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  1. #1
    Member Member Lysandros's Avatar
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    Default Re: Settlers don't appear and two other things

    There it is: eb.system.log.7z
    "Nous laisserons ce monde-ci aussi sot et aussi méchant que nous l'avons trouvé en y arrivant."

  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Settlers don't appear and two other things

    Quote Originally Posted by Lysandros View Post
    There it is: eb.system.log.7z
    Nothing unusual in there, and no terminating error either. Is that the one from immediately after the crash?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  3. #3
    Member Member Lysandros's Avatar
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    Default Re: Settlers don't appear and two other things

    Sorry, wrong log. Redid the battle and here it is finally. eb.system.log.7z
    Last edited by Lysandros; 02-26-2017 at 15:55.
    "Nous laisserons ce monde-ci aussi sot et aussi méchant que nous l'avons trouvé en y arrivant."

  4. #4
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Settlers don't appear and two other things

    Last things it was doing before the crash:

    Code:
    14:52:57.965 [game.script.trigger] [trace] Trigger <general_gains_command_experience_from_battle> fired
    14:52:57.965 [game.script.trigger] [trace] Trigger <AH06b_Battle_Victory_Huge> fired
    14:52:57.965 [system.io] [info] exists: missing mods/ebii/data/ui/generic/eventpics/vnv_traitchange.tga
    14:52:57.978 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/eventpics/vnv_traitchange.tga (from: D:\eb2)
    14:52:57.978 [system.io] [info] exists: missing mods/ebii/data/ui/cul_3/eventpics/vnv_traitchange.tga.dds
    14:52:57.978 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/eventpics/vnv_traitchange.tga (from: D:\eb2)
    14:52:57.978 [system.io] [trace] file open,,204CB6C0,169484
    14:52:57.978 [system.io] [info] open:   found mods/ebii/data/ui/cul_3/eventpics/vnv_traitchange.tga (from: D:\eb2)
    14:52:57.978 [game.script.trigger] [trace] Trigger <Standard_Battle_Crushing_Victory> fired
    14:52:57.978 [game.script.trigger] [trace] Trigger <Standard_Battle_Attacker_Hard> fired
    14:52:57.978 [game.script.trigger] [trace] Trigger <EB_02_Win_Adds_to_Cumulative_Wins> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <High_BattlePoints_Above_Avg_Energy> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <Initial_Star_High_BattlePoints_Above_Average_Energy> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <BecomesBetterTactician_High_Int> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <BecomesBetterLeader_Avg_Cha> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <GoodTactician_Incremented_good> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <GoodLeader_Incremented_good> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <heroicvictory_known> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <heroicvictory_brave> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <Infantry_Commander_Victory_good> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <Attacker_Victory_good> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <BattleOthersVirtue> fired
    14:52:57.979 [game.script.trigger] [trace] Trigger <Warmonger_Bonus1> fired
    14:52:57.980 [system.rpt] [error] Unspecified error. Please compress your error log in a zip format and upload it on the EBII technical help forum.
    Looks like a normal run of triggers, not sure why it's crashed.

    Are you using Large Address Aware? That solves most people's memory-related crashes.
    Last edited by QuintusSertorius; 02-27-2017 at 09:41.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  5. #5
    Member Member Lysandros's Avatar
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    Default Re: Settlers don't appear and two other things

    I have used a 4 GB patch (by NTCore) on the .exe, or do you mean something different?
    By the way, I finally got settlers, but they came on turn 33, so I wonder if you have halved the rate at which they are generated?
    "Nous laisserons ce monde-ci aussi sot et aussi méchant que nous l'avons trouvé en y arrivant."

  6. #6
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Settlers don't appear and two other things

    Quote Originally Posted by Lysandros View Post
    I have used a 4 GB patch (by NTCore) on the .exe, or do you mean something different?
    By the way, I finally got settlers, but they came on turn 33, so I wonder if you have halved the rate at which they are generated?
    All those compiler flags work the same way, so that should have sorted your stability issues.

    There's been absolutely no change to the colonisation scripts. Did you have a crash on turn 16 that might have interrupted it?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  7. #7
    Member Member Lysandros's Avatar
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    Default Re: Settlers don't appear and two other things

    As far as I remember, no, not on turn 16, but the game has crashed a few times clearly due to memory leak bug. In my current third campaign I had that Ankyra battle issue on turn 4 or so - after reloading the save I auto-won the battle per console.

    This is also now my third clean installation of the mod (I even downloaded the patch and animations file anew) and apart from memory leak bugs and that battle crash, it's been stable so far. In all my three games however there had been no colonists on turn 17. I quit the first and second game on turn 20-21 because of that, but then continued the third up to turn 39 at the moment.

    As I always spended the initial settlers on building settler towns in Antiocheia, I also wondered if building them in the very same town the metropolis is in could have had that effect, but this is purely guessing. It just seems non-coincidental to me when settlers arrive precisely after the double amount of time as expected.
    Last edited by Lysandros; 02-27-2017 at 17:38.
    "Nous laisserons ce monde-ci aussi sot et aussi méchant que nous l'avons trouvé en y arrivant."

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