Vincentz Infinite Projects [VIP MOD]

Crash to desktop? Or "waiting for civ" bug?
A savegame would be most welcome. Also the logs if possible.

I dont personally get crashes, except for if I alt tab switch out of game and do something else for a couple of hours and then alt tab back in

Yep. Crash to desktop during AI turn. Usually when a stack is attacking another AI city. Probably my computer. I running on Intel chip and 2 gigs of ram.

Arg. I spent 4 hours trying to get past this last crash which I finally did and I went back to it just now to test it so I could send it to you and no problem at all :( None of the saves that were crashing at end turn are crashing now. That happened before with that one war but I thought it was fixed by reloading before the war.

I did clear the cache also and never helped this last time. Even rebooted. Changed my settings back to what they were and still working. So absolutely nothing changed and they all working again.

Edit: It's definately my pc. I just closed down Civ 4 and restarted and tested again and my saves crash during the AI's turn again. No clue what's causing it to not work sometimes and then just start working. If I load those saves from a save that's working they work :) but crash if I load them from just starting up Civ.
 
I donno if its your pc. What are your stats? Os, ram, gpu, cpu

Also what is your install type? Vanilla, warlords, bts, complete

And I would still like the savegame for analyses ;-)

It's a dual core 3.2gz with 2gb ram. Win 10 and Q35 Intel Express Chipset

I've got complete patched to 3.19.

Here is the savegame and logs. I don't see anything in them about errors or crashes though.

http://depositfiles.com/files/lmmx8wu1d

It's been stable again for last 30 turns or more. I love the map it created. I really want to finish it. All 34 civs on a standard size map with aggresive ai.
Hope you find something fixable :)
 
You might be getting crashes due to memory problems. CIV is known to have poor memory management, which can cause crashes if you don't have enough memory and the game is doing memory intensive activities. It show up most often on huge or even large maps, in later phases of the game, when there are many cities and armies. Windows 10 takes up a lot of memory just for the OS. So, with only 2 Gigs, you may be getting hit with CIV memory crashes. They were very common for folks in the past when most computers had only 2 Gig or less.
 
Its a combination of things that results in this (I havent experienced it myself as I havent played a game from beginning in v1.2)
1) Civs starts without a Palace (capital)
2) I changed the "can give city" to include cities on "homeland", ie cities that is on same continent as city with Palace.

I'll try to find the code that makes the pop-ups and make it sure to check if (a) civ asked (the player) have a capital or not and (b) the frequency of these requests are reduced drastically.

Thanks for the bug report :D

I still get this message alot. Atleast 1 or 2 cities sometimes every couple turns. So having a capital helps a bit but not much. I'm #1 in score and culture by a large margin and they still want to leave.

Does Evasive Maneuvers +10% Evasion Chance on a spy help him not get discovered in enemy territory or is it not useful? I was thinking it was for airplanes and such to avoid interception.
 
I still get this message alot. Atleast 1 or 2 cities sometimes every couple turns. So having a capital helps a bit but not much. I'm #1 in score and culture by a large margin and they still want to leave.

Does Evasive Maneuvers +10% Evasion Chance on a spy help him not get discovered in enemy territory or is it not useful? I was thinking it was for airplanes and such to avoid interception.

Rgr. I need to fix the frequency, but also remove the chance of getting the message before civs have met.

The evasive man. does work on spies. I was lazy so reused.
With both of them the spy, in a open border area, have 95% of not getting detected.
 
hmmm maybe RJ_Civ4 having the same troubles with AI turns crashing as me :)

&Vincentz: if you recall where to alter a few sieges parameters and tell me (write) then Ill will be happy :p parameters like:
1 - how many damage they do when attacking
2 - how many units they affect when do collateral
 
hmmm maybe RJ_Civ4 having the same troubles with AI turns crashing as me :)

&Vincentz: if you recall where to alter a few sieges parameters and tell me (write) then Ill will be happy :p parameters like:
1 - how many damage they do when attacking
2 - how many units they affect when do collateral

Yeah, as bernbaum wrote it could be a ram issue, as i have 4gb and no issues

The damage (airStrenght) and collateral is in civ4UnitInfo.xml, though there is also an overall damage modifier in globaldefinesAlt.xml
 
my last logs for you to inspect (I probably need a better pc), along with save in 772 turn I think (normal speed), which I can't past again... :(
 

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my last logs for you to inspect (I probably need a better pc), along with save in 772 turn I think (normal speed), which I can't past again... :(

I didnt have any problems. I pressed enter until 2050 (turn 780) and no issues.
I will try (at some point) to uninstall civ and reinstall vanilla and bts (without warlords) to see if that could be an issue, but I lean on the memory issue of civ4 could be the issue.
 
:-) vincentz, dont waste time on reinstalling or such :-) I have warlords expansion installed now, I play again on even smaller map to see if my issue will emerge later :-)

EDIT: vincentz, I really dont think its a memory issue, its freezing even on smaller map. also now in early era, are you sure that mod dont calculate something too much in very short time ? maybe its a CPU issue, and my CPU is too slow ? its a way for me to slow down an each CPU "tick" to test this issue on my side ?

EDIT 2:
It's happening even on beginning of the game :-o when every civ have only a one city. . strange, hard to track what is causing this :-(
 
Totally off topic, but I have literally just made my first windows application (in C#).
Pretty damn proud :lol:

It's a really, really simple Celsius to Fahrenheit and vice versa converter, but it's mine, and I made it
iconimadethis.png
 

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Totally off topic, but I have literally just made my first windows application (in C#).
Pretty damn proud :lol:

It's a really, really simple Celsius to Fahrenheit and vice versa converter, but it's mine, and I made it
iconimadethis.png

Gratz Bro. Hmnn, you so should make it a gag unit for Gandhi :D
 
haha congrazt vincent :) So that mean your new coding skills might be helpfull with VIP mod ;p ? dll changes ?
 
just downloaded Unity game engine, and considering making my own game...

Quoting myself. must be getting old....

Anywho, an early build : mostly done for testing limits, graphics, movement and scale.

h to turn on/off hyperspeed
w/s forward/reverse
a/d and z/x for small boosters sideways and up/down
q/e for rotate
mouse for control
http://www.moddb.com/games/space-travellers-club
 
VIP in space? Oh hell yeah, sign me up :D
 
Not to stomp on the parade of new things, but I thought I'd share :)

I've spent the last year and a half making my own programming language so my head's basically melting whenever I think about what I've just done :lol:

Nice work on your stuff though :D
 
Well, it was a bit of a runaway side project from when I was trying to do Modded Multiplayer for civ 5. The tool I was writing naively loaded in all the mods files, and I wanted to make it a little more clever (providing a small scripting language for modmakers to specify how the files should be loaded etc). Eventually it took on a life of its own... Essentially, I often find myself writing these small little "domain-specific" languages and I figured there isn't a language which can serve as the mother of them all.

So my language is basically a scripting language where you can easily tell the language that you're defining new builtins and standard library classes and it just accepts them with no questions asked, and then you directly embed the virtual machine (or interpreter) in your project.

It's kind of the idea with Python in Civ4, except it's more well suited to being controlled by C++ than Python is. My big aim at the moment is get it to become the scripting language for Civ 7 instead of Lua. But it's also got some cool new concepts other languages don't have that happen to lend themselves quite well to game development
 
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