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Oleo
12-09-2006, 21:53
I am currently in the year 215-214 BC of my Casse campaign, duking it out with Macedon over the snowy fields of the Belgae. As of the year 218 BC Ive had 3 unreproducable CTD's so far -> It CTD's, I load up the game again, I can play for 5 or 6 turns and it CTD's again. (the third one happened 10 minutes ago)

The first two crashed within a second of pressing END TURN. The third crashed approx. 4 seconds after pressing END TURN, I think I saw some faction symbols pass already on that occasion.

I am not 100% sure, cause they sort of took me by surprise the first two times, but the 2nd and 3rd CTD were both after a turn in which I defeated a full stack Macedon army with my full stack.

Thats about all the details I have on it.

Oh by the way, I am playing on a version with BI 1.6 (so 1.0 -> BI -> 1.6 BI -> EB) installed, however I am just using the RTW.exe too launch the game, so I am basicly playing on a fresh RTW 1.5 (I think :sweatdrop: ).

Oleo
12-10-2006, 11:26
Things have worsened. I started up today where I left of yesterday. I end the turn and it wont go past Macedon's turn. It CTD's every time. I can upload a save if you want.

Ill be using an older save to see if I can still make progression in my game.

fallen851
12-11-2006, 22:16
I would upload the save game, and hopefully the EB will see this thread and figure out what the deal is.

Randarkmaan
12-12-2006, 15:38
I have the same problem with my Parthian campaign, though in this case it's winter 261 BC...

Anallein
12-12-2006, 21:33
Could turn on the Follow AI option and turn of FOW and see where the ctd happends.

Also a save game would probably the best idea.

Teleklos Archelaou
12-12-2006, 22:14
Someone posted a fix to make sure no cities ever cause a CTD when they rebel (and no units are available to the rebels). I have looked all morning for that. It basically adds pantodapoi to the core buildings so rebels have one unit in case of rebellion. I thought it was cheexsta who posted it, but can't find it now. That could very well be the problem with AI turn CTD's. We're working on a solution of a different sort, but that might be a way to get past ctd's right now if you are having them on AI turns.

MarcusAureliusAntoninus
12-12-2006, 22:39
Someone posted a fix to make sure no cities ever cause a CTD when they rebel (and no units are available to the rebels). I have looked all morning for that. It basically adds pantodapoi to the core buildings so rebels have one unit in case of rebellion. I thought it was cheexsta who posted it, but can't find it now. That could very well be the problem with AI turn CTD's. We're working on a solution of a different sort, but that might be a way to get past ctd's right now if you are having them on AI turns.

Here is that thread, with the fix:
https://forums.totalwar.org/vb/showthread.php?t=70683

Teleklos Archelaou
12-12-2006, 22:44
Thanks! His post was back in October - that's why I couldn't find it. I was looking at all the post 0.8 release posts.

Post #7 is the one.

Also, if this does solve a CTD someone is having, please post here and let us know about it.

Randarkmaan
12-12-2006, 23:51
Tried it, says that "rebel pantodapoi" is an unknown unit type...

aecp
12-13-2006, 03:07
I dont know if everyone's figured this out already, but I just did, so I thought I'd post it.

I suffered from this CTD in my 0.8 Romani campaign until I tried the fix suggested by MarcusAureliusAntoninus and Teleklos Archelaou. Like Randarkmaan i couldn't get it to work with pantodapoi so I tried another unit:


recruit "germanic infantry frankamannoz slave" 0

and it worked perfectly, my game no longer CTDs on rebels turn. So thanks for the help everyone, and I hope I've been of some assistance!

Teleklos Archelaou
12-13-2006, 03:22
Hmm. Well substituting any one of your units (low level preferably) there could work. Grab one from further down in the EDB recruitment lines - search for your faction's internal name and you'll find plenty.

This is promising though. Maybe one of our last few CTD's will get taken care of this way now. We made the unit recruitment too complex I guess for this aspect :grin:

Oleo
12-13-2006, 11:07
Still ctd's after applying the spawn fix.

I ll post my edit in case I did something wrong.

EDB.txt:


building core_building
{
levels governors_house governors_villa governors_palace proconsuls_palace imperial_palace
{
governors_house requires factions { saba, slave, barbarian, armenia, romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, pontus, }
{
capability
{
recruit "germanic infantry frankamannoz slave" 0
agent diplomat 0 requires factions { barbarian, armenia, pontus, }
agent diplomat 0 requires factions { romans_brutii, egypt, }
agent diplomat 0 requires factions { romans_scipii, carthage, parthia, saba, }
agent diplomat 0 requires factions { numidia, }
agent diplomat 0 requires factions { thrace, greek_cities, macedon, romans_julii, }
agent diplomat 0 requires factions { seleucid, }
law_bonus bonus 1 requires factions { armenia, pontus, }
}
construction 2
cost 800
settlement_min village
upgrades
{
governors_villa
}
}
governors_villa requires factions { saba, slave, barbarian, armenia, romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, pontus, } and building_present government or building_present_min_level nomadcamp warlordm or building_present_min_level nomadsett smallstlmnt or building_present_min_level nomadherd warlordh
{
capability
{
agent diplomat 0 requires factions { barbarian, armenia, pontus, }
agent diplomat 0 requires factions { romans_brutii, egypt, }
agent diplomat 0 requires factions { romans_scipii, carthage, parthia, saba, }
agent diplomat 0 requires factions { numidia, }
agent diplomat 0 requires factions { thrace, greek_cities, macedon, romans_julii, }
recruit "germanic infantry frankamannoz slave" 0
agent diplomat 0 requires factions { seleucid, }
law_bonus bonus 2 requires factions { armenia, pontus, }
}
construction 4
cost 1600
settlement_min town
upgrades
{
governors_palace
}
}
governors_palace requires factions { saba, slave, barbarian, armenia, romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, pontus, } and building_present government or building_present_min_level nomadcamp warlordm or building_present_min_level nomadsett smallstlmnt or building_present_min_level nomadherd warlordh
{
capability
{
recruit "germanic infantry frankamannoz slave" 0
agent diplomat 0 requires factions { barbarian, armenia, pontus, }
agent diplomat 0 requires factions { romans_brutii, egypt, }
agent diplomat 0 requires factions { romans_scipii, carthage, parthia, saba, }
agent diplomat 0 requires factions { numidia, }
agent diplomat 0 requires factions { thrace, greek_cities, macedon, romans_julii, }
agent diplomat 0 requires factions { seleucid, }
law_bonus bonus 3 requires factions { armenia, pontus, }
}
faction_capability
{
upgrade_bodyguard 1 requires factions { barbarian, armenia, }
}
construction 6
cost 3200
settlement_min large_town
upgrades
{
proconsuls_palace
}
}
proconsuls_palace requires factions { barbarian, germans, gauls, saba, slave, romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, } and building_present government
{
capability
{
recruit "germanic infantry frankamannoz slave" 0
agent diplomat 0 requires factions { barbarian, }
agent diplomat 0 requires factions { romans_brutii, egypt, }
agent diplomat 0 requires factions { romans_scipii, carthage, parthia, saba, }
agent diplomat 0 requires factions { numidia, }
agent diplomat 0 requires factions { thrace, greek_cities, macedon, romans_julii, }
agent diplomat 0 requires factions { seleucid, }
}
faction_capability
{
upgrade_bodyguard 1 requires factions { barbarian, armenia, }
}
construction 8
cost 6400
settlement_min city
upgrades
{
imperial_palace
}
}
imperial_palace requires factions { saba, slave, romans_brutii, egypt, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, } and building_present government
{
capability
{
recruit "germanic infantry frankamannoz slave" 0
agent diplomat 0 requires factions { barbarian, }
agent diplomat 0 requires factions { romans_brutii, egypt, }
agent diplomat 0 requires factions { romans_scipii, carthage, parthia, saba, }
agent diplomat 0 requires factions { numidia, }
agent diplomat 0 requires factions { thrace, greek_cities, macedon, romans_julii, }
agent diplomat 0 requires factions { seleucid, }
}
faction_capability
{
upgrade_bodyguard 1
}
construction 12
cost 12800
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}

Moros
12-13-2006, 11:17
your line should be like this:
recruit "germanic infantry frankamannoz" 0 requires factions { slave, }
(do it for every level.)

MarcusAureliusAntoninus
12-13-2006, 11:21
In order for it to work, it has to be recruitable by the current owner not just slave.

aecp
12-13-2006, 15:07
I'm beggining to think that maybe this wasn't such a good idea after all. After fixing the CTD I was able to resume my campaign, but after only a few turns I got another CTD. So I thought I'd investigate what was causing it, only to find out that none of my savegames will load anymore, instead causing instant CTD. I'm att a complete loss as to what's causing this particular problem, all I know is that some faction is doing something and it aint me or the rebels.

Oleo
12-13-2006, 15:37
your line should be like this:
recruit "germanic infantry frankamannoz" 0 requires factions { slave, }
(do it for every level.)

Hmm that sure looks a lot better.

Tried it, still ctd's in Macedon's turn.

Randarkmaan
12-13-2006, 20:32
Tried it and got the same result as Oleo, though not on Macedon's turn... :help:

Moros
12-13-2006, 20:54
Try adding it for all the factions then. Change:
{ slave, }

to:
{ slave, greek_cities, egypt,... ... ,saba, }

Ofcourse you have to change the ... to faction names and stuff. To find the internal names of faction just look around in the text file.

Oleo
12-13-2006, 21:09
Try adding it for all the factions then. Change:
{ slave, }

to:
{ slave, greek_cities, egypt,... ... ,saba, }

Ofcourse you have to change the ... to faction names and stuff. To find the internal names of faction just look around in the text file.

Thanx for all the tips. It still ctds though.

By the way, Ive seen settlements revolt to factions (Saba, Aedui) without spawning units. I just dont think this fix is gonna work for this particular ctd, I hope I run into something in my own Macedon campaign. :2thumbsup:

MarcusAureliusAntoninus
12-14-2006, 08:25
{ all, } works too

Oleo
12-18-2006, 19:22
Obviously you guys were right about it being a rebelling sort of thing.

I got it to work by adding a extra unit.. This is gonna be a nice change from my macedon campaign, kicking macedon butt with casse.