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Joseph is offline Joseph
Prince
Ca. USA
Feb 2000
time: 21:12
Post  Old Post 27-09-2000 20:58
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Wes
Med 4 is crashing a lot lately. One of the crashes, it stated Game obj.cpp error, no such id 2097152, another was id 03 and the last one, it crashed to my desk top without stating an error. Help please.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 29-09-2000 06:44 Visit WesW's homepage!
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I and others have had the same 'no such id' crashes. No one has been able to figure out the cause of them so far.
Can you give some info on your game? No. of players, approximate turn no. and/or year, any use of cheat mode prior to the crashes. Any general info about the crash that you can come up with might help as well.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:12
Lightbulb  Old Post 29-09-2000 17:01 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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It just occurred to me that these crashes *might* occur due to the fact that the values of the variables that are used by the dissemination code don't get stored (properly) when you save CtP. So once you reload, it the value is no longer correct and using it would give unpredictable results, such as crashes.
To test this one could write a test-trigger like this (add this to any of the SLIC files (*.slc) to try it out):

code:
trigger 'BeginTest' when (g.year == 0 && g.player == 0) { SetActionKey(1, "^a"); DisableTrigger('BeginTest'); } messagebox 'TestMessage' { Text(ID_TEST_VARIABLES); } trigger 'TestVariables' when (key.1.pressed) { Message(g.player, 'TestMessage'); }


And add to med_str.txt the line:
TEST_VARIABLES "NumberOfPlayers is [numberOfPlayers.value] and NumberWithMonarch is [numberWithMonarchy.value]"

Currently I don't have CtPI installed so someone else will have to try it out. Just start a new game, play for a while and once Monarchy has been invented/traded a couple of times press Ctrl-A to check what the value for the variables numberOfPlayers and numberWithMonarchy is. Remember these values (or write them down) and save the game. Completely exit CtP, restart your computer and start CtP up again. Now load the game you just saved and press Ctrl-A again. If the values are any different then they were right before saving or the game crashes, you can be pretty sure that this is where the crashes come from. If all works fine, I don't know what the hell is going on either.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:12
Post  Old Post 29-09-2000 17:54 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Nevermind
[This message has been edited by Locutus (edited September 29, 2000).]

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 30-09-2000 10:01 Visit WesW's homepage!
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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.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:12
Post  Old Post 30-09-2000 14:37 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Hmmm, OK. But it the errors you are having *are* in my experience usually (though not always) caused by SLIC. Maybe you should try playing a game or two without the garrison code and other SLIC material you're using in your Mod (apart from PowerSLICs, if that was causing the bug, it would have turned up a lot earlier).

Joseph is offline Joseph
Prince
Ca. USA
Feb 2000
time: 21:12
Post  Old Post 02-10-2000 20:50
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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.

------------------

[This message has been edited by Joseph (edited October 02, 2000).]

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 03-10-2000 04:32 Visit WesW's homepage!
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I don't know what to make of the other crashes; hopefully some of the tech guys here can help.

There are no new movies in the mod, however. The grand canal is simply Stonehenge re-named, and should play the Stonehenge movie like always.
If the game crashes when a movie is supposed to start, I doubt it has anything to do with the mod.

It might be a good idea to re-boot if the game crashes on you. It seems that if it has crashed once, it will probably crash again.

Also, could those of you who have had crashes give how much RAM your computer has. Mine has 64. If those of you who have had no problems would give your specs as well, it would be appreciated.

XMon is offline XMon
Warlord
Tampa, Florida
Sep 2000
time: 00:12
  Old Post 03-10-2000 06:34
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No crashes for me since Gedrin suggested that his Dissemination SLIC might be causing the crash, due to it not taking into account destroyed civs. I didn't d/l the final Med Mod 4 version where Wes "//"'d out the Dissemination SLIC, I just didn't annihilate anyone! Beat 'em down to one city and let 'em be. No crashes at all, not even once. Of course, that eliminates one of your gamewinning options. Maybe there are other problems related to destroyed civs?

My problem with Med Mod 4 is cities revolting. I was playing Emperor level and was in the time frame where you have underwater colonies and just started having space colonies...anyway I had a Happiness rating of 93 and all of a sudden 6 of my cities revolted and went barbarian. Only two of the cities had done any prior rioting so it was kind of out of the blue. It's funny that Gedrin is working on a SLIC for cities revolting since it's been happening for me anyway (also happened once with MM3, half my cities left in one turn).

Gedrin, if you're reading this could you email me that new Dissemination SLIC? I want to put the Germans out of their misery...

coldsteel is offline coldsteel
Chieftain

Jan 2000
time: 05:12
Post  Old Post 03-10-2000 14:22
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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

Joseph is offline Joseph
Prince
Ca. USA
Feb 2000
time: 21:12
Post  Old Post 03-10-2000 20:48
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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.

------------------

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 04-10-2000 09:57 Visit WesW's homepage!
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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.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:12
Post  Old Post 04-10-2000 22:42 Visit hexagonian's homepage!
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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.

coldsteel is offline coldsteel
Chieftain

Jan 2000
time: 05:12
Post  Old Post 05-10-2000 02:10
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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

coldsteel is offline coldsteel
Chieftain

Jan 2000
time: 05:12
Post  Old Post 08-10-2000 00:44
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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

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 09-10-2000 08:47 Visit WesW's homepage!
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I don't know why the AI's would not be able to get Cybernetics. I checked out the appropriate files, and everything seems to be in order.

If you use the cheat mode, you can change the civ shown in the cheat bar, then click on a city of that civ, and their tab info will be displayed in place of yours at the bottom of the screen. You can see everything about them that you can see about yourself this way.

wyldsider is offline wyldsider
Settler
Waterloo, Ontario, Canada
Oct 2000
time: 05:12
Post  Old Post 09-10-2000 20:45
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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?

coldsteel is offline coldsteel
Chieftain

Jan 2000
time: 05:12
Post  Old Post 10-10-2000 15:36
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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

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 11-10-2000 09:40 Visit WesW's homepage!
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I went into the advances.txt, interlinked the future advances with each other as well. You have to have curtural6 to research physics7 and so-forth. I did this doubly for the 10th tech (you have to have the 9th in two of the other branches before you can get the 10th). This is the best I can do. If the AIs get all the future advances, then I guess you call it a scientific victory.

We are having some problems with the disseminate trigger, so it may be a little while before that is ready. I can go ahead and post the advance.txt somewhere on my homepage by itself, and then add the disseminate file later. Inserting the new advances.txt should not interfere with any current games.

coldsteel is offline coldsteel
Chieftain

Jan 2000
time: 05:12
Post  Old Post 11-10-2000 12:07
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Thanks Wes, I'll give it a try soon. Another example of your improving the game for everybody.

cold

coldsteel is offline coldsteel
Chieftain

Jan 2000
time: 05:12
Post  Old Post 12-10-2000 13:00
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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

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 13-10-2000 09:59 Visit WesW's homepage!
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Alright, alright, I didn't think the whole thing through I guess.
Anyway, I re-did the preqs for the future advances so that they are 1)the previous futures like the originals, and 2)one of the last standard advances.
With that, and cross-linking the various future lines in the later future advances (if you *really* want to understand this, look at the text yourself , this should make you have to get practically everything before you can get the 10th future in any line.

Just get the same Update zip that you got before at my site.

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