Results 1 to 14 of 14

Thread: Temporary fix for early-game CTD

  1. #1
    EB insanity coordinator Senior Member khelvan's Avatar
    Join Date
    Sep 2002
    Location
    Oakland, CA
    Posts
    8,449

    Default Temporary fix for early-game CTD

    Some of you have experienced an early-game CTD which you cannot get past. This was caused by the removal of a script which was placing a building essential to the game's stability. As we have "naval ports" which allow the building of fleets, and the vanilla port buildings for their economic effect, and the game still requires the vanilla port building to be present when a ship is built, removing the script which placed this building causes bad things.

    Whenever the Ptolemaioi build a ship in Kypros, or whoever owns the city at the time, without that port building present it results in an immediate and unavoidable CTD.

    So here is the (temporary) solution, until the next version is up (we want to make this as stable as possible, and unlike in the past we've been able to pin down a number of CTD bugs, so we're working hard to get you quick fixes). First, edit the Kypros entry in descr_strat.txt - you can simply replace it with this entry:

    Code:
    settlement
    {
    	level town
    	region Kypros
    
    	year_founded 0
    	population 1590
    	settlement_tax 51
    	plan_set default_set
    	faction_creator greek_cities
    	building
    	{
    		type core_building governors_house
    	}
    	building
    	{
    		type barracks muster_field
    	}
    	building
    	{
    		type market trader
    	}
    	building
    	{
    		type amphitheatres game_field
    	}
    	building
    	{
    		type navy_port naval_bay
    	}
    	building
    	{
    		type port_buildings port
    	}
    	building
    	{
    		type defenses wooden_pallisade
    	}
    	building
    	{
    		type temple_of_farming temple_of_farming_shrine
    	}
    }
    This is the only change, the addition of this building:
    Code:
    	building
    	{
    		type port_buildings port
    	}
    Once you have done that, restart your campaign, and voila! No more CTD.

    Edit: Unfortunately, there is no way to fix this in a current campaign; the script fix creates the building improperly, and thus will still cause a CTD.

    In addition, we have identified at least one CTD bug present in the new animations we're using in this version, so we're working hard to fix that. Unfortunately, this may mean reverting to the old animations for now, until the problem can be fixed, or until the 1.5 version is ready. Incidentally, a fan (nikolai1962) has been making great progress in digging through our files in preparation for porting to 1.5, so there is light at the end of the tunnel now, where there was none in the past.

    Edit2:

    THIS IS THY QUEST - SAVE THYSELF FROM CERTAIN CTD DOOM

    The only way to avoid certain crash to desktop doom for your existing campaign is to sail to Kypros and take it before the AI builds a fleet there. Then you can build a port, and all will be well.

    Your future is in your own hands. Good luck and godspeed.
    Last edited by khelvan; 03-12-2006 at 20:30.
    Cogita tute


  2. #2
    Member Member Kampfduck's Avatar
    Join Date
    Dec 2005
    Location
    Mederiacum
    Posts
    40

    Default Re: Temporary fix for early-game CTD

    hi, i also had the problem with the early ctds,
    i replaced the krypton text in:
    data/world/maps/campaign/imperial_campaign,
    but when i started a new campaign game, after selecting a
    faction (greek), it goes back to the option menu, and i get an
    error message

    script error in data/world/maps/campaign/imperial_campaign/descr_strat.txt at line 2131, column 23 expected faction type, found greek_cities
    Last edited by Kampfduck; 03-10-2006 at 10:07.

  3. #3
    Sardonic Antipodean Member Trithemius's Avatar
    Join Date
    Jan 2005
    Location
    The Antipodean Colonies
    Posts
    641

    Default Re: Temporary fix for early-game CTD

    Quote Originally Posted by khelvan
    Incidentally, a fan (nikolai1962) has been making great progress in digging through our files in preparation for porting to 1.5, so there is light at the end of the tunnel now, where there was none in the past.
    Go nikolai1962! *applauds*
    Trithemius
    "Power performs the Miracle." - Johannes Trithemius

  4. #4
    Member Member Kampfduck's Avatar
    Join Date
    Dec 2005
    Location
    Mederiacum
    Posts
    40

    Default Re: Temporary fix for early-game CTD

    tried it again, at the tirth time it worked, probebly did something wrong

    thankx for this great mod!

  5. #5
    Bearer of Vilya, Editing Slave Member LordElrond's Avatar
    Join Date
    Jan 2006
    Location
    Under a load of college work.
    Posts
    147

    Default Re: Temporary fix for early-game CTD

    Eh, I have a small question now. I fixed this when we first became aware of this and a solution was offered. Only, that solution was to replace the "type navy_port naval_bay" with "type port_buildings port." Now, I see you have just added it to the end. Will it hurt my game if I replaced the one? Should I add it back in? Thanks.

    LE
    Quote Originally Posted by khelvan
    Oh. My. God.

  6. #6

    Default Re: Temporary fix for early-game CTD

    It do not hurt at all, only there is not navy port in Salamis until Ptol AI will not build it.

    It seems that in game solution is not working - script can't create graphic so try this:
    take control of Ptolemies - it is a perfect spy or sth(there is whole thread on using it in bugs subforum somewhere) and then do two things:
    1. stop ship construction if there is any
    2. then sell navy port and start construction of trade port.

    EB ship system destroyer and Makedonia FC

  7. #7

    Default Re: Temporary fix for early-game CTD

    how do i get to this file?

  8. #8

    Default Re: Temporary fix for early-game CTD

    The descr_strat file is in data/world/maps/campaign/imperial_campaign.

    My game works again now.
    It's not a map.

  9. #9

    Default Re: Temporary fix for early-game CTD

    I've tried doing the script-fix and it worked for a few turns but now it's crashing again.

    Unless there is a way to transfer the control of Salamis to me by script, so I can make sure no ship will be ever built there, I'm giving up and starting a new campaign with the desc_start fix.

    If anyone wants to have a go, here's the save.

  10. #10
    EB insanity coordinator Senior Member khelvan's Avatar
    Join Date
    Sep 2002
    Location
    Oakland, CA
    Posts
    8,449

    Default Re: Temporary fix for early-game CTD

    Post updated; unfortunately the script fix does not work as intended and thus a new campaign has to be started.
    Cogita tute


  11. #11
    EB insanity coordinator Senior Member khelvan's Avatar
    Join Date
    Sep 2002
    Location
    Oakland, CA
    Posts
    8,449

    Default Re: Temporary fix for early-game CTD

    Updated yet again.

    Are you an excellent RTW player? Then save yourself. You can find the answer here.
    Cogita tute


  12. #12
    Member Member Nagarythe's Avatar
    Join Date
    Jan 2006
    Location
    Malaga, Spain
    Posts
    15

    Default Re: Temporary fix for early-game CTD

    Probably I'm missing something because I don't know much about modding, but I fixed the problem in-game. With perfect spy, take control of ptolemies, remove the ship from the building queue and destroy the naval port. Then, construct a coastal clearing to let the AI build a commercial port later on.

    The AI won't build another naval port anytime soon, and you probably have solved the problem. If you have started a good campaign, it's worth trying.

  13. #13
    Sardonic Antipodean Member Trithemius's Avatar
    Join Date
    Jan 2005
    Location
    The Antipodean Colonies
    Posts
    641

    Default Re: Temporary fix for early-game CTD

    Quote Originally Posted by khelvan
    Updated yet again.

    Are you an excellent RTW player? Then save yourself. You can find the answer here.
    Does this mean my puppet-mastering of the Ptolemies will not save me? (I possesed their leader and then commanded him to raze the docks in Kypros; I could not have him build a port because the place seemed to be too small a settlement for it).
    Trithemius
    "Power performs the Miracle." - Johannes Trithemius

  14. #14
    Member Member Magister Militum's Avatar
    Join Date
    Mar 2006
    Location
    Holland
    Posts
    13

    Default Re: Temporary fix for early-game CTD

    where can i find this perfect spy?

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO