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khelvan
12-29-2005, 21:55
My hope is to generate a long list of exactly what can cause errors throughout all of RTW. I would love to be able to compile and update this list. I hope we continue to have participation, even if only adding a few here and there.

EDU = /data/export_descr_unit.txt
DMB = /data/descr_model_battle.txt

RTW Loading CTDs:
- Mismatch between descr_names.txt and names.txt

Loading Screen Slowdowns:
- campaign_descriptions.txt must have less than 1000 characters per line and less than 20 lines per faction, or file load time is increased by 85%

Faction selection screen:
- Lack of campaign descriptions.

Campaign Map Loading Kick to Main Menu:
- Typographical error in descr_strat.txt
- Overwriting rather than deleting and then copying an update of map tga files
- Resource not defined in EDB
- Typo in building capabilities in EDB

Campaign Map Loading CTDs:
- Landmass ratio problem causes a CTD when loading the campaign map.
- A named character has an invalid name in descr_strat.
- The game is loaded but the screen is centered onto a buggy region (see the campaign map scrolling CTDs).

In Campaign Mode CTDs:
During play/AI turn:
- A family member being generated without a general_unit for the faction.
- A new character is generated and not given a valid name.
- Some building bonuses in the same building level as certain unit recruitment strings (this will happen both during AI turn and when the building is right-clicked).
- Units able to be recruited in EDB but no faction "ownership" for a faction in EDU.
- Units added to descr_rebel_factions.txt but no slave faction ownership in EDU.
- Units added to descr_mercenaries.txt but no mercenary_unit in EDU.
- Bad defined type of unit for army spawned via script file
- Mismatch between export_desc_character_traits.txt and export_VnVs.txt entries causes CTD when viewing the portrait of a named character with the bad trait.

Scrolling over campaign map:
- Not enough province/settlements on a too large map (fix : add provinces on the map/may be fixed with BI) causes CTD while scrolling the map.
- Error with the rebel faction/settlement owner and or creator (when you scroll over a given settlement)
- Some hidden resources can cause CTDs when you scroll over the region.

Custom Battle Menu Selection CTD:
- If you forgot to put in the second (or first) skeleton to units with secondary attacks in EDU.txt, the game CTDs the moment your mouse arrow reaches that unit in the menu.

Battle Loading CTDs:
- A unit with the attribute mercenary_unit in EDU that has no texture line for "merc" in the soldier, officer, and other related models found in DMB.
- A non-mercenary_unit in EDU that has no texture line in DMB for any faction given ownership of the unit in EDU, for the soldier, officer, and other related models.
- A sprite defined in DMB with no distance value.

In Battle Mode CTDs:
- Bad defined formations for Human Player (i.e. mainly changing names of formations in "descr_formations.txt" file)

BI specific:
- A reference to spawn event in descr_sm_factions and have modded the game to include those factions at the start date will CTD on AI's turn.

Dol Guldur
12-30-2005, 02:07
Excellent idea - and something I was thinking about myself just over the last 2 days. I hope some KTMs can be included too...

CAMPAIGN KTMs (Kick-back To Menu)

- typographical error in descr_strat.txt

- faction/culture applied to inappropriate building tree or level (only Carthaginian has thus far been identified as causing this)

- overwriting rather than deleting and then copying an update of map tga files (don't ask me why!)


In this regard it might be an idea for someone to list the order in which files are processed or part-processed/compiled...

Myrddraal
12-30-2005, 02:39
Ambitious, but potentially very useful. It might be an idea to split it into four categories:
In Battle Mode CTD
In Campaign Mode CTD
Battle Loading CTD
Campaign Map Loading CTD

off the top of my head: doesn't the landmass ratio problem cause a CTD when loading the campaign map?

wlesmana
12-30-2005, 05:31
Custom Battle menu selection CTD: if you forgot to put in the second (or first) skeleton to units with secondary attacks in EDU.txt, the game CTDs the moment your mouse arrow reaches that unit in the menu.

PatWest
12-30-2005, 21:25
For KTM's I have, resource not defined in EDB?, not exact quote, in descr_regions.txt, german should have been germania. In the mercenary txt file, merc merc lancers does not exist, it should have been just one merc.

I also had 2 KTM's in EDB, trade_base_bonus should have been trade_base_income_bonus, and one faction misspelling gaul should have been gauls. That came from using gaul as the region name and mixing them up.

Meneldil
12-30-2005, 22:57
1 - CTD during AI turn :
a - A new named character is generated and given a not valid name.

2 - CTD when scrolling over a region on the campaign map :
a - Not enough province/settlements on a too large map (fix : add provinces on the map) - This CTD doesn't happen anymore with BI I think
b - Error with the rebel faction/settlement owner and or creator (when you scroll over a given settlement)

3 - CTD when the campaign is loaded :
a - A character (spy, diplomat and general included) has a not valid name in descr_strat (not sure about this one, it might CTD while generating the .rwm)
b - See 2-a- The game is loaded but the screen is centered onto a buggy region.

Hans Kloss
12-30-2005, 23:14
double post

Dol Guldur
12-30-2005, 23:29
Some hidden resources can course CTDs when you scroll over the region - noticeably the britain hidden resource which, as far as I can tell, should be removed from the game unless you wish to use the RB emergence.

khelvan
01-02-2006, 07:23
Updated.


- faction/culture applied to inappropriate building tree or level (only Carthaginian has thus far been identified as causing this)Can you explain this in more depth? I am afraid I don't understand.

Dol Guldur
01-02-2006, 11:32
Add the Carthaginian culture to either of the top two levels of health buildings and you will see what I mean - it will kick you back to the menu; it is strange because if the game does not expect it there it usually - with other cultures at least - provides the default description and card.

EDIT: This KTM has been resolved and should be emended above to indicate the solution: the Carthaginian culture needs a fallback folder for those buildings/levels not catered for in its original folder settings in the descr_ui_buildings.txt file. For more on this see: https://forums.totalwar.org/vb/showthread.php?t=58677 - and a big thanks to Nikolai.

Chaotica
01-03-2006, 22:59
Very useful, this one!

CTD during splash screen:
- Missing entry in export_buildings.txt

Teleklos Archelaou
02-07-2006, 20:39
Ok, what about a CTD when exiting a particular faction's campaign? When the loading bar is moving about halfway through and you are heading back to the main menu? But it's not doing it on other factions' campaigns when you exit them?

Dol Guldur
02-08-2006, 01:03
Hmm..never had that one Teleklos. But I'd be interested to know the answer.

Here's another:

In Campaign Mode CTDs:

Clicking on a settlement where a building has been prebuilt in descr_strat.txt but which has no upgrade stated from the building before it in EDB.

Seasoned Alcoholic
02-08-2006, 01:38
A few more:

* descr_strat (DS) & descr_regions (DR)

Specifically Eastern culture (Parthia, Pontus & Armenia). For the default culture tag (DCT), you can use any Eastern faction. However, after attempting to use Pontus as the faction creator (FC) for a new settlement in DS, whilst loading up a new campaign map.rmw, the game didn't like this and gave a hard CTD.

Workaround: substituted Parthia as the faction creator, and things worked perfectly.

Also, if adding a rebel army to occupy a newly created rebel settlement, I think you can get away with the sub faction being any of the Eastern factions. I left Pontus in (was going to change it to Parthia, forgot ~D), but surprisingly the game did not give a hard CTD whilst creating the campaign map. Made the sub faction Parthia anyways just to be sure.

I find it strange that the Eastern culture has this problem, whereas other cultures (EG Greek) can use a combination of FCs, such as macedon, greek_cities etc.

* descr_regions (DR) & rebel_faction_descr (RFD)

Attempted to use alternate rebel factions from RFD, but the game will once again give a hard CTD. The campaign map is generated fine, and the progress bar will appear (even reach the end), but before you see the campaign map it will CTD. Managed to work out that the game does not like selected rebel factions from RFD. Ones from memory that have caused problems (although there are probably many more in there) include Celtici, Phrygians.

Workaround: simply use the rebel factions that the default vanilla settlements use. Search for a nearby settlement / region in DR, and copy & paste the rebel faction into your new region to fix this CTD issue.

[EDIT:] * Character / Settlement Placement on the campaign map.

Usually -show_err will give you the appropriate coordinates as to a bad tile placement. From memory, its OK to place characters / agents on most terrain types (EG standard forests, hills etc), obviously apart from inaccessible tiles (mountains, fords, rivers). Watch out though, some campaign map tiles are misleading. EG, tried to reposition Cyrene onto the northern coastal tiles in Cyrenaica, but the game stated that this tile was inaccessible. Whether or not this was influenced by the sea cliffs I'm unsure.

Additionally, when the game auto-generates family members (in the case of SPQR around Rome), it will spawn them successfully onto fords, not the river itself - pretty smart stuff ~D Usually the 2 family members will be created 1 tile North and one tile North East of Rome. I've repositioned Rome so that it has the river immediately on its right tiles. As a result, the family members were spawned on the tiles that were not occupied by other family members, agents or invalid terrain.

You can get away with positioning a settlement on hills. If you zoom into the settlement (from the settlement info scroll), you will see that the settlement perimeter is laid out flat, and then outside this area the natural features will be present (EG woodland, rolling hills, coastline etc). I was originally concerned about this until it was tested out (multiple settlements for several factions).

Monkwarrior
02-08-2006, 10:08
A few more:

* descr_strat (DS) & descr_regions (DR)

Specifically Eastern culture (Parthia, Pontus & Armenia). For the default culture tag (DCT), you can use any Eastern faction. However, after attempting to use Pontus as the faction creator (FC) for a new settlement in DS, whilst loading up a new campaign map.rmw, the game didn't like this and gave a hard CTD.
Not for me. I have several settlements with faction_creator pontus without any problems.


* descr_regions (DR) & rebel_faction_descr (RFD)

Attempted to use alternate rebel factions from RFD, but the game will once again give a hard CTD. The campaign map is generated fine, and the progress bar will appear (even reach the end), but before you see the campaign map it will CTD. Managed to work out that the game does not like selected rebel factions from RFD. Ones from memory that have caused problems (although there are probably many more in there) include Celtici, Phrygians.

Workaround: simply use the rebel factions that the default vanilla settlements use. Search for a nearby settlement / region in DR, and copy & paste the rebel faction into your new region to fix this CTD issue.

What does "alternate rebel factions" means?
I have lots of new rebel factions and no one causes problems.
In the original vanilla game there are several rebels in descr_rebel_factions that are not "translated" in rebel_faction_descr (I say this from my memory, perhaps it is the other way round) and they cause CTD. I think I said something about that in the short tutorial for new rebels.

Seasoned Alcoholic
02-08-2006, 10:58
Not for me. I have several settlements with faction_creator pontus without any problems.

That's strange, after receiving the hard CTD, all I did to solve the problem was change Pontus to Parthia in about 3 places in DS. Didn't edit anything else, and the campaign map was generated fine.


What does "alternate rebel factions" means?
I have lots of new rebel factions and no one causes problems.
In the original vanilla game there are several rebels in descr_rebel_factions that are not "translated" in rebel_faction_descr (I say this from my memory, perhaps it is the other way round) and they cause CTD. I think I said something about that in the short tutorial for new rebels.

By that I mean the other rebel factions available in that list, IE the ones not used in a vanilla version. I'd spotted some settlements that were using incorrect rebel factions (and tried to allocate alternate ones to new settlements), so after changing some, I kept getting CTD. Changed the rebel factions in DR back to what they were, and things worked fine.

Whenever I'm modding now, I'm half-expecting to receive a hard CTD through what's been edited. So I ususally edit one or two things at-a-time, test to see if the changes work, then (if the test was successful) completely back up all the files that have been modified. I do this as an ongoing process because of the sheer volume of CTDs I've received through modding. The hard CTDs are the worst because you have to use trial and error & problem-solving to work out what the game doesn't like (or retrace your steps ~:rolleyes:)

Monkwarrior
02-08-2006, 11:38
That's strange, after receiving the hard CTD, all I did to solve the problem was change Pontus to Parthia in about 3 places in DS. Didn't edit anything else, and the campaign map was generated fine.

In my opinion the problem comes from some kind of incompatibility of faction_creator and culture tag of that regions, or from the presence of some building not assigned to pontus (if any). The sole presence of pontus in faction_creator is not the reason.

By that I mean the other rebel factions available in that list, IE the ones not used in a vanilla version. I'd spotted some settlements that were using incorrect rebel factions (and tried to allocate alternate ones to new settlements), so after changing some, I kept getting CTD. Changed the rebel factions in DR back to what they were, and things worked fine.

Check if those alternate rebels are present in both descr_rebel_factions (Data folder) and rebel_faction_descr (Data\text folder).

Whenever I'm modding now, I'm half-expecting to receive a hard CTD through what's been edited. So I ususally edit one or two things at-a-time, test to see if the changes work, then (if the test was successful) completely back up all the files that have been modified. I do this as an ongoing process because of the sheer volume of CTDs I've received through modding. The hard CTDs are the worst because you have to use trial and error & problem-solving to work out what the game doesn't like (or retrace your steps ~:rolleyes:)
Yes, I also expect the hard CTD (I'm now immerse in such type of problem).
But sometimes one change in one file MUST be linked to changes in other files, so the hard CTD doesn't mean (at least not always) that the change is forbidden, but that other changes are needed (sometimes without error message).
It is difficult for me to explain it without an illustrative example (sorry).:dizzy2:

Teleklos Archelaou
02-08-2006, 21:55
EB is having some CTD's after exiting a campaign - while the load bar is moving and you are heading back to the main menu. If any other mod or modder has had this problem (so far it seems unique :grin:), please let us know. Maybe we can figure out what type of thing causes this sort of CTD.

Dol Guldur
02-08-2006, 23:26
Any clues from the dump file?

Hans Kloss
02-16-2006, 22:57
I have got interesting one and maybe you guys could help: black screen CTD when trying to save campaign.This is with Atilla Reloaded's version 4.1 installed with unmodded BI.When pressing save button RTW CTD's to windows but strangly enough saves are made although any attempts to load upon restarting RTW ends in PC freezing up completely.I have look at dump files but there is nothing there to indicate what the problem could be

Edit: This is a text from dmp which might be relevent :


@AFLOATING POINT EXCEPTION. [%s] (Address 0x%p)
Retry and set error_on_fp_exception to false to disable FP errors.
For context of error, hit retry and in disassembly window use Edit->Go To with Address mode to go to the supplied address.Set a break point at the next line, and hit F5 to continue

Centurion Cato
03-20-2006, 22:44
If you use the my_mod system you must have the export_VnVs file in the text folder of your my_mod folder. Not doing so results in a CTD on invoking the generals scroll. I've only tested this in B.I 1.6. It seems we can't redirect the exe to the vanilla...

khelvan
03-22-2006, 10:15
I would ask for a volunteer to update this. I am no longer able to, I can barely keep up with other things, much less remember this, and I think it is important enough to have someone keep it up to date.

player1
03-28-2006, 18:55
Faction selection screen:
- Lack of campaign descriptions.

Not in 1.5/1.6
Only problem with 1.3 or 1.4

Arbaces
04-04-2006, 21:23
Something new for your guide...

Campaign Map Loading CTDs:
- Problem with map_features.tga which may block access to certain areas of the map and cause a pathfinding problem. Also adding 4 river pixels in a 2*2 area might affect the river's geometry and also causes CTD. So.. take care with rivers.

Thanks to Muizer for this valuable hint for this CTD.

nikolai1962
04-24-2006, 23:48
If for some reason you remove a faction completely from descr_strat but forget to remove them as faction creator of a region in descr_regions then the game crashs when you scroll over that region on the campaign map.

edyzmedieval
05-04-2006, 10:19
Something new for your guide...

Campaign Map Loading CTDs:
- Problem with map_features.tga which may block access to certain areas of the map and cause a pathfinding problem. Also adding 4 river pixels in a 2*2 area might affect the river's geometry and also causes CTD. So.. take care with rivers.

Thanks to Muizer for this valuable hint for this CTD.

Thanks for this. I have some problems with my modded campaign map. I hope this is the problem for the CTD. :book:

:bulb2:

Teleklos Archelaou
05-15-2006, 15:43
Here's a neat new one:

CTD when one faction seems to be attacking another faction only. The CTD occurs at the moment where the intermediate battle initiation screen should pop up. For example, you click an enemy faction settlement to attack, and you might get the "Attack Neutral Faction?" pop up, but then as it should next load the screen that judges both armies, and lets you choose whether or not to fight the battle yourself or auto resolve it, at that precise moment there is a CTD. This does not seem to occur when fighting against rebels of any sort.

I'll try to update this as progress is made.

Dol Guldur
05-15-2006, 17:26
So you are saying this does not occur when the factions involved are at war as there would be no pop-up attack-confirmation box? So the error is attached to diplomacy or to the generationof the "at war/broken alliance" event? Events would be my first port of call I think.

Dromikaites
05-15-2006, 19:48
Campaign Map Loading Kick to Main Menu: when two characters (generals, captains, spies, etc) are placed on the same tile in the descr_strat.txt.

If we exit the game after the Kick to Main Menu there is no error message. This makes the error sometimes hard to discover.

Teleklos Archelaou
05-20-2006, 22:08
So you are saying this does not occur when the factions involved are at war as there would be no pop-up attack-confirmation box? So the error is attached to diplomacy or to the generationof the "at war/broken alliance" event? Events would be my first port of call I think.
It now seems to occur sometimes even when factions are already at war. No characters involved at all either - outside of a city in the open field.

Happening right at the moment the window should open for withdraw/autoresolve/fight options are available. Will keep looking.

And now it is happening when some other factions attack my city, if they were not at war previously - or if they are sieging me too even at war.

And now ships attacking neutral factions cause the CTD too.

Dol Guldur
05-21-2006, 00:06
The elements - as I am sure you know - for the scroll would be an event title, an event string, an event image, music, interface-related TGA files and the "bi options" header on/off depending on whether it is 1.5 or BI (i.e. night attack box) in the DS file.

These are the very obvious things.

Agraes
05-23-2006, 19:14
I was codding rebels for ATW and I noticed CTD on AI turns, I was firstly thinking it was related to names but after some expirimentation I concluded this was caused by rebel armies being placed on the sea. I know it can looks weird, but in my case the army was more on the beach, the strat map did load but CTD occured on AI turn.

Monkwarrior
05-29-2006, 12:39
I'm not sure if this is the best thread to ask for help with a CTD problem, but just in case...

I'm having a non-systematic CTD when clicking the end-turn button. Of course, without any error message.
With non-systematic, I mean that loading the autosaved game (previous turn), CTD doesn't happen again at the end of turn, but several turns later (with no rule about how many turns are needed).

I thought that it was related with rebels, but the AI has no time for movements. Even the AI factions icons don't appear in the top of the screen.

Any idea?:help:

Stuie
05-29-2006, 20:17
I thought that it was related with rebels, but the AI has no time for movements. Even the AI factions icons don't appear in the top of the screen.

Any idea?:help:

Double check you names files - that sounds very much like a name file problem.

Now for mine: the current beta of TFT has a CTD problem when reloading the campaign map after a battle - sometimes the loading bar will finish and then a CTD occurs. This has only been reported about mid-way into one campaign, but that might just be a result of limited testing thus far. I thought traits or ancillaries would be to blame, but I have checked both file pretty thoroughly and see no errors.

Anything else that might cause this?

alpaca
05-29-2006, 21:47
@Monkwarrior: This could also be caused by traits or ancillaries, in fact any randomized part of the game could show this behaviour.
@Stuie: Returning from the battlemap? I'd say t&a too, especially if the error is infrequent. You could also have a problem with adoptions (man of the hour), or does it only happen when you destroy a faction or something?
I can't think of anything else that happens on returning to the campaign map that might crash the game.

Stuie
05-29-2006, 22:34
@Stuie: Returning from the battlemap? I'd say t&a too, especially if the error is infrequent. You could also have a problem with adoptions (man of the hour), or does it only happen when you destroy a faction or something?
I can't think of anything else that happens on returning to the campaign map that might crash the game.

Named characters have been involved every time. Guess I need to go through t&a even MORE carefully. ~:(

Zuo_Yi_Long
05-31-2006, 05:18
Hello. I seem to be getting a frequent CTD after the conclusion of a battle (if enemies sally or send reinforcements to break a siege and I wipe them out) precisely after the 'settlement occupied' message - no matter which option I choose the result is a ctd, even trying to save the game at this point c'std. Any ideas? Some suggestions would be greatly appreciated.

Teleklos Archelaou
05-31-2006, 18:53
If there is any way possible, I'd recommend setting up an Excel spreadsheet to handle the names. Keeping them with columns in between for tabs, using the concatenate command to make sure the columns on the left and right are exactly the same:

=CONCATENATE("{",F47,"}")

as an example will turn:

Teleklos into {Teleklos} with no errors. (for use in the text directory names.txt file).

Monkwarrior
05-31-2006, 22:30
@Monkwarrior: This could also be caused by traits or ancillaries, in fact any randomized part of the game could show this behaviour.
I've been comparing the original and the modded files export_descr_ancillaries and export_descr_character_traits.

The only changes are:
- inclussion of nomad as one of the cultures in ExcludeCultures line (I've imported this culture from BI)
- vanilla temples in triggers replaced by new temples or other buildings (tavern, bardic_circle, etc). The names must be ok, as this type of error is shown by -show_err.
- some triggers have been deactivated by putting a semi-colon at the beginning of each line.
- There were no priests for spain faction, and I've changed some from (non-used) scythia.
- I've imported the traits required for night battles from BI following the corresponding tutorial. I've already played some of those battles.
- Finally, some traits have been included to increase the movement points of agents, etc.

I can't find any mistake here. Any other idea?:help:

Hans Kloss
05-31-2006, 23:45
Does any of guys knows how can read/decode DMP files usually left after RTW crashes on the campaign map.I'm beta testing new version of INVASIO BARBARORUM: FLAGELLUM DEI and have been experiencing CTD's at various stages of playing campaign.I guess there might some information there as to causes of that

LestaT
06-05-2006, 23:34
I got KTM to menu when converting mundus magnus map to RTR Platinum.

https://img102.imageshack.us/img102/3179/strat9ce.jpg

The settlement is actually the first one on the list (Latium)

Anyone had any idea why it happened ? :help:

Dol Guldur
06-06-2006, 00:05
This can occur when a culture tag is assigned to a settlement that is a slave. I'd check all your default culture/faction creator lines for factions inconsistent with the mod.

LestaT
06-06-2006, 04:12
Meaning that default culture in descr_region and faction_creator must be the same ?

Thanks. I have guess that because I haven't updated the descr_region yet.

Monkwarrior
06-06-2006, 08:51
This can occur when a culture tag is assigned to a settlement that is a slave. I'd check all your default culture/faction creator lines for factions inconsistent with the mod.
Could you explain this, please?:embarassed:

@LestaT: I received such a message when the corresponding region was not included (or had a typing mistake) in imperial_campaign_regions_and_settlement_names.txt (text folder).

Dol Guldur
06-06-2006, 13:40
I think I may have got my wires crossed. Adding (in the DR file) the slave faction as a default culture tag will result in a default culture being assigned (there is an order in which it defaults according to your coding but I cannot remember it).

I have had the error report generated above and have resolved it - I think it is connected with this but I shall have to try and remember what it was that was causing it exactly as I seem to have forgotten :( It may have been when it was trying to generate buildings that no longer existed...I should keep more accurate records.

LestaT
06-06-2006, 16:13
I think I may have got my wires crossed. Adding (in the DR file) the slave faction as a default culture tag will result in a default culture being assigned (there is an order in which it defaults according to your coding but I cannot remember it).

I have had the error report generated above and have resolved it - I think it is connected with this but I shall have to try and remember what it was that was causing it exactly as I seem to have forgotten :( It may have been when it was trying to generate buildings that no longer existed...I should keep more accurate records.

The first part is already cleared, but still happened the error, only this time the line mover further to some german area.

Maybe there's still some vanilla buildings listed in DS... will check.

Thanks.

Edit: corrected some default barrack entries, but still the same CTD. Here's another clue. When clicking thse 2 faction when selecting campaign it CTD stratght away without any error. Germans and Greek Cities.

katchem_ash
06-06-2006, 16:13
Hello,

I am new here, so I am sorry if I say anything stupid or already answered.

I looked and uploaded the unlock all factions text file that is avaiable here with the intent to play as Scythia. While it works, whenever I click the Scythia Icon in the Imperial Campain to play, it just Crashes to the Desktop no error messages.

Any help on this matter?

Dol Guldur
06-06-2006, 17:47
It's been such a while since i played vanilla. If Scythia is normally unplayable it will need a campaign description in the file of the same name found in the data\text folder - though I would have thought an unlock all factions download woud include that file.

Just mimic the entry for the other factions.

PROMETHEUS
06-07-2006, 16:45
What about the cts that do not show any error message?

Monkwarrior
07-04-2006, 08:50
A few more:

* descr_strat (DS) & descr_regions (DR)

Specifically Eastern culture (Parthia, Pontus & Armenia). For the default culture tag (DCT), you can use any Eastern faction. However, after attempting to use Pontus as the faction creator (FC) for a new settlement in DS, whilst loading up a new campaign map.rmw, the game didn't like this and gave a hard CTD.

Workaround: substituted Parthia as the faction creator, and things worked perfectly.

Ok, this is right in part. (I was wrong in the other part :embarassed: )

This problem came to me only in case the default culture (descr_regions) and faction_creator (descr_strat) is pontus, but the owner of the region is rebels :dizzy2: .
I got CTD (no error message) when clicking on the settlement or when trying to put a spy inside the settlement.

The same settlement, with the same configuration (culture and creator), but owned by pontus, didn't get any problem of CTD. It seems that the other eastern faction (armenia) doesn't produce the same effect.

This problem was solved only if pontus is replaced by parthia in descr_regions :juggle2: . The change only in descr_strat was not successful.

I wonder what happens with a region of pontic culture, but that rebels in one moment during the campaign.:inquisitive:

iberus_generalis
09-14-2006, 00:19
recurrent CTD during battles for no reason at all, no error nor nothing. Lack of memory, or some registry/file system, damaged or faulty entry- resolution, run ChkDsk, defragment, run reg cleaner, defragment again...CTD's should be reduced by a large amount, i had trouble during battles, no stutering nothing, the game playing smoothly, suddenly ctd...i checked my disc and file system and was full of faults and errors, the ctds almost stoped, than i defragmented, and ran RegClean, and all CTD's gonne away....if your problem is memory, reduce the settings or upgrade your pc=p

Neon twilight
09-15-2006, 22:12
When loading a campain map it may crash without any show_err message if rebels sub factions cites an rebel armies sub factions don't match. For exemple you've a rebel sub faction Allani army and no city to of thier sub faction.

rorarii
10-07-2006, 00:44
Very useful, this one!

CTD during splash screen:
- Missing entry in export_buildings.txt


and don't forget the blank definition otherwise you'll get a CTD

<building level name>_
<building level name>__desc
<building level name>__desc_short





R

Foot
11-24-2006, 15:28
Here's a ctd that will get all you problem solvers out there drooling over, for it has defied all ingenuity brought against it.

The mod is EB, the internal build, using the -mod:mymod form and running on RTW 1.5.

The ctd occurs for very specific circumstances and it is repeatable. Playing as the faction Arverni (scythia) a ctd will occur when attacking on the field an Aedui army (gauls). This ctd does not occur when an Arverni army attacks any other faction, and it only occurs when the player is Arverni and attacking.
So to recap, the conditions for the ctd are thus:
- Player is Arverni (scythia)
- Player attacks Aedui (gauls) only.
- Battle must be field battle (siege battles don't cause problem - haven't tested ambush battles).
- Armies can be either led by general or captain; makes no difference.

Now the fashion of the ctd is as follows. It occurs, as long as the above conditions are met, as soon as the armies meet on the strat map. The armies line with one another, but the game ctd's before either one can strike with their sword. The game, thus, ctds before the prebattle scroll, before either army swings their sword, but after the armies have squared up against each other.

So far the following attempts have been made to solve the ctd:
- swapped out the arverni (scythia) and aedui (gauls) general and lesser general stratmap models and replaced with inoffensive roman ones. Did not work.

Filemon indicates a couple of consistencies between various seperate accounts of the ctd and I shall place them below.

Arverni (Player) vs Aedui (AI) - ctd 1


1 08:34:35 RomeTW.exe:3656 OPEN D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\old\generals\000.tga SUCCESS Options: Open Access: Read
2 08:34:35 RomeTW.exe:3656 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\old\generals\000.tga SUCCESS FileNameInformation
3 08:34:35 RomeTW.exe:3656 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\old\generals\000.tga SUCCESS FileNameInformation
4 08:34:35 RomeTW.exe:3656 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\old\generals\000.tga SUCCESS Length: 11132
5 08:34:35 RomeTW.exe:3656 READ D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\old\generals\000.tga SUCCESS Offset: 0 Length: 4096
6 08:34:35 RomeTW.exe:3656 READ D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\old\generals\000.tga SUCCESS Offset: 4096 Length: 4096
7 08:34:35 RomeTW.exe:3656 READ D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\old\generals\000.tga SUCCESS Offset: 8192 Length: 4096
8 08:34:35 RomeTW.exe:3656 CLOSE D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\old\generals\000.tga SUCCESS
9 08:34:40 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14868480 Length: 32768
10 08:34:40 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14901248 Length: 32768
11 08:34:40 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\Voice3.dat SUCCESS Offset: 18038784 Length: 32768
12 08:34:40 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14934016 Length: 32768
13 08:34:40 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14966784 Length: 32768
14 08:34:41 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14999552 Length: 32768
15 08:34:41 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 15032320 Length: 32768
16 08:34:41 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 15065088 Length: 32768
17 08:34:41 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 114982912 Length: 32768
18 08:34:41 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 163680256 Length: 32768
19 08:34:41 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 15097856 Length: 20480
20 08:34:42 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 163647488 Length: 32768
21 08:34:47 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 163823616 Length: 32768
22 08:34:49 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90120192 Length: 32768
23 08:34:50 RomeTW.exe:3656 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90152960 Length: 32768
24 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\pack.idx SUCCESS
25 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\sprites_0.pak SUCCESS
26 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\patch_0.pak SUCCESS
27 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\sprites_1.pak SUCCESS
28 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\models_building_textures.pak SUCCESS
29 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\models_unit_textures.pak SUCCESS
30 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\battle_open.pak SUCCESS
31 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\ui_0.pak SUCCESS
32 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\ui_1.pak SUCCESS
33 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Music.idx SUCCESS
34 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Music.dat SUCCESS
35 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\terrain\aerial_map\template_weights\ SUCCESS
36 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\terrain\aerial_map\template_weights\ SUCCESS
37 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\skeletons.idx SUCCESS
38 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\pack.dat SUCCESS
39 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\skeletons.dat SUCCESS
40 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\terrain\aerial_map\template_weights\ SUCCESS
41 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS
42 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\SFX.idx SUCCESS
43 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice1.idx SUCCESS
44 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice1.dat SUCCESS
45 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice2.idx SUCCESS
46 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice2.dat SUCCESS
47 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice3.idx SUCCESS
48 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice3.dat SUCCESS
49 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build SUCCESS
50 08:34:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\fmv\victory\barbarian_outro_320x240.wmv SUCCESS
51 08:34:52 ~e5.0001:260 CLOSE D:\Games\EB Internal Build\RomeTW.exe SUCCESS


Arverni (Player) vs Aedui (AI) - ctd 2


1 09:47:41 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14868480 Length: 32768
2 09:47:42 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14901248 Length: 32768
3 09:47:42 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\Voice3.dat SUCCESS Offset: 177930240 Length: 32768
4 09:47:42 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14934016 Length: 32768
5 09:47:42 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14966784 Length: 32768
6 09:47:42 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14999552 Length: 32768
7 09:47:43 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 15032320 Length: 32768
8 09:47:43 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 15065088 Length: 32768
9 09:47:43 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 15097856 Length: 32768
10 09:47:44 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 114982912 Length: 32768
11 09:47:44 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 167862272 Length: 32768
12 09:47:48 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90120192 Length: 32768
13 09:47:49 RomeTW.exe:2952 READ D:\Games\EB Internal Build\eb\data\animations\pack.dat SUCCESS Offset: 4894720 Length: 4096
14 09:47:49 RomeTW.exe:2952 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90152960 Length: 32768
15 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\pack.idx SUCCESS
16 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\sprites_0.pak SUCCESS
17 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\patch_0.pak SUCCESS
18 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\sprites_1.pak SUCCESS
19 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\models_building_textures.pak SUCCESS
20 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\models_unit_textures.pak SUCCESS
21 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\battle_open.pak SUCCESS
22 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\ui_0.pak SUCCESS
23 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\ui_1.pak SUCCESS
24 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\skeletons.idx SUCCESS
25 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Music.idx SUCCESS
26 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Music.dat SUCCESS
27 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\skeletons.dat SUCCESS
28 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\pack.dat SUCCESS
29 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice1.dat SUCCESS
30 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\SFX.idx SUCCESS
31 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\terrain\aerial_map\template_weights\ SUCCESS
32 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS
33 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice1.idx SUCCESS
34 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice2.idx SUCCESS
35 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice2.dat SUCCESS
36 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice3.idx SUCCESS
37 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice3.dat SUCCESS
38 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\fmv\victory\barbarian_outro_320x240.wmv SUCCESS
39 09:47:50 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build SUCCESS
40 09:47:51 ~e5.0001:3984 CLOSE D:\Games\EB Internal Build\RomeTW.exe SUCCESS


Arverni (Player) vs Aedui (AI) - ctd 3


1 13:40:42 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\units\scythia\ SUCCESS Options: Open Directory Access: 00100001
2 13:40:42 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\units\scythia\ SUCCESS FileBothDirectoryInformation: #celtic_infantry_gaeroas.tga
3 13:40:42 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\units\scythia\ SUCCESS
4 13:40:42 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\units\scythia\#celtic_infantry_gaeroas.tga SUCCESS Attributes: A
5 13:40:42 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\units\scythia\ SUCCESS Options: Open Directory Access: 00100001
6 13:40:42 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\units\scythia\ SUCCESS FileBothDirectoryInformation: #celtic_infantry_gaeroas.tga
7 13:40:42 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\units\scythia\ SUCCESS
8 13:40:42 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\units\scythia\#celtic_infantry_gaeroas.tga SUCCESS Attributes: A
9 13:40:42 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\units\scythia\#celtic_infantry_gaeroas.tga SUCCESS Options: Open Access: Read
10 13:40:42 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\units\scythia\#celtic_infantry_gaeroas.tga SUCCESS FileNameInformation
11 13:40:42 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\units\scythia\#celtic_infantry_gaeroas.tga SUCCESS FileNameInformation
12 13:40:42 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\units\scythia\#celtic_infantry_gaeroas.tga SUCCESS Length: 6765
13 13:40:42 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\units\scythia\#celtic_infantry_gaeroas.tga SUCCESS Offset: 0 Length: 4096
14 13:40:42 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\units\scythia\#celtic_infantry_gaeroas.tga SUCCESS Offset: 4096 Length: 4096
15 13:40:42 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\units\scythia\#celtic_infantry_gaeroas.tga SUCCESS
16 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\pack.idx SUCCESS
17 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\sprites_0.pak SUCCESS
18 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\patch_0.pak SUCCESS
19 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\sprites_1.pak SUCCESS
20 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\models_building_textures.pak SUCCESS
21 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\models_unit_textures.pak SUCCESS
22 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\battle_open.pak SUCCESS
23 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\ui_0.pak SUCCESS
24 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\packs\ui_1.pak SUCCESS
25 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\skeletons.idx SUCCESS
26 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Music.idx SUCCESS
27 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Music.dat SUCCESS
28 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\pack.dat SUCCESS
29 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice1.idx SUCCESS
30 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS
31 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice1.dat SUCCESS
32 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\eb\data\animations\skeletons.dat SUCCESS
33 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\terrain\aerial_map\template_weights\ SUCCESS
34 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\SFX.idx SUCCESS
35 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice2.idx SUCCESS
36 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice2.dat SUCCESS
37 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice3.idx SUCCESS
38 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\sounds\Voice3.dat SUCCESS
39 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build\data\fmv\victory\barbarian_outro_320x240.wmv SUCCESS
40 13:40:54 RomeTW.exe:712 CLOSE D:\Games\EB Internal Build SUCCESS
41 13:40:57 ~e5.0001:1492 CLOSE D:\Games\EB Internal Build\RomeTW.exe SUCCESS


And one non-ctd battle to compare

Arverni (Player) vs Sweboz (AI) - non-ctd 1


1 13:31:36 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14868480 Length: 32768
2 13:31:36 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14901248 Length: 32768
3 13:31:36 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\Voice3.dat SUCCESS Offset: 177930240 Length: 32768
4 13:31:36 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14934016 Length: 32768
5 13:31:36 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 114933760 Length: 32768
6 13:31:36 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14966784 Length: 32768
7 13:31:37 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 14999552 Length: 32768
8 13:31:37 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 15032320 Length: 32768
9 13:31:37 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 15065088 Length: 32768
10 13:31:37 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 15097856 Length: 20480
11 13:31:48 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90120192 Length: 32768
12 13:31:48 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\animations\pack.dat SUCCESS Offset: 4894720 Length: 4096
13 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90152960 Length: 32768
14 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS Options: Open Directory Access: 00100001
15 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS FileBothDirectoryInformation: prebattle_attack.tga
16 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS
17 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Attributes: A
18 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS Options: Open Directory Access: 00100001
19 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ NO SUCH FILE FileBothDirectoryInformation: prebattle_attack.tga.dds
20 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS
21 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS Options: Open Directory Access: 00100001
22 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ NO SUCH FILE FileBothDirectoryInformation: prebattle_attack.tga.dds
23 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS
24 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS Options: Open Directory Access: 00100001
25 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS FileBothDirectoryInformation: prebattle_attack.tga
26 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS
27 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Attributes: A
28 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Options: Open Access: Read
29 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
30 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
31 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Length: 153644
32 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 0 Length: 4096
33 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 0 Length: 4096
34 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS
35 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS Options: Open Directory Access: 00100001
36 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ NO SUCH FILE FileBothDirectoryInformation: 000_select.tga.dds
37 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS
38 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS Options: Open Directory Access: 00100001
39 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ NO SUCH FILE FileBothDirectoryInformation: 000_select.tga.dds
40 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS
41 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS Options: Open Directory Access: 00100001
42 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ NO SUCH FILE FileBothDirectoryInformation: 000_select.tga
43 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS
44 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS Options: Open Directory Access: 00100001
45 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ NO SUCH FILE FileBothDirectoryInformation: 000_select.tga
46 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS
47 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\eb\data\ui\barbarian\portraits\cards\young\generals\ PATH NOT FOUND Options: Open Directory Access: 00100001
48 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\eb\data\ui\barbarian\portraits\cards\young\generals\ PATH NOT FOUND Options: Open Directory Access: 00100001
49 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\eb\data\ui\barbarian\portraits\cards\young\generals\ PATH NOT FOUND Options: Open Directory Access: 00100001
50 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\eb\data\ui\barbarian\portraits\cards\young\generals\ PATH NOT FOUND Options: Open Directory Access: 00100001
51 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS Options: Open Directory Access: 00100001
52 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ NO SUCH FILE FileBothDirectoryInformation: 081_select.tga.dds
53 13:31:49 RomeTW.exe:2000 READ D:\$Directory SUCCESS Offset: 12288 Length: 4096
54 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS
55 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS Options: Open Directory Access: 00100001
56 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ NO SUCH FILE FileBothDirectoryInformation: 081_select.tga.dds
57 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS
58 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS Options: Open Directory Access: 00100001
59 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ NO SUCH FILE FileBothDirectoryInformation: 081_select.tga
60 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS
61 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS Options: Open Directory Access: 00100001
62 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ NO SUCH FILE FileBothDirectoryInformation: 081_select.tga
63 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\ SUCCESS
64 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\eb\data\ui\barbarian\portraits\cards\young\generals\ PATH NOT FOUND Options: Open Directory Access: 00100001
65 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\eb\data\ui\barbarian\portraits\cards\young\generals\ PATH NOT FOUND Options: Open Directory Access: 00100001
66 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\eb\data\ui\barbarian\portraits\cards\young\generals\ PATH NOT FOUND Options: Open Directory Access: 00100001
67 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\eb\data\ui\barbarian\portraits\cards\young\generals\ PATH NOT FOUND Options: Open Directory Access: 00100001
68 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Options: Open Access: Read
69 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
70 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
71 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Length: 153644
72 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 0 Length: 151552
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75 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 151552 Length: 4096
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77 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS
78 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Options: Open Access: Read
79 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
80 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
81 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Length: 153644
82 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 0 Length: 4096
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117 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 143360 Length: 4096
118 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 147456 Length: 4096
119 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 151552 Length: 4096
120 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS
121 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\000.tga SUCCESS Options: Open Access: Read
122 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\000.tga SUCCESS FileNameInformation
123 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\000.tga SUCCESS FileNameInformation
124 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\000.tga SUCCESS Length: 11132
125 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\000.tga SUCCESS Offset: 0 Length: 4096
126 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\000.tga SUCCESS Offset: 4096 Length: 4096
127 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\000.tga SUCCESS Offset: 8192 Length: 4096
128 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\000.tga SUCCESS
129 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\081.tga SUCCESS Options: Open Access: Read
130 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\081.tga SUCCESS FileNameInformation
131 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\081.tga SUCCESS FileNameInformation
132 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\081.tga SUCCESS Length: 11132
133 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\081.tga SUCCESS Offset: 0 Length: 4096
134 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\081.tga SUCCESS Offset: 0 Length: 4096
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136 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\081.tga SUCCESS Offset: 8192 Length: 4096
137 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\barbarian\portraits\cards\young\generals\081.tga SUCCESS
138 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS Options: Open Directory Access: 00100001
139 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS FileBothDirectoryInformation: prebattle_attack.tga
140 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS
141 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Attributes: A
142 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS Options: Open Directory Access: 00100001
143 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ NO SUCH FILE FileBothDirectoryInformation: prebattle_attack.tga.dds
144 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS
145 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS Options: Open Directory Access: 00100001
146 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ NO SUCH FILE FileBothDirectoryInformation: prebattle_attack.tga.dds
147 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS
148 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS Options: Open Directory Access: 00100001
149 13:31:49 RomeTW.exe:2000 DIRECTORY D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS FileBothDirectoryInformation: prebattle_attack.tga
150 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\ SUCCESS
151 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Attributes: A
152 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Options: Open Access: Read
153 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
154 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
155 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Length: 153644
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157 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS
158 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Options: Open Access: Read
159 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
160 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
161 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Length: 153644
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164 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS
165 13:31:49 RomeTW.exe:2000 OPEN D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Options: Open Access: Read
166 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
167 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS FileNameInformation
168 13:31:49 RomeTW.exe:2000 QUERY INFORMATION D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Length: 153644
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184 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 61440 Length: 4096
185 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 65536 Length: 4096
186 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 69632 Length: 4096
187 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 73728 Length: 4096
188 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 77824 Length: 4096
189 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 81920 Length: 4096
190 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 86016 Length: 4096
191 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 90112 Length: 4096
192 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 94208 Length: 4096
193 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 98304 Length: 4096
194 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 102400 Length: 4096
195 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 106496 Length: 4096
196 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 110592 Length: 4096
197 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 114688 Length: 4096
198 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 118784 Length: 4096
199 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 122880 Length: 4096
200 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 126976 Length: 4096
201 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 131072 Length: 4096
202 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 135168 Length: 4096
203 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 139264 Length: 4096
204 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 143360 Length: 4096
205 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 147456 Length: 4096
206 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS Offset: 151552 Length: 4096
207 13:31:49 RomeTW.exe:2000 CLOSE D:\Games\EB Internal Build\eb\data\ui\generic\eventpics\prebattle_attack.tga SUCCESS
208 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 144080896 Length: 32768
209 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90185728 Length: 32768
210 13:31:49 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 144113664 Length: 32768
211 13:31:50 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 143900672 Length: 32768
212 13:31:50 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 144146432 Length: 32768
213 13:31:50 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 143933440 Length: 32768
214 13:31:50 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 143966208 Length: 32768
215 13:31:50 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90218496 Length: 32768
216 13:31:51 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90251264 Length: 32768
217 13:31:52 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90284032 Length: 32768
218 13:31:53 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90316800 Length: 32768
219 13:31:54 RomeTW.exe:2000 READ D:\Games\EB Internal Build\data\sounds\SFX.dat SUCCESS Offset: 90349568 Length: 32768


Of particular note is that the ctd logs above all hold two things in common. Firstly the process number for the ctds in all examples is RomeTW.exe:712. Secondly the first file in all cases to be precipitated by the process number RomeTW.exe:712 is always eb/data/animations/pack.idx.

Other points that we have worked upon are that the last file successfully opened in the ctd cases is data/sounds/SFX.dat. Also, often the first file from which the ctd cases and non-ctd cases deviate is eb/data/ui/generic, which it cannot find. We tried testing with a "generic" ui folder, but that revealed no further information.

This problem is particularly worrying as it has appeared to escape our notice since we first ported over EB from 1.2 to 1.5, way before our move to the -mod:mymod system. Thus it would be safe to assume that this is something that occured during the 1.5 changeover and information in that area would be very helpful in determing the problem.

In addition the fact that the process number is always RomeTW.exe:712 when the game ctds suggest that this number indicates the problem that RomeTW.exe is running into. Whether this number is unique for this situation or found in all ctd situations is something that would be thoroughly useful to know. Furthermore understanding what 712 means would be of a great help. Perhaps it is indicating a certain file that RomeTW.exe is having trouble with? Or perhaps a process? Is this information avaliable anywhere?

I leave this gratefully in the public hands, and hope that a wider audience will bring in a fresh perspective that will ease the coming of a solution to this serious ctd.

Faithfully,

Foot

Foot
11-24-2006, 19:40
And the anti-climax.

Always check expanded_bi.txt for errors in the internal faction name. The problem lay with one text saying "gaul" instead of "gauls".

Simple really, and discovered by O'ETAIPOS.

Foot

Dol Guldur
11-25-2006, 15:52
LOL.

Those error-messageless typos like that can indeed be annoying.

army_barracks requires factions {celts, }

rather than the correct

army_barracks requires factions { celts, }

will cause a CTD at game start up with no error message, for example.

Glad you got it resolved.

Teleklos Archelaou
12-03-2006, 04:18
That CTD foot reported was the same type of CTD I reported in May. ha! Either way, it is solved now.

We have a CTD now though - a random one while a battle is loading. It will CTD and then you can load up the exact same save game and try the battle again and it seems like every time it works the second time. I will title this the: First-Try-CTD-But-Second-Try-Works CTD. Same location, same units, no turns passed. No other stuff done either even. My guess is that it could be some sky or weather related bug, but we haven't messed with those files that we know of.

Any advice or knowledge of other mods having this problem would be much appreciated.

Hans Kloss
12-08-2006, 10:09
Here is another CTD problem I have come across while beta testing new version of INVASIO BARBARORUM.Game would load but will crash on campaigns loading screen without any error message.I have managed to save DMP where to me greatest surprise I have found this line:


Script Error in bi/data/world/maps/base/descr_regions.txt, at line 134, column 27.Unrecognised: 'britain' as a region resource class (or hidden resource)

checked all entries in descr_regions and export_descr_buildings (52 hidden resources) and everything seem to be correct.

any ideas?

Dol Guldur
12-08-2006, 10:52
We removed the britain resource a long time ago as it was causing crashes when we moused over the regions or clicked on the settlements (though I think it was the former). I think it is becuase this resource is tied to hardcoding. Of course, if you want to make use of its original purpose then I guess you must keep it as long as your mod does not set up other parameters which the hardcoding cannot deal with. I'm not sure what your exact message means - have you listed it in DR and in EDB?

Makanyane
12-08-2006, 13:08
Only other thought would be if Britain has become first resource in EDB list for you. I did have a, to my mind, completely inexplicable problem where adding in EDB

temple_of_horse_shrine requires factions { huns, } or building_present_min_level temple_of_horse temple_of_horse_shrine
(to make other factions able to build over existing shrines etc.) Stopped the game recognising the first resource in the EDB list if it was actually used in DR - putting an un-used resource first in list made it all work fine!
So there might be something to do with the ordering of the list?!

Hans Kloss
12-08-2006, 13:59
as long as your mod does not set up other parameters which the hardcoding cannot deal with. I'm not sure what your exact message means - have you listed it in DR and in EDB?

all listings and spelings are correct ,resource is listed in both files.Interestingly enough we have used britain as hidden resource in previous, released versions and there has never been a single problem related to that.


Only other thought would be if Britain has become first resource in EDB list for you. I did have a, to my mind, completely inexplicable problem where adding in EDB

Quote:
temple_of_horse_shrine requires factions { huns, } or building_present_min_level temple_of_horse temple_of_horse_shrine

(to make other factions able to build over existing shrines etc.) Stopped the game recognising the first resource in the EDB list if it was actually used in DR - putting an un-used resource first in list made it all work fine!
So there might be something to do with the ordering of the list?!

I have tried to add unused hidden resource as first or last item on the list of hidden resources, renamed "britain" to "brit" to avoid possible conflicts, swapped place for resource on the list but I'm getting message about resources not being recognized - now rome being first on the list is causing CTD's:wall:

Dol Guldur
12-08-2006, 14:28
You have made sure that you have less than 64 hidden resources declared in EDB and have not got your hidden_resource mixed up wit your resource in EDB conditionals; and I believe some older versions of RTW may not read the DR lists after 8/9 resources????

Basic questions, I know - but best to ask ;)

Hans Kloss
12-08-2006, 15:38
Here is the list of 51 hidden resources from EDB


hidden_resources celtic rome athens antiochia giza pergamo alexandria capri ravenna jerusalem tara tingi carthago italia silkrd german gaul iberia mesopotamia daylam steppes sarmatian ariana armeniar parthian slavic arabian indian palestinian europa asian grecia italia2 anglosaxon aegyptian africae auxilia palatina ctesiphon kermania media brit river bosphoran berber slav sughdian costantinopoli thessaloniki dalmatia salona

and everything seem to be OK.I can only guess there is some sort of conflict between one of HR and RTW resources

Caius
12-08-2006, 15:46
Strange bug.

In UTW, there are superfactions (few factions but they have much lands).
The Greek Cities starts with about 20 settlements.
Running RTW.
Loading.
Opening campaign.
All ok.
but an error happens.
I click a troop and...
The lovely three leters:CTD!
I tried to run again.
The Greek Cities destroyed

Hans Kloss
12-08-2006, 18:24
The only two references to hidden resources are in EDB and descr_regions.Both files are correct...strange indeed

Makanyane
12-08-2006, 20:55
now rome being first on the list is causing CTD's
Its sounding more like you've met one of the strange illogical bugs I've come across. Some of the more 'creative' things you can do in EDB seem to work perfectly until you make some other apparently unrelated change!

As well as the problem I mentioned before of applying the min_level of building to itself, I also had one using 'and not hidden_resource not_here' (where not_here is not used in DR). That worked perfectly to allow faction jump in building tree until I removed unused factions from descr_strat - those factions weren't mentioned on the affected buildings so theoretically shouldn't have been linked at all! That gave a CTD related to viewing building not resources, but I think goes to show that other changes can have decidedly odd effects.

If you've got anything at all unusual i.e. requirement not used in vanilla, in your EDB, I'd suggest making test version without those elements to see if it gets you past resource problem.... then look at any other recent changes elsewhere in files.

Hans Kloss
12-10-2006, 17:25
Upon reinstalling files I was able to start campaign and play few turns but I could not exit the game properly.Black screen crash and Windows error message.I found once again reference in DMP file to hidden resources.I have restarted RTW but now campaign will not load from the save neither new game can be started.

nikolai1962
12-13-2006, 05:36
Minor thing.

As mentioned previously, if you have a rebel faction listed for a region in descr_regions.txt that has a name listed in rebel_factions.txt but doesn't have an entry in the descr_rebel_factions.txt then you get a CTD with no error message when loading the campaign.

If you add the missing entry for the rebel faction to the descr_rebel_factions.txt then you need to renew the map.rwn or it will still crash.

(Maybe obvious to other people but i didn't think it would need to.)

Dol Guldur
12-15-2006, 17:33
Hans,

Have you added any new buildings or new levels to existing building trees in the EDB? If so, what cultures/factions can build them?

Hans Kloss
12-18-2006, 16:59
Hi Dol Guldur

Here are new bulidings added to export_descr_buildings:




building hinterland_mtltrading
{
levels mtltrading1 mtltrading2 mtltrading3
{
mtltrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -2 requires not resource iron
trade_base_income_bonus bonus 2 requires resource iron
trade_base_income_bonus bonus -1 requires not resource tin
trade_base_income_bonus bonus 1 requires resource tin
trade_base_income_bonus bonus -1 requires not resource copper
trade_base_income_bonus bonus 1 requires resource copper
trade_base_income_bonus bonus -1 requires not resource lead
trade_base_income_bonus bonus 1 requires resource lead
}
construction 1
cost 500
settlement_min town
upgrades
{
mtltrading2
}
}
mtltrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -4 requires not resource iron
trade_base_income_bonus bonus 4 requires resource iron
trade_base_income_bonus bonus -2 requires not resource tin
trade_base_income_bonus bonus 2 requires resource tin
trade_base_income_bonus bonus -2 requires not resource copper
trade_base_income_bonus bonus 2 requires resource copper
trade_base_income_bonus bonus -2 requires not resource lead
trade_base_income_bonus bonus 2 requires resource lead
}
construction 2
cost 500
settlement_min large_town
upgrades
{
mtltrading3
}
}
mtltrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -5 requires not resource iron
trade_base_income_bonus bonus 5 requires resource iron
trade_base_income_bonus bonus -3 requires not resource tin
trade_base_income_bonus bonus 3 requires resource tin
trade_base_income_bonus bonus -3 requires not resource copper
trade_base_income_bonus bonus 3 requires resource copper
trade_base_income_bonus bonus -3 requires not resource lead
trade_base_income_bonus bonus 3 requires resource lead
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_horsestrading
{
levels horsestrading1 horsestrading2 horsestrading3
{
horsestrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -2 requires not resource dogs
trade_base_income_bonus bonus 2 requires resource dogs
}
construction 1
cost 500
settlement_min town
upgrades
{
horsestrading2
}
}
horsestrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -3 requires not resource dogs
trade_base_income_bonus bonus 3 requires resource dogs
}
construction 2
cost 500
settlement_min large_town
upgrades
{
horsestrading3
}
}
horsestrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -4 requires not resource dogs
trade_base_income_bonus bonus 4 requires resource dogs
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_timbertrading
{
levels timbertrading1 timbertrading2 timbertrading3
{
timbertrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -1 requires not resource timber
trade_base_income_bonus bonus 1 requires resource timber
}
construction 1
cost 500
settlement_min town
upgrades
{
timbertrading2
}
}
timbertrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -2 requires not resource timber
trade_base_income_bonus bonus 2 requires resource timber
}
construction 2
cost 500
settlement_min large_town
upgrades
{
timbertrading3
}
}
timbertrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -3 requires not resource timber
trade_base_income_bonus bonus 3 requires resource timber
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_luxurytrading
{
levels luxurytrading1 luxurytrading2 luxurytrading3
{
luxurytrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -3 requires not resource gold
trade_base_income_bonus bonus 3 requires resource gold
trade_base_income_bonus bonus -3 requires not resource silver
trade_base_income_bonus bonus 3 requires resource silver
trade_base_income_bonus bonus -1 requires not resource pottery
trade_base_income_bonus bonus 1 requires resource pottery
trade_base_income_bonus bonus -1 requires not resource glass
trade_base_income_bonus bonus 1 requires resource glass
trade_base_income_bonus bonus -2 requires not resource marble
trade_base_income_bonus bonus 2 requires resource marble
trade_base_income_bonus bonus -1 requires not resource textiles
trade_base_income_bonus bonus 1 requires resource textiles
trade_base_income_bonus bonus -3 requires not resource purple_dye
trade_base_income_bonus bonus 3 requires resource purple_dye
trade_base_income_bonus bonus -2 requires not resource incense
trade_base_income_bonus bonus 2 requires resource incense
trade_base_income_bonus bonus -3 requires not resource silk
trade_base_income_bonus bonus 3 requires resource silk
trade_base_income_bonus bonus -2 requires not resource amber
trade_base_income_bonus bonus 2 requires resource amber
}
construction 1
cost 500
settlement_min town
upgrades
{
luxurytrading2
}
}
luxurytrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -5 requires not resource gold
trade_base_income_bonus bonus 5 requires resource gold
trade_base_income_bonus bonus -5 requires not resource silver
trade_base_income_bonus bonus 5 requires resource silver
trade_base_income_bonus bonus -2 requires not resource pottery
trade_base_income_bonus bonus 2 requires resource pottery
trade_base_income_bonus bonus -2 requires not resource glass
trade_base_income_bonus bonus 2 requires resource glass
trade_base_income_bonus bonus -4 requires not resource marble
trade_base_income_bonus bonus 4 requires resource marble
trade_base_income_bonus bonus -2 requires not resource textiles
trade_base_income_bonus bonus 2 requires resource textiles
trade_base_income_bonus bonus -5 requires not resource purple_dye
trade_base_income_bonus bonus 5 requires resource purple_dye
trade_base_income_bonus bonus -4 requires not resource incense
trade_base_income_bonus bonus 4 requires resource incense
trade_base_income_bonus bonus -5 requires not resource silk
trade_base_income_bonus bonus 5 requires resource silk
trade_base_income_bonus bonus -4 requires not resource amber
trade_base_income_bonus bonus 4 requires resource amber
}
construction 2
cost 500
settlement_min large_town
upgrades
{
luxurytrading3
}
}
luxurytrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -7 requires not resource gold
trade_base_income_bonus bonus 7 requires resource gold
trade_base_income_bonus bonus -7 requires not resource silver
trade_base_income_bonus bonus 7 requires resource silver
trade_base_income_bonus bonus -3 requires not resource pottery
trade_base_income_bonus bonus 3 requires resource pottery
trade_base_income_bonus bonus -3 requires not resource glass
trade_base_income_bonus bonus 3 requires resource glass
trade_base_income_bonus bonus -5 requires not resource marble
trade_base_income_bonus bonus 5 requires resource marble
trade_base_income_bonus bonus -3 requires not resource textiles
trade_base_income_bonus bonus 3 requires resource textiles
trade_base_income_bonus bonus -7 requires not resource purple_dye
trade_base_income_bonus bonus 7 requires resource purple_dye
trade_base_income_bonus bonus -5 requires not resource incense
trade_base_income_bonus bonus 5 requires resource incense
trade_base_income_bonus bonus -7 requires not resource silk
trade_base_income_bonus bonus 7 requires resource silk
trade_base_income_bonus bonus -5 requires not resource amber
trade_base_income_bonus bonus 5 requires resource amber
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_foodstrading
{
levels foodstrading1 foodstrading2 foodstrading3
{
foodstrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -1 requires not resource olive_oil
trade_base_income_bonus bonus 1 requires resource olive_oil
trade_base_income_bonus bonus -1 requires not resource wine
trade_base_income_bonus bonus 1 requires resource wine
trade_base_income_bonus bonus -1 requires not resource pigs
trade_base_income_bonus bonus 1 requires resource pigs
trade_base_income_bonus bonus -1 requires not resource wild_animals
trade_base_income_bonus bonus 1 requires resource wild_animals
trade_base_income_bonus bonus -1 requires not resource hides
trade_base_income_bonus bonus 1 requires resource hides
}
construction 1
cost 500
settlement_min town
upgrades
{
foodstrading2
}
}
foodstrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -2 requires not resource olive_oil
trade_base_income_bonus bonus 2 requires resource olive_oil
trade_base_income_bonus bonus -2 requires not resource wine
trade_base_income_bonus bonus 2 requires resource wine
trade_base_income_bonus bonus -2 requires not resource pigs
trade_base_income_bonus bonus 2 requires resource pigs
trade_base_income_bonus bonus -2 requires not resource wild_animals
trade_base_income_bonus bonus 2 requires resource wild_animals
trade_base_income_bonus bonus -2 requires not resource hides
trade_base_income_bonus bonus 2 requires resource hides
}
construction 2
cost 500
settlement_min large_town
upgrades
{
foodstrading3
}
}
foodstrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -3 requires not resource olive_oil
trade_base_income_bonus bonus 3 requires resource olive_oil
trade_base_income_bonus bonus -3 requires not resource wine
trade_base_income_bonus bonus 3 requires resource wine
trade_base_income_bonus bonus -3 requires not resource pigs
trade_base_income_bonus bonus 3 requires resource pigs
trade_base_income_bonus bonus -3 requires not resource wild_animals
trade_base_income_bonus bonus 3 requires resource wild_animals
trade_base_income_bonus bonus -3 requires not resource hides
trade_base_income_bonus bonus 3 requires resource hides
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_weaponstrading
{
levels weaponstrading1 weaponstrading2 weaponstrading3
{
weaponstrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
weapon_simple 1 requires not building_present_min_level smith blacksmith
trade_base_income_bonus bonus -2 requires not building_present_min_level smith blacksmith
trade_base_income_bonus bonus 2 requires building_present_min_level smith blacksmith
}
construction 1
cost 500
settlement_min town
upgrades
{
weaponstrading2
}
}
weaponstrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
weapon_simple 1 requires not building_present_min_level smith smiths_workshop
weapon_bladed 1 requires not building_present_min_level smith smiths_workshop
trade_base_income_bonus bonus -4 requires not building_present_min_level smith smiths_workshop
trade_base_income_bonus bonus 4 requires building_present_min_level smith smiths_workshop
}
construction 2
cost 500
settlement_min large_town
upgrades
{
weaponstrading3
}
}
weaponstrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
weapon_simple 1 requires not building_present_min_level smith foundry
weapon_bladed 1 requires not building_present_min_level smith foundry
armour 1 requires not building_present_min_level smith foundry
trade_base_income_bonus bonus -6 requires not building_present_min_level smith foundry
trade_base_income_bonus bonus 6 requires building_present_min_level smith foundry
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}

new buildings were created by Ramon Gonzales y Garcia.

Dol Guldur
12-18-2006, 17:38
Try removing carthaginian. My tests (in Bi at least) shows that that culture cannot be assigned to new buildings.

That should cause a KTM though, so when you've removed that culture try adding the building tree name and the levels to the descr_ui_buildings.txt file.

Del. map.rwm and run again.

These sorts of problems can cause resource-related error reports (don;t ask me why).

Let me know what happens.

Hans Kloss
12-18-2006, 17:52
THX to you Dol I got it running again without black screen crashes.Do very much appreciate your help with that.Before reading your posts I have removed all new hinterland buildings and everything is running OK.Next step is to put them back again as you suggested without certain cultures

THX again ...and I'm sure Ramon will be happy too

Dol Guldur
12-18-2006, 18:31
Glad to help! You might want to give some details of how you corrected it in order to help others who may read this thread (if it is not obvious from what has already been posted).

Dol Guldur
12-23-2006, 13:38
I'm getting a CTD that was occurs just as the prebattle scroll is about to pop up? It's just with (some) sieges as best I can tell so far.

Just thought I'd pick your brains before I do even more testing to work out why it's happening.

Teleklos - you had this happening, any clues?

nikolai1962
12-26-2006, 03:24
If it's just with some factions vs other factions it may be a typo in one of the dozens of text strings in... i forget the files, strat.txt or expanded.txt or something.

Dol Guldur
12-26-2006, 11:24
No, all factions engage without error - it's just at *some* sieges. It occurs without characters present, and does not seem building related either. At other times these same cities can be taken without CTD. I have not had the CTD myself (nor can I duplicate it) but do from a saved game given me by a player.

BozosLiveHere
12-26-2006, 20:28
IIRC, we were getting these kinds of CTDs with the Aedui because of a typo in expanded_bi.txt

Dol Guldur
12-26-2006, 21:50
We have not made changes to the tags/internal faction names so I do not think there is an error there.

Hans Kloss
12-27-2006, 12:22
Glad to help! You might want to give some details of how you corrected it in order to help others who may read this thread (if it is not obvious from what has already been posted).

Basically just to confirm what you have said earlier: for some strange reason (hardcoding?) new buildings in BI can be added to all cultures/factions except carthaginian (Moors and Berbers in IBFD)

nikolai1962
12-28-2006, 07:24
Can't remember if this has been mentioned but too many "Affects" lines in trait triggers can cause a CTD on load (or sometimes on end turn it seems). Seemed to be around 12 or so e.g


Trigger Test_Trigger
WhenToTest CharacterTurnEnd

Condition SettlementBuildingExists >= nothin


Affects Educated 1 Chance 100
Affects PhilosophySkill 1 Chance 100
Affects MathematicsSkill 1 Chance 100
Affects RhetoricSkill 1 Chance 100
Affects NaturalPhilosophySkill 1 Chance 100
Affects ArchitectSkill 1 Chance 100
Affects PoeticSkill 1 Chance 100
Affects PoliticsSkill 1 Chance 100
Affects TacticalSkill 1 Chance 100
Affects LogisticalSkill 1 Chance 100
Affects SiegeEngineerSkill 1 Chance 100
Affects StrategicSkill 1 Chance 100


This would CTD even though they all worked fine when tested individually.

nikolai1962
12-28-2006, 07:27
No, all factions engage without error - it's just at *some* sieges. It occurs without characters present, and does not seem building related either. At other times these same cities can be taken without CTD. I have not had the CTD myself (nor can I duplicate it) but do from a saved game given me by a player.

Are there multiple armies involved? (i mean more than two)

Dol Guldur
12-28-2006, 13:23
I can't remember them all but the ones I do remember were multiple armies, yes - you think it reinforcement-related?

Hans Kloss
12-28-2006, 14:59
Similar scenarios have been reported to us by some ppl playing IBFD - AI reinforcements causing CTD's, specialy during sieges however I have never experience that personally

Dol Guldur
12-28-2006, 16:04
Yes, I've heard of that too - but this only happens (in my reported cases) in a certain region of the map so I cannot see how it would be purely reinforcement related.

nikolai1962
12-29-2006, 10:52
I can't remember them all but the ones I do remember were multiple armies, yes - you think it reinforcement-related?

Was thinking that yes. I've been trying to figure out the loyalist revolt CTD but I can't seem to get one in my modded rtrpe currently. What i am getting is this rare one where an AI army is sieging a city and (in my case) another AI army of the besieged faction attacks the besiegers and the besiegers win.

In my case the besiegers were at 1 turn of their siege anyway but the more general case may be where the siegers get the city after the battle.

EB had an extreme version of the reinforcement CTD which they fixed. I wonder if their solution would give a clue to this rarer version.



Yes, I've heard of that too - but this only happens (in my reported cases) in a certain region of the map so I cannot see how it would be purely reinforcement related.

This would go against the above unless the rare circumstances were somehow more likely in that region because of the way the AI expands. Before I changed *something* that fixed it, I was getting the loyalist revolt regularly in my modded rtrpe in a particular area at a certain time early in the game. But it was caused by the way the AI happened to expand early on.

I was testing other changes at the time so i didn't look into it and planned to go back afterwards but now it doesn't happen--doh!

BozosLiveHere
12-29-2006, 15:01
Our reinforcement CTD bug had to do with the NumEnemiesInBattle conditional in edct. Apparently the engine sometimes has problems calculating this number in reinforcements battles and crashes.

Dol Guldur
12-29-2006, 15:58
Thx for that info - useful though not the cause of our problem (if there is one!) as we are not using that condition.

nikolai1962
12-30-2006, 07:27
If there is a problem with NumEnemiesInBattle might there also be an occasional problem with BattleOdds?

Internally it might be using the same code.

Dol Guldur
12-30-2006, 14:38
But that is tested after a battle, not before it so I do not see how that could be a problem.

Exceptions: PreBattleWithdrawal (which did not occur in the CTDs reported)

nikolai1962
12-31-2006, 14:24
The game calculates the odds pre-battle though. For the blue/red graph thing.



it's just at *some* sieges. It occurs without characters present, and does not seem building related either. At other times these same cities can be taken without CTD.

Hmm, just had a thought--were the walls damaged the times it crashed and not damaged the times the siege went ok?

When the AI is selecting which region to attack it takes walls into account, so it must incorporate them into it's calculation of battle odds somehow, at least at the strategic level, maybe not at battle level.

Makanyane
03-09-2007, 00:06
Think I invented new bug - or at least one I hadn't noticed mentioned before - if you give experience upgrade to ships when higher level port is built, and have said ships in recruitment crew on turn that higher port is built it ctd's. :embarassed:

Dol Guldur
03-09-2007, 01:05
Makanyane,

I just tested it and you are right: now isn't that a strange thing? (the CTD, not you being right) :idea2:

I wonder why it does that? I have land units recruitable with XP from ports and the CTD did not occur for them.

Hmmm..nice one - I will remove the few instances we have pending a solution. This may have just squashed one of those few and *very* rare CTDs in FE...

Thx! ;)

Makanyane
03-09-2007, 18:31
Hmmm, thought it could be to do with admirals being generated but same doesn't happen with general-units, which is only equivalent I could think of.

Just to make it aggravating to fix, if you change experience values in EDB, then it can break save game for player that didn't have problem before (because they weren't building port at same time). Changing the experience value for a ship in EDB will stop save game loading if that ship was in players recruitment queue.

Not sure if AI can actually trigger problem or not - not quite sure how exactly AI does recruitment but they at least never seem to have queued units as far as I've seen.

Dol Guldur
03-09-2007, 20:52
I hope FE players know by now that no patch is guaranteed as save-game compatible and, further, that no support will be given to errors/CTDs that are likely to have been caused by starting a campaign under a later version to the one currently patched.

Moan over ;)

I have not got a clue what would cause it - but as our EDB file only contained one offending line then I'm not too bothered. Fortunately our 2 uber port upgrades/add-ons are not actually port buildings so it would not be a problem - at least, I would not think so!

Meop79
03-12-2007, 06:56
I'm having some odd CTD's they are when the game loads, I think they are either coming from descr_strat, or e_d_anc, e_d_c_trai, e_d_build, e_d_units files.

I'm trying to figure out what's going on with this, I'm pretty sure traits, and ancil files are ok, units file should be too, but I'm not 100% on strat and buildings files...

Either I've run up against some odd game limit not previously found, or something....???

Meop79

Dol Guldur
03-12-2007, 14:32
That's a broad range of files!

Just reverse your last change to see what is cuasing the CTD - you did test after each change I hope?

Squid
03-12-2007, 14:37
Also what if any errors did you get with -show_err?

Meop79
03-12-2007, 19:16
That's a broad range of files!

Just reverse your last change to see what is cuasing the CTD - you did test after each change I hope?

Not originally, they were basic changes I'd done before but I went back through and the problem is in the units file.

Which is odd.... I didn't do anything strange or unusual to that file, I simply edited some unit parameters and it is causing CTD's on initial game load with no error messages.

Meop79

Roman_Man#3
03-20-2007, 23:25
not sure if this was mentioned.

I took a culture out of descr_sm_factions.txt, mainly for the reasons that I didn't need it.

It seems you need a faction with the Egyptian culture(one I took out, may be for more cultures), or it will CTD with a message about descr_building_battle, because as soon as I gave the slave faction Egyptian culture, it worked perfectly.


How wierd

I will test more cultures later.

Makanyane
03-20-2007, 23:46
It seems you need a faction with the Egyptian culture(one I took out, may be for more cultures), or it will CTD with a message about descr_building_battle, because as soon as I gave the slave faction Egyptian culture, it worked perfectly.
It has done that to me too in BI when I took hun culture out of sm_factions, lines it was objecting to in descr_building_battle where ones like

##barb_log_wall.tga
{
roman ##roman_log_wall.tga
hun ##roman_log_wall.tga
eastern ##eastern_log_wall.tga
nomad ##eastern_log_wall.tga
I found taking the lines out for the affected culture fixed problem - as far as I remember that was only file it was funny about. Would be curious if you find same sort of fix works in RTW?

Roman_Man#3
03-20-2007, 23:56
I am sure taking the lines out would work. I wish I had thought of that. hehe.


At least for future reference it was taking the culture out of descr_sm_factions that caused it.

Meop79
03-21-2007, 05:12
I think I have the error that caused the CTD now. I edited the units file and I changed the mount effect to a positive without adding a plus simply deleating the minus symbol in a case or two on accident.

Meop79

Dol Guldur
04-09-2007, 12:57
Campaigns will CTD on load if you designate a wrong gender to a name in the character record of the descr_strat.file...

A good way to debug the DS file is to use invalid co-ords for characters or non-existent unit names for armies to see how far along the file is being parsed. These 2 errors will be reported by show_err unlike the above and names.txt/descr_names.txt-related errors.

Is someone still compiling these? I cannot edit the first post.

Dol Guldur
04-22-2007, 15:10
Anyone any insight as to what might cause a loaded campaign to crash hard and immediately on clicking the end-turn button? I cannot find any city revolt issues nor an building contruction issues...just thought someone might know what it is likely to be if it is immediate.

Makanyane
04-22-2007, 16:07
DG, doubt it would be something you missed but I did just accidentally find silly one that does that. Having factions in sm_factions with shadowing / shadowed relationship and only putting one of them in descr_strat ( :embarassed: oops, forgot I'd been experimenting with sm_factions)

Dol Guldur
04-22-2007, 17:52
No, it's not that ;)

I have a new map and I wonder if it is related to that? Are there map TGA errors that would generate and load the map.rwm in-game but then fail on the first end turn?

Dol Guldur
04-23-2007, 21:50
Got it...

Having starting action points too high in descr_character.txt will cause an immediate CTD on clicking the end-turn button at the end of the first turn. I had it on 300 for testing purposes. The early 100s are fine but I've not tested much over that.

Monkwarrior
04-24-2007, 16:33
DG, doubt it would be something you missed but I did just accidentally find silly one that does that. Having factions in sm_factions with shadowing / shadowed relationship and only putting one of them in descr_strat ( :embarassed: oops, forgot I'd been experimenting with sm_factions)
Ok, i've been also experimenting a little bit with this kind of things.

It seems to me that spaws_on_revolt and shadowing factions are only possible with "clon" factions. I did it succesfully with julii and senate in ITW (two factions with exactly the same units), but with any other pair of factions the revolt of a settlement led to immediate CTD.

Makanyane
04-24-2007, 17:44
Ok, i've been also experimenting a little bit with this kind of things.

It seems to me that spawns_on_revolt and shadowing factions are only possible with "clone" factions. I did it successfully with julii and senate in ITW (two factions with exactly the same units), but with any other pair of factions the revolt of a settlement led to immediate CTD.
That doesn't tie up with what I found, my experiment that I forgot to undo was two EoD factions (in BI) with completely different units set as shadowing, they revolted to each other fine, they were same culture though in-case that makes a difference. (Crash only happened because I'd forgotten sm_factions when I tidied descr_strat and removed the shadowing factions entry) Am curious if you might have found variation on the revolt CTD when recruitment buildings are not present? I haven't looked closely enough at what gets generated for shadow army though but it could relate to that if mod has faction specific barracks etc..?

DG: I think that's lesson to both of us - 'when making map don't experiment on other files at same time.'

Dol Guldur
04-24-2007, 17:57
hehe...yep.


You two did take loyalty into account when shadowing? I shall be retesting it again soon anyway.

Monkwarrior
04-24-2007, 18:23
@Makanyane
I always tried factions of the same culture and with the same buiding system, hence I don't think this is the problem.


hehe...yep.

You two did take loyalty into account when shadowing? I shall be retesting it again soon anyway.
:dizzy2:

Shadowing works in ITW (RTW 1.5) with roman factions, with no modification at all of the loyalty system.

Is loyalty present in RTW 1.5? If so, it is probably included only for roman culture isn't it? :idea2:

In any case I would like to restrict the shadowing to certain regions, but it seems to me that it's impossible. :wall:
I will simulate this question with rebel units. :2thumbsup:

Dol Guldur
04-24-2007, 18:45
Shadowing works in ITW (RTW 1.5) with roman factions, with no modification at all of the loyalty system.

I did not know that. I thought loyalty was necessary. We were having some problems about a year ago and this was the only factor we had not considered and so thought the CTds were connected to it. But we've not had a need to test it since then.

Monkwarrior
04-24-2007, 19:34
In any case, I don't understand the advantage of the shadowing system. Only in case of simulating a civil war.

In ITW 1.5, when romans conquered some settlements to the "thrace" faction, as they were far from the "metropolis", loyalty was very low and rebellion in the next turn gave not slave but "thrace" units. Which is then the difference with the shadowing system? I feel that the normal method is much accurate to represent real revolts. :inquisitive:

Makanyane
07-20-2007, 18:26
From first post:
Scrolling over campaign map:
- Not enough province/settlements on a too large map (fix : add provinces on the map/may be fixed with BI) causes CTD while scrolling the map.
- Error with the rebel faction/settlement owner and or creator (when you scroll over a given settlement)
- Some hidden resources can cause CTDs when you scroll over the region.
Don't think was mentioned specifically as point 2 there I think refers to regions file, but placing slave army that is sub_faction of a faction that isn't in descr_strat.txt causes CTD on scroll over.

(probably predictable that one and yes, I am having a bad day :embarassed: )

Turk2
09-05-2007, 16:46
RTW Loading CTD&#180;s

Faction owner of an unit is not defined at edu file

Monkwarrior
09-05-2007, 18:37
Don't think was mentioned specifically as point 2 there I think refers to regions file, but placing slave army that is sub_faction of a faction that isn't in descr_strat.txt causes CTD on scroll over.

(probably predictable that one and yes, I am having a bad day :embarassed: )
Not so predictable.
I found it by my own, but depending on the configuration of the mod you can solve it by putting the faction as "emergent by event" and non-playable in descr_strat and also in descr_sm_faction. Of course, that even doesn't exist. :2thumbsup:

Makanyane
09-14-2007, 20:11
Another one for the strange and irritating list:
descr_names.txt can only share the same list of names between 2 factions,

faction: lombardi, slavs
works but trying:

faction: lombardi, slavs, goths
to use same set for three factions results in errorless CTD if you try and use names for the third faction in descr_strat. Can obviously be got round by just copying the names section down and using for 1 or 2 factions at a time, but might be worth knowing if you're wondering why camp. map won't load and you fiddled with the names file....

Red Spot
09-20-2007, 18:55
does order come in account there Makanyane??

I mean looking at it I could understand the order;
lombardi, slavs, goths
crash

where;
goths, lombardi, slavs
might not ..


G

Makanyane
09-20-2007, 19:34
It seemed to be just ignoring the third one whichever I made the third. When I've assigned the same set of names to two factions I haven't taken any notice of which order they were in. It shouldn't go on alphabetical listing anyway, only thing it could want to follow is the sm_factions order, but I've been re-arranging that anyway to get faction icons in right place in menus.

btw that reminds me - changing order of factions in descr_sm_factions and not deleting map.rwm causes 'random' CTD in campaign about half dozen turns in :embarassed:

Red Spot
09-21-2007, 15:57
ok, that sets you back on the first place of finding weird bugs ... :D

edit;
found an other fun thing;

when you edit EDU and remove the text the file starts with (the explanation of the stats) but leave at least 2* [enter] the game doesnt load giving a bit misleading error about it, saying its expecting a unit-type, just remove the [enter] and it will work again....


G

Seth Krn3ll
09-29-2007, 03:53
Ok I'm having a CTD which is puzzling me: during custom battle, the precise istant when my modded wardogs reach the enemies, game CTD.

I made lots of Tests to get the point, and finally I think I get it: given I cannot mod the skeletons here (somehow the animation pack can't be unpacked by Vercis' Tool) I rely on existing skeletons for the new units.

'Cause Wargs are pretty bigger then dogs, I am using a horse skeleton (fs_fast_horse) for them. But seems that if I use a horse skeleton something crashes when wargs collides with enemies.

So, if I'm not wrong, heres my in-battle-CTD: game crashes (with no error messages) when wardogs using a horse skeleton collides with enemies.

(any hint to workaround that and have my wargs ready to gnaw elves and gondorians will be mostly appreciated)

Squid
09-29-2007, 06:00
You can unpack the animation using the IDX extrator by vercingitorix (different from the paks extrator).

Seth Krn3ll
09-29-2007, 11:27
You can unpack the animation using the IDX extrator by vercingitorix (different from the paks extrator).
Thats the one i used, keeps saying:
"file is not a valid animation .idx archive"
:(

ovidius
11-08-2007, 17:12
Hello to everybody.
I was trying to create an new map for SQPR mod, but I've run in to some trouble. The game crashes at the end of the loading bar. I know that this crash is asociated with whrong rebel faction used in descr_regions.txt witch is not added in descr_rebel_factions.txt and rebel_factions.txt. But I've checked all those files 3 times, and those are OK. Do u know another bug that cause this CTD? Or there is anybody who can have an look at my files, maybe he can spot errors that I don't. I will be verry thankful if u can help because I am trying to solve this problem for 3 days and have run out of ideea of where to look tor the bug. Thankyou verry much.

Charge
11-08-2007, 17:25
Have you looked here (https://forums.totalwar.org/vb/showthread.php?t=85902)?


Or there is anybody who can have an look at my files, maybe he can spot errors that I don't.Maybe. But you should upload them first ~D..

ovidius
11-08-2007, 19:35
I have looked in there, but didn't find the answer to my problem. I will upload the files, when somedoby will offer to help me. Are u?! :beam:

Charge
11-08-2007, 20:50
I can take a look, but since I haven't got SPQR, only look..

ovidius
11-08-2007, 21:06
here it is: http://www.yourfilehost.com/media.php?cat=other&file=SPQR.rar

Charge
11-08-2007, 21:54
77 kb http://rbrally.gamenavigator.ru/forum/images/smilies/eek.gif

First say what you have changed,

but having faction in playable/non playable list without entries further gave me CTD (or KTM) in 1.0
(Mak - changed in 1.5?http://rbrally.gamenavigator.ru/forum/images/smilies/eh.gif);
and no Segesta, Syracuse settlements. I myself stucked for awhile on it.

Try this
http://files.filefront.com/filesrar/;8997378;/fileinfo.html

Makanyane
11-08-2007, 22:11
I think Charge spotted main problem, delete the factions from unplayable list in descr_strat that don't actually appear in descr_strat.. it looks like you cleaned the regions file so you shouldn't have any problem removing them.

Only other thing to check is that you have the region names that get used for first senate missions - as you have senate - Charge posted those in earlier post (probably in campaign map loading one)

ovidius
11-08-2007, 22:34
U are an genius Charge. Thankyou, thankyou, thankyou. U've returned 4 filrs in that archive. Can u tell what changes have u made in each one of them.

Charge
11-08-2007, 22:41
See Mak' post ^^.
http://rbrally.gamenavigator.ru/forum/images/smilies/shifty.gif
Renamed genua to segesta, syracusae to syracuse without affecting it ingame; deleted factions that not presented in descr_strat. That's all

ovidius
11-08-2007, 22:50
K, thanks again.

Fireward77
01-02-2008, 03:34
:help: :help: :help: :help: :help: :help: :help: :help: :help: :help: :help: :help:
Im not sure if I can be helped but help would be appreciated.I created a unit in Barbarian Invasion version 1.4 non modded in any way (I have Show_Err activated) I try to run the game and it says script error in bi/data/descr_items .txt at line 17 colume 9 include file not found in data/descr_items/: 'di_spot_items.txt

I thought that it would be fixed if I got rid of my unit but it still says the same thing Can anybody help me or do I have to put my modded files someplace else and reinstall? :help: :help: :help: :help: :wall: :wall: :help:

Sorry If I did not do put this up right I am new to the forums.

Abokasee
02-04-2008, 05:29
Found a KTM, having a invalid entry (Ie having an effect that dosnt exsist) will do a KTM

Dol Guldur
03-15-2008, 14:07
Just as a clarification, the CTD that occurs on trying to view the faction stats for top 5 factions DOES kick in if you have a shadow faction as one of those five minimum factions *if* it is not resurrected at the time of viewing.

EDIT: And to confirm also what Makanyane and RedSpot have implied - it would see that shadowing (and possibly spawn on event - untested) cannot co-exist in a BI mod along with superfactions. Adding superfaction lines whilst shadow factions are present in the DS.txt file will cause a CTD at the end of the campaign loading bar.

Makanyane
04-09-2008, 12:46
Started doing this yonks ago and keep forgetting to do any more about it....

There is more up to date version of the list in first post on the wiki
RTW:_Modders_guide_to_CTD's (https://forums.totalwar.org/wiki/index.php/RTW:_Modders_guide_to_CTD's)
which should hopefully include most new confirmed CTD causes that got mentioned in thread.

Please help keep that version up to date and add anything you notice that's missing.

Luciano B
04-14-2008, 20:47
I encountered a strange CTD problem I have come across while beta testing our mod "Paeninsula Italica". The game crashes during the loading phase of the saved campaign games. Our mod is based on RTW/BI; I'm using RTW/BI Gold edition, the one which comes with "Total War: Eras"
...suggestions?

Terrius
11-12-2008, 00:03
Hello, I was quite lazy to read all 5 pages, so anyway...

Okey, I'm modding Rome: total war - BI 1.6
I have been doing some tests, change town ownership to other faction, this worked well, but then I had big problems with adding units into that town. And mostly because of the generals name, and I don't know why.

I've already tested tons of names from a specific faction from descr_names.txt, yet still, no good.
oh and I've tested to put in that town a Family member that already exists in the game from beginning - works pefectly.

Help!!! Some strange problems with names or whatever....:help::help:

Terrius
11-13-2008, 14:24
Key, sorry for posting, but luckily my problem was recently solved :sweatdrop:

Patrizius
12-04-2008, 15:51
a new error:
CDT if you put volcanes in the sea(at thebeginning of your turn)
CDT if you put non naval unit in pirates slots in descr_rebels

hope it helps ;)

Squid
12-04-2008, 17:57
For the pirate CTD, does it CTD if there's at least one naval unit, or do all units have to be naval units?

Patrizius
12-04-2008, 23:39
it CDT both if one naval unit is assigned to a non pirates group in descr_rebel_factions.txt and if you assign a non-naval unit to a pirate group.if you make one error and other units are correct you will get random CDT on different turns if you re-load the game.it's very hard to dscover because it depends on what unit is choosen to be spawned and if the bugged unit is not choosen nothing happends

Patrizius
12-08-2008, 03:50
i have just finded the bug that destroyed my mod for 2 weeks XD
CDT when AI tries to recruit a special unit that has some animals assigned in a wrong number
For instance if a elephant unit can handle 3 passengers and in the "soldier" entry in the edu you write
"soldier elephant_unit,9,6,1"
(error this should be "soldier elephant_unit,18,6,1".This because 6*3=18 as the elephant can carry 3 passengers each one and they are 6)
you will get a CDT without an error message.

the same is true for handlers(dogs or pigs + men must be less than 60 or you will get a CDT)

Sir_Lysander
12-10-2008, 02:32
In Campaign Mode CTDs:
During play/AI turn:
- A family member being generated without a general_unit for the faction.
- A new character is generated and not given a valid name.
- Some building bonuses in the same building level as certain unit recruitment strings (this will happen both during AI turn and when the building is right-clicked).
- Units able to be recruited in EDB but no faction "ownership" for a faction in EDU.
- Units added to descr_rebel_factions.txt but no slave faction ownership in EDU.
- Units added to descr_mercenaries.txt but no mercenary_unit in EDU.
- Bad defined type of unit for army spawned via script file
- Mismatch between export_desc_character_traits.txt and export_VnVs.txt entries causes CTD when viewing the portrait of a named character with the bad trait.

I'm consistently getting an unreported (unreported through -show_err) CTD on the Slave faction turn. The game can last a random number of turns before the CTD; I suspect that the "new character generated without a valid name" is occurring, but no way to "prove" it.

I have been over "names.txt" and "descr_names.txt" several times to ensure that they match. (They do, at least the areas I modded.) However, the names I have added to names and descr_names I have reserved for one faction only, yet see that the rebels/slave faction use those names when near territories held by the player faction.

If the rebels/slaves use other factions names, why have a separate "Slave" names list in descr_names?

Any thoughts?

Sir_Lysander
12-21-2008, 04:59
More information on the "unreported" error:

I have been saving the game immediately before ending the turn; most times when the game CTDs on the Slave turn I can reload and play through. This weekend, however, I have "replayed" the same end turn over half-a-dozen times, both straight through on a reload and with fog of war turned off. The only hint is that the Slave settlement of Chersonesos is displayed in the few seconds before the desktop screen appears.

Running throught the list of items for play/AI turn CTDs, in reverse order:

- Did not modify traits, thus EDCT and EVnV is not an issue (files are vanilla).
- Have not scripted (yet), thus no spawning from a modified or created script (possibly a vanilla script, but it is still unmodified)
- Did not modify descr_mercenaries.
- Did not modify descr_rebel_factions.
- New units listed as owned in EDU; units for only one faction added.
- Some building bonuses in the same building level as certain unit recruitment strings (this will happen both during AI turn and when the building is right-clicked). <-- not sure exactly what this means, but no building bonuses were changed (other than to allow units to be recruited).

"- A family member being generated without a general_unit for the faction.
- A new character is generated and not given a valid name."
I did change character names for the faction (not the slave faction) and removed some names from the slave faction in descr_names. I've been over both files several more times since the above post, but cannot find a type mismatch. I even re-copied the names listed in "names.txt" into descr_names.
(A side note: I haven't located where the general_unit is assigned, so I have made no edits to this part of whatever file it is in.)

Other than a naming issue, I'm not sure what is causing the CTD. Since there's a list, I can't be the only one running into this; any solutions, or did it "go away" by itself?

Sir_Lysander
01-27-2009, 14:48
I found the error - it was a spelling mistake after all. There's two variations of the name that look very similar, so when scanning (read: eyeballing) the files side by side, "ia" and "ie" in the middle of the word got "lost".:furious3::oops:

Wundai
02-13-2009, 11:13
Hey People,

Some new useful information.

Meliritos and me were testing the Polygon Size for Battlemap Buildings on RTW.
Everytime we tried to load a building above the Estimate number of 4500 Polygons it gave an instant CTD when loading in Custom Game.

Anything below the Estimate 4500 number seems to work.

Quinn Inuit
02-17-2009, 04:35
Here's one I haven't seen before.

So I've finished altering the RTR (or ExRM, in this case) EDB to use only one building for unit recruitment. Units may require an additional building, but now only the barracks tree allows recruitment of them. So I copied all of the units from the other build trees to separate text files in Notepad++, then did a lot of complicated copy/pasting to organize them and some more to put them back into the EDB. End result: the practice field tree and stables trees have nothing under their capabilities, and all of the units are in the barracks tree. (Originally, all mounted units were recruited via the stables tree and ranged units via the practice field tree, dependent on the presence of a barracks of level X or higher.)

The game worked prior to making the change to the EDB, and I just double-checked and it still works if I revert the change. However, with the change, I get a CTD after the campaign loading bar finishes filling up (the one after the campaign selection screen).

There were a couple of typos in the EDB, but those caused CTDs with errors earlier and I fixed them.

Any idea what causes a typo at that stage? I didn't change any of the other recruitment conditions, just the building requirements. As a result, no city should now have any more or less units capable of being recruited there.

Here's a sample of the recruitment code. It's from Sarmatia, which is the shortest one.


;----SCYTHIAN----

building barracks_scythia
{
levels auxilia_phase1 auxilia_phase2 auxilia_phase3
{

auxilia_phase1 requires factions { scythia, slave, }
{
capability
{
recruit "sarmatian archer" 0 requires factions { scythia, } and hidden_resource aor_scyth
recruit "sarmatian horse archer" 0 requires factions { scythia, } and hidden_resource aor_scyth
law_bonus bonus 1 requires factions { scythia, slave, }
}
construction 4
cost 2000
settlement_min village
upgrades
{
auxilia_phase2
}
}
auxilia_phase2 requires factions { scythia, slave, }
{
capability
{
recruit "sarmatian horse archer" 0 requires factions { scythia, } and hidden_resource aor_scyth
recruit "sarmatian archer" 0 requires factions { scythia, } and hidden_resource aor_scyth
;AOR
recruit "aor german warband" 0 requires factions { scythia, } and hidden_resource aor_germ and not hidden_resource baltic_coast
recruit "aor illyria spearmen" 0 requires factions { scythia, } and hidden_resource aor_illyr
recruit "aor eastern spearmen" 0 requires factions { scythia, } and hidden_resource aor_asia
recruit "aor eastern spearmen" 0 requires factions { scythia, } and hidden_resource aor_pers
recruit "aor egypt spearmen" 0 requires factions { scythia, } and hidden_resource aor_egypt
recruit "german clubmen" 0 requires factions { scythia, } and hidden_resource baltic_coast
recruit "aor hills spearmen" 0 requires factions { scythia, } and hidden_resource aor_hill
recruit "aor india spearmen" 0 requires factions { scythia, } and hidden_resource aor_indi
recruit "colonial hoplite militia" 0 requires factions { scythia, } and hidden_resource aor_mil or hidden_resource aor_phok or hidden_resource unit_sinope
recruit "Marsi Spearmen" 0 requires factions { scythia, } and not marian_reforms and hidden_resource unit_marsi
recruit "aor etrurian spearmen" 0 requires factions { scythia, } and not marian_reforms and hidden_resource unit_etruria
recruit "aor spain spearmen" 0 requires factions { scythia, } and hidden_resource aor_iber
recruit "Samnite Light Infantry" 0 requires factions { scythia, } and not marian_reforms and hidden_resource unit_samnite or hidden_resource unit_rome
recruit "slave briton warband" 0 requires factions { scythia, } and hidden_resource aor_brit
recruit "slave briton swordsmen" 0 requires factions { scythia, } and hidden_resource aor_brit
;MU
recruit "aor german lightcav" 0 requires factions { scythia, } and hidden_resource aor_germ
recruit "aor thrace light cavalry" 0 requires factions { scythia, } and hidden_resource aor_dacia
;RU
recruit "slave briton slinger" 0 requires factions { scythia, } and hidden_resource aor_brit
recruit "aor sarmatia skirmisher" 0 requires factions { scythia, } and hidden_resource aor_scyth
recruit "aor hills skirmisher" 0 requires factions { scythia, } and hidden_resource aor_hill
;
trade_base_income_bonus bonus 2 requires factions { scythia, }
}
construction 12
cost 3000
settlement_min village
upgrades
{
auxilia_phase3
}
}
auxilia_phase3 requires factions { scythia, slave, }
{
capability
{
recruit "sarmatian archer" 0 requires factions { scythia, }
recruit "sarmatian horse archer" 0 requires factions { scythia, }
recruit "sarmatian noble cavalry" 0 requires factions { scythia, }
recruit "sarmatian heavy cavalry" 0 requires factions { scythia, }
;AOR
recruit "aor german warband" 0 requires factions { scythia, } and hidden_resource aor_germ and not hidden_resource baltic_coast
recruit "aor illyria spearmen" 0 requires factions { scythia, } and hidden_resource aor_illyr
recruit "aor eastern spearmen" 0 requires factions { scythia, } and hidden_resource aor_asia
recruit "aor eastern spearmen" 0 requires factions { scythia, } and hidden_resource aor_pers
recruit "aor egypt spearmen" 0 requires factions { scythia, } and hidden_resource aor_egypt
recruit "aor punic spearmen" 0 requires factions { scythia, } and hidden_resource aor_punic
recruit "aor galatia swordsmen" 0 requires factions { scythia, } and hidden_resource aor_galat
recruit "german clubmen" 0 requires factions { scythia, } and hidden_resource baltic_coast
recruit "colonial heavy hoplite militia" 0 requires factions { scythia, } and hidden_resource aor_mil or hidden_resource aor_phok or hidden_resource unit_sinope
recruit "phocaean nobles" 0 requires factions { scythia, } and hidden_resource aor_phok
recruit "milesian nobles" 0 requires factions { scythia, } and hidden_resource aor_mil
recruit "colonial hoplite militia" 0 requires factions { scythia, } and hidden_resource aor_mil or hidden_resource aor_phok or hidden_resource unit_sinope
recruit "aor hills spearmen" 0 requires factions { scythia, } and hidden_resource aor_hill
recruit "aor hills swordsmen" 0 requires factions { scythia, } and hidden_resource aor_hill
recruit "aor thrace infantry" 0 requires factions { scythia, } and hidden_resource aor_dacia
recruit "aor india spearmen" 0 requires factions { scythia, } and hidden_resource aor_indi
recruit "aor italy hastati" 0 requires factions { scythia, } and marian_reforms and hidden_resource aor_italy
recruit "aor marsi swordsmen" 0 requires factions { scythia, } and not marian_reforms and hidden_resource unit_marsi
recruit "Marsi Spearmen" 0 requires factions { scythia, } and not marian_reforms and hidden_resource unit_marsi
; recruit "aor etrurian infantry" 0 requires factions { scythia, } and not marian_reforms and hidden_resource unit_etruria
recruit "aor etrurian spearmen" 0 requires factions { scythia, } and not marian_reforms and hidden_resource unit_etruria
recruit "Samnite Heavy Infantry" 0 requires factions { scythia, } and not marian_reforms and hidden_resource unit_samnite or hidden_resource unit_rome
recruit "Samnite Light Infantry" 0 requires factions { scythia, } and not marian_reforms and hidden_resource unit_samnite or hidden_resource unit_rome
recruit "aor spain infantry" 0 requires factions { scythia, } and hidden_resource aor_iber
recruit "aor spain spearmen" 0 requires factions { scythia, } and hidden_resource aor_iber
recruit "aor thrace infantry" 0 requires factions { scythia, } and hidden_resource aor_dacia
recruit "slave briton warband" 0 requires factions { scythia, } and hidden_resource aor_brit
recruit "slave briton swordsmen" 0 requires factions { scythia, } and hidden_resource aor_brit
;MU
recruit "aor german lightcav" 0 requires factions { scythia, } and hidden_resource aor_germ
recruit "aor thrace light cavalry" 0 requires factions { scythia, } and hidden_resource aor_dacia
recruit "barb chieftain cavalry scythian" 0 requires factions { scythia, }
recruit "barb chariot heavy slave" 0 requires factions { scythia, } and hidden_resource aor_brit
recruit "aor thrace heavy cavalry" 0 requires factions { scythia, } and hidden_resource aor_dacia
;RU
recruit "slave briton slinger" 0 requires factions { scythia, } and hidden_resource aor_brit
recruit "aor sarmatia skirmisher" 0 requires factions { scythia, } and hidden_resource aor_scyth
recruit "aor hills skirmisher" 0 requires factions { scythia, } and hidden_resource aor_hill
recruit "aor hills slinger" 0 requires factions { scythia, } and hidden_resource aor_hill
recruit "aor sarmatia archer" 0 requires factions { scythia, } and hidden_resource aor_scyth
recruit "aor thrace slinger" 0 requires factions { scythia, } and hidden_resource aor_dacia
;
trade_base_income_bonus bonus 3 requires factions { scythia, }
}
construction 20
cost 4000
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}

Makanyane
02-17-2009, 08:30
Units may require an additional building, but now only the barracks tree allows recruitment of them.

It'll be the bits that require an additional building that are causing the problem. Building conditioned recruitment is generally buggy, and can't be used in conjunction with another capability in same building, like law bonus. And you can't have more than x number of lines with that capability accessible from same building (think x is about 4, not sure)

Quinn Inuit
02-18-2009, 04:39
Ah, I see. Thank you. You were right--it was the capabilities. I'm working on replicating those elsewhere.

PopePopo
03-14-2009, 14:03
I get a CTD with no error halfway the loading war when i try to start a new campaign .. A new mpa.rwm is generated though .. Could this be because of some hidden resources ?

Wundai
12-06-2009, 16:24
Hello,

A new error to report and ways to solve it.

I have gotten a CTD with no show_err message at all (the worst kind in my opinion ;) )

This CTD occured after the end of the Intro Movie

I finally discovered the problem was an error in the "quotes" (descr_transition_screen.txt)

Interesting to note if you receive an error such as this, which is why I did :)

Greetz.

Makanyane
12-06-2009, 22:01
Depending on which quote is affected 'quote' problems can also affect other loading screens apparently randomly, (because apart from a few cases quotes are assigned randomly) e.g. on loading or exiting games, or battles.... If you have problem with a quote that doesn't get used often its quite easy to mistake it for a problem with script etc... I've spent a long while trying to de-bug a script that appeared to be causing a random crash on battle exit, only to eventually realise it was co-incidence of the quote problem causing CTD at transition to that screen. :furious3:

Dagovax
09-01-2020, 13:32
Found 2 interesting CTD's and a new limit.

CTD When viewing settlement on the battle map
Having more than 26 lines of buildings in a 'group' in descr_settlement_plan.

KTM After adding new campaign map.
When closing the game you get a script error: 'Could not find stringable of region <Region>
You generated a new text file called my_campaign_regions_and_settlement_names.txt, but forgot to copy the first line with the '¬' as the first character.