.17 with Solver's unofficial patch for 3.17.

For some reason I cannot upload my error logs (zipped). I could PM them to anyone who would like to take a look.

Thanks for your help.
 
solver's 3.17 could give problems, it gave som to me, my 2 cents is to re-install the game and NOT install the unofficial patch this time ( it's already built-in in kalimakhus add-on anyway)
 
Kalimakhus,

I can assure you it's not memory related. The most Civ IV has taken from me is 1.1 gigs, and I have 2 gigs worth of memory. And before you ask, my total memory usage was under 1.5 gigs.
 
I'm experiencing the missing UI issue as well, and none of the replacement CvPath.py files have fixed it.

Here are the logs.

EDIT: Running Windows Fundamentals for Legacy PCs on a Sempron64 2600+, BtS 3.13
 
@Colonel Kraken

If you have Solver's patch installed in Beyond the Sword\assets folder then it shouldn't affect the mod. You don't need to re-install the game. Just make sure that you installed the mod correctly. First RoM2.2+RevDCM full. Then the update patch. Changing the CvPath.py is usually needed if you use a non-English version of windows.
 
Kalimakhus,

I can assure you it's not memory related. The most Civ IV has taken from me is 1.1 gigs, and I have 2 gigs worth of memory. And before you ask, my total memory usage was under 1.5 gigs.

I don't remember saying that the CTD in modern era is a memory problem. However BTS is bad in handling memory so it becomes more and more unstable as you keep playing and as you reach the late game. This might not cause a CTD but makes it more likely to happen.
 
@Colonel Kraken

If you have Solver's patch installed in Beyond the Sword\assets folder then it shouldn't affect the mod. You don't need to re-install the game. Just make sure that you installed the mod correctly. First RoM2.2+RevDCM full. Then the update patch. Changing the CvPath.py is usually needed if you use a non-English version of windows.


Thank you for your help.

I only installed the RoM2.2 Full, not the "+RevDCM." I originally downloaded the Rev version but noticed that the patch was in RAR format, and I did not want to download a whole program I would probably never use again just to open the patch. So, I decided to just use the version without the expansion (so to speak).

I simply deleted the mod folder for the Rev version (which I had unzipped into the Mods folder) and unzipped RoM2.2Full to the Mods folder. Since I do not believe these mods change the registry, deleting a folder should be sufficient to get rid of the previous contents.

This all seems very odd to me because I've never had a UI problem with Civ IV. I even have History in the Making loaded, and it works just fine. I really wanted to try this different mod, but I'm at a loss as to what to do.

You mentioned to make sure I installed it properly. My understanding is that you simply have to unzipp the mod contents into the Mods folder. If there is something I need to do beyond that please let me know.

Thanks for your help!
 
I'm experiencing the missing UI issue as well, and none of the replacement CvPath.py files have fixed it.

Here are the logs.
Checked logs and there's something wrong when mod tries to load python files:

Code:
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 21, in ?
  File "<string>", line 52, in load_module
  File "CvEventManager", line 12, in ?
  File "<string>", line 52, in load_module
  File "CvScreensInterface", line 3, in ?
  File "<string>", line 52, in load_module
  File "CvMainInterface", line 11, in ?
  File "<string>", line 52, in load_module
  File "CvConfigParser", line 26, in ?
  File "<string>", line 52, in load_module
  File "CvPath", line 226, in ?
  File "<string>", line 7, in write
Boost.Python
.
ArgumentError
: 
Python argument types in
    CyPythonMgr.debugMsg(CyPythonMgr, unicode)
did not match C++ signature:
    debugMsg(class CyPythonMgr {lvalue}, class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)

Failed to load python module CvEventInterface.
First time I see this kind of error so at the moment I have no clue why this happened.

@Colonel Kraken

If you have Solver's patch installed in Beyond the Sword\assets folder then it shouldn't affect the mod. You don't need to re-install the game. Just make sure that you installed the mod correctly. First RoM2.2+RevDCM full. Then the update patch. Changing the CvPath.py is usually needed if you use a non-English version of windows.
Now that I remembered that I had borrowed some code blocks from BUG mod to my CvPath.py, for the next patch I can remove CvPath.py file from the mod and use BUG's BugPath.py file instead since BUG is now fully merged. It probably works better in all situations and on all computer configurations.
 
@Zappara

You may give it a trial though looking into the file I can see it is using the same method used in CvPath.py.

About the error you listed above all I can say is that for the last function (some function in C++). It expects a normal string but the passed string is in unicode (Used in non-English Windows). I am not sure if there is a difference between BTS (US version) and the International one it seems that this may arise when trying to use the US version on non-English Windows. This is just a long shot however.

Edit: Looking again in the alternate CvPath.py. Is there any reason why that in the print statements starting at line #226 some add a variable to a string with str(...) while the others add the variable directly? These are debug messages you may try commenting them out and see if this would solve the problem.
 
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