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Re: A modder's guide to CTDs
Quote:
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.
Quote:
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:
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Re: A modder's guide to CTDs
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 ;)
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Re: A modder's guide to CTDs
Here is the list of 51 hidden resources from EDB
Quote:
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
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Re: A modder's guide to CTDs
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
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Re: A modder's guide to CTDs
The only two references to hidden resources are in EDB and descr_regions.Both files are correct...strange indeed
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Re: A modder's guide to CTDs
Quote:
Originally Posted by Hans Kloss
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.
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Re: A modder's guide to CTDs
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.
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Re: A modder's guide to CTDs
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.)
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Re: A modder's guide to CTDs
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?
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Re: A modder's guide to CTDs
Hi Dol Guldur
Here are new bulidings added to export_descr_buildings:
HTML Code:
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.
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Re: A modder's guide to CTDs
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.
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Re: A modder's guide to CTDs
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
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Re: A modder's guide to CTDs
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).
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Re: A modder's guide to CTDs
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?
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Re: A modder's guide to CTDs
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.
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Re: A modder's guide to CTDs
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.
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Re: A modder's guide to CTDs
IIRC, we were getting these kinds of CTDs with the Aedui because of a typo in expanded_bi.txt
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Re: A modder's guide to CTDs
We have not made changes to the tags/internal faction names so I do not think there is an error there.
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Re: A modder's guide to CTDs
Quote:
Originally Posted by Dol Guldur
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)
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Re: A modder's guide to CTDs
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
Code:
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.
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Re: A modder's guide to CTDs
Quote:
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)
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Re: A modder's guide to CTDs
I can't remember them all but the ones I do remember were multiple armies, yes - you think it reinforcement-related?
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Re: A modder's guide to CTDs
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
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Re: A modder's guide to CTDs
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.
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Re: A modder's guide to CTDs
Quote:
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.
Quote:
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!
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Re: A modder's guide to CTDs
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.
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Re: A modder's guide to CTDs
Thx for that info - useful though not the cause of our problem (if there is one!) as we are not using that condition.
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Re: A modder's guide to CTDs
If there is a problem with NumEnemiesInBattle might there also be an occasional problem with BattleOdds?
Internally it might be using the same code.
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Re: A modder's guide to CTDs
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)
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Re: A modder's guide to CTDs
The game calculates the odds pre-battle though. For the blue/red graph thing.
Quote:
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.