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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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These type of crashes have been occurring without the disseminate trigger being in the mod, so it is something else. They started occurring with the 4.0 betas, so it would make sense that it has to do with something added for it. However, in my game where the crashes occurred, I had not gotten to the point in the game where the 4.0 units were available, and there were no special slic triggers added for the 4.0 version at that time, so I am at somewhat of a loss as to the cause.
Based upon reports from a couple of other people who have had the crash, it may be a certain sequence of events, or a certain number of 'objects' appearing in the game, that causes the crashes.
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Joseph
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Ca. USA
Feb 2000 time: 21:12
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I started a new game. No Cheats. The first crash, was at year 360 AD, when the movie Grand Canal started to play. It crashed to win. (A fatal exception OE has occured at 0028:C000727D in VXD (01) + 0000627D). 2nd crash to dest top, no error given, year 400. 3rd crash, year 1748 (ID 268435737) then cause win. to crash (OE 0028! C0004E80 VXD VMM (01) + 00003E80). In the year 1760, it crash again to Dest Top, no error given. Turn on cheats at year 1824. Another crash about 1860. I said forget it.
Started a new game later. The game crash, while loading the game.
Started a new game. Turn on the cheat turn 1. I gave myself gold and PW only. Turn off the movies. Did not used the PW until I had a coastal City, and then only one city at a time. did not removed forest until I discovered Adv. Farm. No crashes at all. I'm in the 1800 AD.
All of my crashes, seem to happen when time start the next turn or a movie is going play. Had a movie crash while playing SMAC. I turn off the movie in that game also. No crashes since the movie where turn off. I had a problem with Civ 2, before patches came out with the Oracle movie crashing the game. I'm wondering if the new movie is part of the problem.
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[This message has been edited by Joseph (edited October 02, 2000).]
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coldsteel
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Rats, another med mod 4 game locked up, this time at 2160ad. The lead ai was very advanced and had 10 future techs in all 4 categories, who knows maybe there was a problem there since it should try to research something useful instead like subneural interface, which it refuses to do.
Is there a way to turn a computer player into the human player? If so I could take a look and see if I can find out what the computer player is doing that could be causing the recurring problem. Or I could upload the file to someone if they're interested in taking a look.
cold
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Joseph
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Ca. USA
Feb 2000 time: 21:12
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WesW
I should have said, almost every time the game crashed, it crashes the computer also. The few time the computer did not crash, directX did. One time, I tried to load SMAC after CTP crashed, and it said DirectX is not available, and every time CTP crashed, and try to reload CTP, it said DirectX not available.
I contuinal to play the cheat game last night, no crashes.
In Aug., I upgraded my computer to a PIII 600 w/128 megs. of RAM. Also a new video card, Matrox Millennium G-400. I still have Sound Blaster 128. Also two weeks ago, my Hard Disk, DVD drive, and Modem went bad and had to be replaced.
Tonight, I'm going to start a new game w/o the movies and no cheats, to see what happens.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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I am not sure what to do about when an AI has researched every future advance, if this is indeed a problem. You could try setting the last advance to some absurd cost, I guess. I remember hearing that the total number of research points needed in the game might be causing some of the slowdown in the game, though, so I am reluctant to do that right now.
I have made the last non-future advances preqs for the first few future advances, so that now the AIs will have to get all of them before they can get more than 2 future advances in any category.
I have sent an email to Chris about getting a final version of the disseminate trigger that I want. When I get it, I will post it with the new advances file on my homepage.
Btw, I noticed that the Med mod 4 has been downloaded over a thousand times. I have received no news from anyone about it other than the few posts here. I don't know if this is good news or bad news. One person has voted on the mod since the 4.0 version replaced the 2.1 version, giving it a good mark.
If any of you out there have any comments, let me know, or cast a vote for the mod. I would ask that you give me a chance to address any problems and/or gripes you have with the mod before giving the it a poor vote, since one '1' can nullify several high marks.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:12
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I have been in my normal setup for the Medieval Mod - currently 1760AD
Emperor
8 civs
Large map
Mainly land over islands
Sea in the middle
I have taken a different approach to this game.
I slaved, but not too heavily, and did not use the means to control where the slaves were going.
No mines in forests. I built 14 cities and will not build anymore.
On top of this, my closest rivals (Romans and Brazil) are my neighbors. We have been in several wars, but I take a defensive stance only.
The main difference is I haven't played the agressor as I have yet to try to take an enemy city away.
The Romans are running neck-and-neck with me in science, and might even be ahead of me now. As soon as they have access to a wonder, they start building it - and they managed to get LE and Newton. Lately I've only managed to get happiness wonders, which actually has been a godsend - two of my cities are a great distance away, and are always on the verge of rioting, even with all the available happiness improvements. The AI forced me to swich from Industrial Rev to the advance that gave me Napolean's Code because it was about to beat me to LE and I didn't have a backup wonder to switch to.
There have been lots of battles and I have to keep my eyes open all the time, as I am always ending up in a war with either the Romans, Brazilians, Egyptians or Thais. Fortunately, my spies have alerted me to enemy troop movements, but I have also seen many enemy spies around too. If not for the spies, I would of had enemy stacks knocking on weakly defended city gates. I've been able to shuttle troops around to cover those cities. but the attacks are relentless, and the enemy stacks have a mix of ranged and non-ranged units - so bombarding costs me as well as my enemy.
The AI has been smarter in troop movement too. Ther have been a lot more stacks, and if I bombard a stack it will withdraw, though not all the time.
Same thing on sea.
I was setting up to hit the Egyptians but I had to divert my forces because the Thais decided to attack me...
I have an permanent alliance with one civ and another has been all hearts with me since the beginning of the game. Several tech exchanges from them, but always at their prompting instead of mine....
I do have the advance exchange setup with the AI civs - I am hoping for no game crashes. None so far.
A very satisfying game so far.
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coldsteel
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Wes --
Yes, forcing the computer to research all the non-future advances first before it can go to future techs 10 might take care of that lockup problem. If the computer gets all the non-future advances, then all 40 of the future advances, well by that time it would have already won I would think.
Is there a way for the human player to take a look at what a computer player is researching and building? I could maybe see what is causing the lockups then.
cold
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coldsteel
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The computer can't research cybernetics??
On my stalled game I notice the computer seems to have all the possible technologies except the following:
cybernetics
unified physics
mind control
neural interface
life extension
technocracy
subneural ad
virtual democracy
This suggests the stalling problem might be related to the computer not being able to research cybernetics, which is a prerequisite for the others.
What do you think?
cold
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wyldsider
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Waterloo, Ontario, Canada
Oct 2000 time: 05:12
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I am having fun problems with the Mod4 pack.
The first thing is that at various points, all of
my queues hiccup and I lose all production.
The second thing is that after a certain point in
a huge map game (somewhere over 140 cities) the
pollution dropped to zero. I wanted to get a good
feel for the balance, so I was playing at the second
level, but still.
Lastly, I have also seen the bug where SDI can be
built before it is discovered.
Any ideas anyone? Anyone else having these problems?
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coldsteel
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I played another game thru to the freezing point, this time the computer had just finished up future cultural 10 (40 future techs in all) and the game froze. This time the computer did not have advanced composites, I guess the cybernetics thing is not the sticking point. It's when the computer gets done with future cultural 10 the game freezes. Fixing the ai tech tree as Wes described above would take care of it I would think.
cold
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coldsteel
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Thanks Wes, I'll give it a try soon. Another example of your improving the game for everybody.
cold
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coldsteel
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Hee hee, with the new advances.txt the ai again avoided researching cybernetics and the other 7 remaining conventional advances. Instead, it researched future flight 3-10, and skipped future flight 1 & 2. Then it researched future cultural 3 & on, skipping future cultural 1 & 2. I don't know yet what it would do if and when it finishes the other future techs 3-10... :-)
cold
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