Version 2.x bug reports

@Furex

I looked into the log files. First of all you don't have the same problem with python loading, so the alternative file I posted doesn't actually help. The only thing that doesn't seem to be normal is a huge number of "None is not defined" in XML files loading log. I don't know if this is the cause of the problem. I hope Zappara can find something in these log files that clarifies the issue.
 
Just wanted to say thanks for taking a look at the logs.

Anyway, I forgot to mention, but just to be sure: BtS is 3.17 and works normal.

About the XML stuff, I have no idea why there are these errors. I thought the whole missing UI problem had something to do with Civ being unable to find the right paths for the fonts. At least my ThemeParseLog.txt says:

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement

Greetings,
Furex
 
hey all finally got around to getting a new system...got a 64 bt pro but gotta wait on the 64 op for another check and spent the night checking the forums for the command that helps alleviate the maf for vista but maybe was too tired or just blind but couldn't find so came bk to my fav forum to ask
 
I'm running into a crash in 1906 AD. I checked the logs but I cannot find anything exceptionnel. I'm due to finish the Eiffel Tower and I'm in war with 5 nations (thanks to the constant splitting of nations). The crash occurs when ending my 1906 turn to advance into 1907. I've attached the savegame for further scrutiny, no idea if it's of any use.

EDIT: playing v2.2. and by trial and error ruled out that the Eiffel Tower causes it. Seems to be something with the city of Bremen.
 

Attachments

First off, this mod has given me a lot of fun from the start. the complexity makes for great gaming.. but like many others I inevitably get the CTD just about the point of reaching the modern age.

I can understand that this is the more strenuous time on a PC, but I've checked all my performance numbers and civ is about 20% of 55% total physical memory used on my 2.8 ghz, 3 gig ram, vista machine at the time it crashes. its just slightly choppy in-game because my video card isn't great, and loading times between turns are 10-25 seconds. ive also found it doesn't make much difference what size map i use.. close to the modern age kills me every time. since i have so much fun playing rom, its especially disappointing not being able to finish let alone the time investment.

The log files don't seem to indicate anything wrong.. if there are particular log files that might help ill post them though. one thing I noticed on the crashing turn is that minor civ japan is destroyed. Otherwise it would seem business as usual. if anything, i would like to see if someone could play this savegame past the turn its saved on.. because at least I would know its on my end. this is the latest versions of rom and bts. hope i didnt leave anything important out of the post here.

most importantly, thanks for putting such a kickass mod out. you guys keep these games alive.
 

Attachments

Hmm, your savegame is much smaller. You play on a smaller map perhaps?

About my crash: through trial and error I was able to locate the crash to the Roman Rebels of Antium, especially their (only) city Antium. Via the world editor (I already knew the entire map through my minions :P) I gave the city back to Ragnar and the game continues to 1907 AD without a problem.

Since Antium was quite well-defended I suspect an upcoming culture flipover to be the problem. Antium is under severe cultural pressure.
 
i have installed RoM with dcm and revolution + extraciv addon ( including the patches ) on a dell xps 1530 laptop with vista;
atm i'm playing on a standard sized map with the earth2 map script;
now i have ctd on the same turn no matter if i go back some turns and change the research etc;
here are the log files including the save game;
 

Attachments

I confirmed what you got there, it crashed and once the city was given to vikings it continued. this is pythondbg on the turn mine crashes, where the savegame starts..

Spoiler :
PY: Loading revolution data
PY:City Asyut's culture has expanded
PY: Revolt - The Maya Kingdom is in anarchy!
PY: REVOLT - Gaziantep (Maya Kingdom) is over 900 warning threshold in year 1957!!!!
PY: REVOLT - Byblos (Greek Empire) has decided to launch a revolution with index 1633 (37 local) and odds 49.0 in year 1957!!!!
PY: REVOLT - Factors effecting timing: Bad local, Starvation, Very Neg events,
PY: Revolt - Pi-Ramesses is in the area, joining revolution
PY: Revolt - Violent due to Unhappiness
PY: Revolt - Revolution in homeland
PY: Revolt - Capital or majority of cities in violent revolution!
PY: Revolt - Demanding change in leader from Alexander
PY: Revolt - Switching from leader type 1 to 35 (Pericles)
PY: Revolt - Looking for revolution worthy civ in Byblos
PY: Revolt - Reincarnation Byblos's rev civ, the Arabian Rebels
PY: Rev - NOT giving rev all of Biology
PY: Rev - NOT giving rev all of Steam Power
PY: Revolt - Revolutionary's religion set to Hinduism
PY: Revolt - 2 cities in revolution, buyoff cost -1
PY: Revolt - Potential new leader: Pericles
PY: Revolt - Approval rating (initially 56) adjusted due to 2 of 3 cities revolting
PY: Revolt - Odds are 20
PY: Revolt - Adjusted approval rating is 39
PY: Revolt - Making AI choice on leader change
PY: Revolt - Processing revolution
PY: Revolt - Byblos has now revolted 2 times
PY: Revolt - Pi-Ramesses has now revolted 1 times
PY: Revolt - Player opts to cede power, lowering rev indices
PY: Revolt - Changing leader to Pericles
PY: Revolt - Completed processing revolution
PY:Aksum has grown
PY:Player 24 Civilization Carthaginian Rebels of Bursa Unit Longbowman was killed by Player 12
PY:Player 12 Civilization Empire of Germany Unit Grenadier was killed by Player 24
PY: REVOLT - Antium (Sumerian Empire) is over 900 warning threshold in year 1957!!!!
PY:Antium has grown
PY:Player 14 Civilization American Empire Unit Guard dogs was killed by Player 21
PY:A Great General was born for Japanese Nation in Kyoto
PY:Player 21 Civilization Japanese Nation Unit Templar Knight was killed by Player 14
PY:Player 21 Civilization Japanese Nation Unit Longbowman was killed by Player 14
PY:Player 21 Civilization Japanese Nation Unit Grenadier was killed by Player 14
PY:Player 21 Civilization Japanese Nation Unit Templar Knight was killed by Player 14
PY:Player 21 Civilization Japanese Nation Unit Longbowman was killed by Player 14
PY:Player 21 Civilization Japanese Nation Unit Great General was killed by Player 14
PY:Player 21 Civilization Japanese Nation Unit Worker was killed by Player 14
PY:City Kyoto was lost by Player 21 Civilization Japanese Nation
PY: Revolt - Loss of Kyoto by Japanese Nation (1 bConq): 560 rev idx change
PY:City Acquired Event: Kyoto
PY: Revolt - Acquisition of Kyoto by American Empire reduces rev indices by -66
PY: Revolt - New rev idx for Kyoto is 401
PY:City Acquired and Kept Event: Kyoto
PY:Player 21's alive status set to: 0
Rev - Japanese Nation are dead, 1 cities lost, 1 founded a city

Rev - Japanese Nation were minor civ

PY: REVOLT - Aachen (Holy Roman Nation) is over 900 warning threshold in year 1957!!!!
PY: Revolt - Assyrian Republic changing civic option 0 from Universal Suffrage to Despotism
PY: Revolt - Increasing effect for cities with high Location, Colony, Nationality, factors
PY: Revolt - Assyrian Republic changing civic option 2 from Tribalism to Emancipation
PY: Revolt - Increasing effect for cities with high Colony, Nationality, factors
PY: Revolt - Assyrian Republic changing civic option 3 from Mercantilism to Free Market
PY: Revolt - Assyrian Republic changing civic option 5 from Private Healthcare to Gov. Funded H.C.
PY: Revolt - Avg net effect for Assyrian Republic: 30
PY:Names - player is in despotism
PY: Name - Setting civ name due to civics to Assyrian Empire
PY: Revolt - The Dutch Nation is in anarchy!


now, egyptians are invading the sole dutch city, if i eliminate the invaders there is the same result/ctd. if i hand over the city to the egyptians, it works fine and this is my new logfile... why is 'load_module CvRandomEventInterface' shown afterwards? i receive no event on this turn.

Spoiler :
23 SCREEN TURNED ON

Disabling Map Tab

Disabling Player Tab

Enabling Map Tab

WB brush selected, iList=0, iIndex=2, type=3

PY:City Amsterdam was lost by Player 25 Civilization Dutch Nation
PY: Revolt - Not conquest, reducing rev index increase from 50
PY: Revolt - Loss of Amsterdam by Dutch Nation (0 bConq): 23 rev idx change
PY:City Acquired Event: Amsterdam
PY: Revolt - Acquisition of Amsterdam by Egyptian Empire reduces rev indices by -24
PY: Revolt - New rev idx for Amsterdam is 250
PY: Loading revolution data
PY:Player 25 Civilization Dutch Nation Unit Grenadier was killed by Player 2
PY:Player 25 Civilization Dutch Nation Unit Grenadier was killed by Player 2
PY:Player 25 Civilization Dutch Nation Unit Grenadier was killed by Player 2
PY:Player 25 Civilization Dutch Nation Unit Longbowman was killed by Player 2
PY:Player 25 Civilization Dutch Nation Unit Longbowman was killed by Player 2
PY:Player 25 Civilization Dutch Nation Unit Worker was killed by Player 2
PY:Player 25's alive status set to: 0
Rev - Dutch Nation are dead, 1 cities lost, 1 founded a city

Rev - Dutch Nation were minor civ

load_module CvRandomEventInterface

PY:Thebes has grown
PY:City Asyut's culture has expanded
PY: Revolt - The Maya Kingdom is in anarchy!
PY: REVOLT - Gaziantep (Maya Kingdom) is over 900 warning threshold in year 1957!!!!
PY: REVOLT - Byblos (Greek Empire) has decided to launch a revolution with index 1633 (37 local) and odds 49.0 in year 1957!!!!
PY: REVOLT - Factors effecting timing: Bad local, Starvation, Very Neg events,
PY: Revolt - Pi-Ramesses is in the area, joining revolution
PY: Revolt - Violent due to Unhappiness
PY: Revolt - Revolution in homeland
PY: Revolt - Capital or majority of cities in violent revolution!
PY: Revolt - Demanding change in leader from Alexander
PY: Revolt - Switching from leader type 1 to 35 (Pericles)
PY: Revolt - Looking for revolution worthy civ in Byblos
PY: Revolt - Reincarnation Byblos's rev civ, the Arabian Rebels
PY: Rev - NOT giving rev all of Biology
PY: Rev - NOT giving rev all of Steam Power
PY: Revolt - Revolutionary's religion set to Hinduism
PY: Revolt - 2 cities in revolution, buyoff cost -1
PY: Revolt - Potential new leader: Pericles
PY: Revolt - Approval rating (initially 56) adjusted due to 2 of 3 cities revolting
PY: Revolt - Odds are 20
PY: Revolt - Adjusted approval rating is 39
PY: Revolt - Making AI choice on leader change
PY: Revolt - Processing revolution
PY: Revolt - Byblos has now revolted 2 times
PY: Revolt - Pi-Ramesses has now revolted 1 times
PY: Revolt - Player clings to power
PY: Revolt - Arabian Rebels's Extra Attitude towards Greek Empire now -5
PY: Revolt - Stored revolt spawn data for rev player 17, revolt against player 8 idx 3
PY: Revolt - Completed processing revolution
PY:Aksum has grown
PY:Player 24 Civilization Carthaginian Rebels of Bursa Unit Longbowman was killed by Player 12
PY:Player 12 Civilization Empire of Germany Unit Grenadier was killed by Player 24
PY: REVOLT - Antium (Sumerian Empire) is over 900 warning threshold in year 1957!!!!
PY:Antium has grown
PY:Player 21 Civilization Japanese Nation Unit Grenadier was killed by Player 14
PY: Revolt - Found launchable revolt spawn data for player 17, starting spawn against player 8 idx 3
PY: Revolt - Spawning revolutionaries for 2 cities in Greek Empire
PY: Revolt - Cities in revolt: Byblos, Pi-Ramesses,
PY: Revolt - Setting new rebel player alive
PY:Player 17's alive status set to: 1
PY:Names - player is rebel
PY: Name - Setting civ name for new civ to Arabian Rebels
PY: Revolt - The Arabian revolutionaries declare war and start a revolution against the Greek Empire!
PY: Revolt - Giving rebels 49 espionage points against motherland
PY: Revolt - Spawning Arabian revolutionaries!!!
PY: Revolt - In Byblos, with rev idx 1633 (37 local)
PY:Rebel: Can build Guard dogs
PY:Rebel: Owner has 4 Heavy Swordsman
PY:Rebel: Can spawn from owner Heavy Swordsman
PY:Rebel: Can spawn from owner Heavy Swordsman
PY:Rebel: Can spawn from owner Heavy Swordsman
PY:Rebel: Outdated unit in Area Heavy Swordsman
PY:Rebel: Can spawn outdated unit from Area buildable Heavy Swordsman
PY:Rebel: Can build Heavy Swordsman
PY:Rebel: Owner has 1 Maceman
PY:Rebel: Outdated unit in Area Maceman
PY:Rebel: Can spawn outdated unit from Area buildable Maceman
PY:Rebel: Can build Maceman
PY:Rebel: Owner has 7 Grenadier
PY:Rebel: Can spawn from owner Grenadier
PY:Rebel: Can spawn from owner Grenadier
PY:Rebel: Can spawn from owner Grenadier
PY:Rebel: Can spawn from owner Grenadier
PY:Rebel: Can spawn from owner Grenadier
PY:Rebel: Outdated unit in Area Grenadier
PY:Rebel: Can spawn outdated unit from Area buildable Grenadier
PY:Rebel: Can build Grenadier
PY:Rebel: Owner has 3 Longbowman
PY:Rebel: Can spawn from owner Longbowman
PY:Rebel: Outdated unit in Area Longbowman
PY:Rebel: Can spawn outdated unit from Area buildable Longbowman
PY:Rebel: Can build Longbowman
PY:Rebel: Can build Crossbowman
PY:Rev - Comp has 4 Heavy Swordsman (att)
PY:Rev - Comp has 7 Grenadier (att)
PY:Rev - Comp has 3 Longbowman (def)
PY:Rev - Best defender set to Longbowman
PY:Rev - Best counter unit set to Longbowman
PY:Rev - Best attack set to Grenadier
PY: Rev - Found 4 plots out of 7 checked
PY: Revolt - Repeat revolution, increasing enlistment
PY: Revolt - Population modifier: 0.781 on eff pop 4.64 (4)
PY: Revolt - New method from pop: 1.81, from troops: 1.06, total: 3
PY: Revolt - Revised enlistment: 3, num defenders nearby: 2
PY: Revolt - Owner keeps control of Byblos (64,22), revs spawning at 64,23
PY: Revolt - City occupation timer set to 6
PY: Revolt - Spawning 3 units for city of size 4
PY: Revolt - Outside of Byblos, spawned Grenadier 64,23 245778
PY: Revolt - Outside of Byblos, spawned Heavy Swordsman 64,23 253967
PY: Revolt - Outside of Byblos, spawned Grenadier 64,23 262156
PY: Revolt - Heavy Swordsman starting with Commando promotion
PY: Revolt - Scout spawned outside Byblos
PY: Revolt - Byblos reinforcement counter set to 2
PY: Revolt - In Pi-Ramesses, with rev idx 765 (23 local)
PY:Rebel: Can build Guard dogs
PY:Rebel: Owner has 4 Heavy Swordsman
PY:Rebel: Can spawn from owner Heavy Swordsman
PY:Rebel: Outdated unit in Area Heavy Swordsman
PY:Rebel: Can spawn outdated unit from Area buildable Heavy Swordsman
PY:Rebel: Can build Heavy Swordsman
PY:Rebel: Owner has 1 Maceman
PY:Rebel: Can spawn from owner Maceman
PY:Rebel: Outdated unit in Area Maceman
PY:Rebel: Can spawn outdated unit from Area buildable Maceman
PY:Rebel: Can build Maceman
PY:Rebel: Owner has 7 Grenadier
PY:Rebel: Can spawn from owner Grenadier
PY:Rebel: Can spawn from owner Grenadier
PY:Rebel: Outdated unit in Area Grenadier
PY:Rebel: Can spawn outdated unit from Area buildable Grenadier
PY:Rebel: Can build Grenadier
PY:Rebel: Owner has 3 Longbowman
PY:Rebel: Can spawn from owner Longbowman
PY:Rebel: Can spawn from owner Longbowman
PY:Rebel: Outdated unit in Area Longbowman
PY:Rebel: Can spawn outdated unit from Area buildable Longbowman
PY:Rebel: Can build Longbowman
PY:Rebel: Can build Crossbowman
PY:Rev - Comp has 4 Heavy Swordsman (att)
PY:Rev - Comp has 7 Grenadier (att)
PY:Rev - Comp has 3 Longbowman (def)
PY:Rev - Best defender set to Longbowman
PY:Rev - Best counter unit set to Longbowman
PY:Rev - Best attack set to Grenadier
PY: Rev - Found 3 plots out of 8 checked
PY: Revolt - Population modifier: 0.316 on eff pop 4.62 (5)
PY: Revolt - New method from pop: 0.73, from troops: 1.98, total: 3
PY: Revolt - Revised enlistment: 3, num defenders nearby: 7
PY: Revolt - Owner keeps control of Pi-Ramesses (60,5), revs spawning at 61,4
PY: Revolt - City occupation timer set to 3
PY: Revolt - Spawning 3 units for city of size 5
PY: Revolt - Outside of Pi-Ramesses, spawned Longbowman 61,4 278535
PY: Revolt - Outside of Pi-Ramesses, spawned Grenadier 61,4 286726
PY: Revolt - Outside of Pi-Ramesses, spawned Grenadier 61,4 294917
PY: Revolt - Pi-Ramesses reinforcement counter set to 2
PY:Player 8 Civilization Greek Empire Unit Heavy Swordsman was killed by Player 17
PY:Player 8 Civilization Greek Empire Unit Heavy Swordsman was killed by Player 17
PY:City Byblos was lost by Player 8 Civilization Greek Empire
PY: Revolt - Loss of Byblos by Greek Empire (1 bConq): 140 rev idx change
PY:City Acquired Event: Byblos
PY:Rev - Byblos, captured by former rebel identity: Arabian Rebels (2)!
PY: Rev - Culture set to 66
PY: Revolt - Acquisition of Byblos by Arabian Rebels reduces rev indices by -120
PY: Revolt - New rev idx for Byblos is 350
PY: Revolt - Accelerating reinforcement in Pi-Ramesses
PY:City Acquired and Kept Event: Byblos
PY: Revolt - Assyrian Republic changing civic option 0 from Universal Suffrage to Despotism
PY: Revolt - Increasing effect for cities with high Location, Colony, Nationality, factors
PY: Revolt - Assyrian Republic changing civic option 2 from Tribalism to Emancipation
PY: Revolt - Increasing effect for cities with high Colony, Nationality, factors
PY: Revolt - Assyrian Republic changing civic option 3 from Mercantilism to Free Market
PY: Revolt - Assyrian Republic changing civic option 5 from Private Healthcare to Gov. Funded H.C.
PY: Revolt - Avg net effect for Assyrian Republic: 30
PY:Names - player is in despotism
PY: Name - Setting civ name due to civics to Assyrian Empire
PY: REVOLT - Aachen (Holy Roman Nation) is over 900 warning threshold in year 1957!!!!
PY: Revolt - Setting civics for Arabian Rebels
PY: Revolt - The Japanese Nation have way more troops than citizens
PY:Rev - Player 23 (Celtic Rebels of Uruk) is a homeless rebel
PY:Rev - Arabian Rebels (17) is a rebel against teams 8,
PY:Rev - Celtic Rebels of Uruk (23) is a rebel against teams 4,
PY:Rev - Carthaginian Rebels of Bursa (24) is a rebel against teams 4,


im not sure how to change players but from map viewer it looks entirely normal besides the fact that it changed civics before the crash. the city would not have been taken on the first turn by the outnumbered invaders.

very odd, indeed. but at least there is a glimmer of hope for these games that take days to complete and i can resume using big maps and lots of civs :)
 
Just wanted to say that my problem has been solved. The problem was, that the game language was set to non-english language. If set to english, everything works. ^^'

Greetings,
Furex
 
How come nobody accepts Dye as a valid trade good? I have 4 Dye and try to sell them to my competitors in return for something else but noone accepts Dye.
 
The harbourmaster quest (at least on huge map size) seems buggered. It says it wants 11 harbours and 6 caravels, well I have about 30 of each and nothing has happened yet. This has happened before.

The text fields for this quests are incorrect in RoM 2.2. The quest actually requires Ports, not Harbors. Text elements from this quest has been fixed for next version.

I just completed the quest using the Port building and it still did not trigger completion. (was using Gigantic map, requested 24 harbours/Ports and 13 caravels.)
 
No problem. I'll just play the normal Civ game in the meanwhile.
 
Still no fix for the Modern Era CTDs?


My experience has been if you work on a small map, you will not get the CTDs (I just finished a game on emperor that went to 2200 before I finally broke the back of the Sumerians)

No CTDs at all.

I am about to launch a game on Standard size map -- when I have run autoplay simulations, I have about a 50% success rate with no CTD on this mapside.
 
For the Vista players with the Modern era CTDs, I have XP Pro and play Large and Huge Maps. But I rarely play with over 12 Civs. I have a PIV 2.4 processor (over 4 yrs old) and 1 gig of ram and my V card is an ATI radeon 9550 with 256mb ram, so my machine is rather low end.

Point being is that using as many CIVs as possible is more the problem than the map sizes. And Vista seems to have this problem moreso than XP Pro. If I play more than 12 CIVSs then I do get some video lag when I get frigates. But if I save and then resume it usually goes away. I have set graphics options to medium too.

Don't think any of this will solve your CTDs but might give you clues on where to look.

Good Luck

JosEPh :)
 
i have already played a few games with RoM 2 and always had the late industrial ctd;
but this time i got through the industrial era without any ctd ( just some maf's ) on a large sized map with 20 starting civs;
the only thing different to the games before is that i now play without the blue marble modifications;
maybe this helps somebody else also;
 
Back
Top Bottom