Version 2.x bug reports

Hey: I downloaded 2.51 Megapack and the 2.52 patch a few days ago. Had a lot of MAF crashes, so I did the /3GB and paging file fixes. This appeared to solve the MAF crashes, but after using the game for a couple hours it crashed and now I am constantly getting initialize renderer errors. It is now to the point where I can not even get ROM to finish loading to the welcome screen without the initialize renderer error and a crash. I have deleted and reloaded ROM many times. I updated my NVIDIA drivers and directX to the most recent states. HELP!! It is driving me crazy. I'll attach a couple of the saves from before the major problems stopped me from loading ROM completely. Please help. PS: Absolutely loved this mod before it became unplayable. I have always thought that ROM should be the default for all Civ playing as it makes vanilla play a pale shadow once you've gone Zappara!
 
Hi! I just started using the 2.6 Alpha and I love it so far! The only problems I have encountered so far are the buttons for my unit orders not showing up and some diplomacy issues... The unit order buttons problem is fixed by Alt-Tabbing out and then back in... The dilomacy issues are giving me more trouble... It starts off by not allowing me to see any of the diplomacy message including the possible responses when I am offer an Open Borders Treaty. It also does not allow me to click any of the non-visible replies... I get around this by hitting the Escape key and it exits me out of the diplomacy window... My main diplomacy problem comes when someone demands a technology from me... I can not see any of the possible responses or click them and hitting the Escape key at this time does nothing... The game isn't locked up as if I hit F8 it opens the vistory screen, but immediately takes me back to the diplomacy screen when I exit out of there and will not let me proceed... Any ideas? Thank you in advance for your help Zap...

-Sloshy
 
I'm having a 2-sided problem with the mod, hope you guys can help.
1: I do not get a list of which mod components are enabled when starting a game.
2: Revolution mod does not activate wether I check it or not in the options.

Found this kind of odd, as they both work just fine on my laptop, but when I installed the mod using the 2.51 megapack and patch to 2.52 on my desktop computer, those features were missing...

I am running with BlueMarble and BUG on both computers, although I might have an older version of both on the laptop. Any suggestions?

EDIT: After further testing and fiddling, it appears that this problem was caused by the latest version of BUG mod, installing the same version as I have on my laptop fixed the problem.
 
Hey guys. I am still have problems with the graphics. The game crashes after just a few turns. Its the wierdest thing. Black triangular patches cover portions of the screen, then everything disappears except the background terrain. A turn or two later the game does a CTD. Can any one help me!?! I've endlessly messed about with drivers and graphics settings, etc... Thanks for any advice. NateDawg.
 

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Hey guys. I am still have problems with the graphics. The game crashes after just a few turns. Its the wierdest thing. Black triangular patches cover portions of the screen, then everything disappears except the background terrain. A turn or two later the game does a CTD. Can any one help me!?! I've endlessly messed about with drivers and graphics settings, etc... Thanks for any advice. NateDawg.

Hmm, sounds like Graphics corruption. What are the stats of your video card, the CPU processor, and the size of memory you have.

Literally, this mod will tax many systems. Especially the full mega-pack, which requires a computer no one has yet to run without MAFs. :)
 
Thank you for this wonderfull work Zapparra ! I've tried all this beautifull stuff, it was perfect until I arrived to the industrial area, where I'm not able to build a refinery, so no oil product... Arrrrrgh ! And with the civic which should make me able to build office manager without the Headquarters, I can only build this men in... the Headquarter ! Did you heard of such a problem ? What can I do ?
 
Thank you for this wonderfull work Zapparra ! I've tried all this beautifull stuff, it was perfect until I arrived to the industrial area, where I'm not able to build a refinery, so no oil product... Arrrrrgh ! And with the civic which should make me able to build office manager without the Headquarters, I can only build this men in... the Headquarter ! Did you heard of such a problem ? What can I do ?
You should be able to build them in cities which have that same corporation (that pre-req is not shown in civics page). Though if you are still unable to build them, then there might be some kind of bug in the system which I'm not aware of.
 
You should be able to build them in cities which have that same corporation (that pre-req is not shown in civics page). Though if you are still unable to build them, then there might be some kind of bug in the system which I'm not aware of.

I thought you'd just changed the system... when you put a corporation in a city, it does not become able to build the execs. Only the city that founds the corporation can build the execs. If that wasn't your intent, then you may want to look into it. :)
 
I've got a very good surprise when a lonely city proposed me to build the refinrey. Does this building require some special stuff ? It's the city where I built the ironworks national wonder, and there's a river in his cross. Thanks !
 
@Zappara - I too thought you had changed the system so that corp execs can only be built in the founding city otherwise why is there a merchant civic that lets you do otherwise :)

I have noticed that in 2.6 I can never build swordsmen. I can build light swordsmen then I can only build macemen then latter I can build heavy swordsmen but never swordsmen. I am assuming it is because of the order I research the techs. For estetic reasons I prefer swordsmen to macemen :)
 
There is a resource, tech, or civic requirement(s) for swordsman, I don't remember which at the moment. Beyond what a light swordsman requires, ( i.e. iron). I'm leaning towards a tech requirement.

I've had games were I've also skipped them but others were I have them. Reminder to self,"Details, gotta pay attention to the details." :)

JosEPh ;)
 
My 2.51 MegaPack games crash once I reach the Industrial Age and play a few turns. The excuses have appeared as "runtime errors" or "memory errors due to bad allocation".

Help? Is this normal?
 
You need to update to the 2.52 patch and reinstall the DirectX from the game's install CD. Actually do the DirectX refresh 1st then update.

Next part how much Video ram does you vid card have?

JosEPh :)
 
This seems to be a problem with any Custom Game maps. I've had it happen to a ROM_Pangaea custom game and now a ROM_Terra game. There is no shoreline at all on these maps, just wall to wall land. This was not happening in version 2.4. I really don't like playing pre-made maps and I prefer maps larger than the standard Huge, so this is ruining the game for me (unless I want to forego all sea units and associated gameplay). There may also be an inherent problem with certain critical resources not showing up on these Custom Game maps. I don't know if the resource problem is a constant one, but it may be.

(This is with version 2.52.)

The settings for both these games were:
Size:Giant
Sealevel: Low
Worldwrap: Toroidal
 
The problem is with the size - the maps work up to huge but for some map scripts they don't work for giant or gigantic. I think this is one of the things Zappara is fixing in 2.6
 
I thought you'd just changed the system... when you put a corporation in a city, it does not become able to build the execs. Only the city that founds the corporation can build the execs. If that wasn't your intent, then you may want to look into it. :)
I did change the system to exactly same as with Missionaries and looks by these reports that there's something wrong with it and I'm suspecting that the particular xml modifier is somehow tied only to religions... :(
 
The problem is with the size - the maps work up to huge but for some map scripts they don't work for giant or gigantic. I think this is one of the things Zappara is fixing in 2.6

You're right. I just tried a custom game with all of the same settings (using a ROM_Pangaea map) but this time with the size set at huge, and now I do get a shoreline.

So I guess I'm stuck with using size Huge maps for the time being.

Thanks for clearing that up for me. :)
 
I am playing 2.6alpha2 and have a few problems. I will be doing another clean install to ensure I have not done anything like put some of my code in and trying again.

1. if I start the game then exit from the first screen I get a memory error.

2. unit icons are disappearing from the city and main interface screen. the places where you can select a particular unit. So if you have a plot with five units on it and you want to move the fifth you have to select the top move it out of the way, select the second move it out of the way and so on. This problem did occur in an earlier version of RoM and was solved.

Also I noticed a python file (cvaltroot.py) in the rise of mankind directory not the python directory or sub directory as expected.
 
Also having a problem here:
First of all, I played v2.6alpha1 which was very stable. No CDTs or MAFs at all (as I'm now using the 3g trick).
However, I installed v2.6alpha 2 today and it crashes while loading ROM during init XML. I doesn't appear to be MAF and is an error that I haven't seen before: something about unable to "read" memory. After a couple of reinstalls, I'm not getting the error anymore, but it is still crashing while loading.
Anyone else having this issue?
 
Also having a problem here:
First of all, I played v2.6alpha1 which was very stable. No CDTs or MAFs at all (as I'm now using the 3g trick).
However, I installed v2.6alpha 2 today and it crashes while loading ROM during init XML. I doesn't appear to be MAF and is an error that I haven't seen before: something about unable to "read" memory. After a couple of reinstalls, I'm not getting the error anymore, but it is still crashing while loading.
Anyone else having this issue?

I am also having the exact same problem. 2.6 alpha 1 worked well, but 2.6 alpha 2 fails to load the mod on init XML.:confused:
 
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