Page 1 of 2 12 LastLast
Results 1 to 20 of 24

Thread: Confirmed crash reason.

  1. #1

    Default Confirmed crash reason.

    Played an Austrian-Hungarian Campaign.... 118 turns... CONFIRMED THE CRASH REASON.... Factory districts.... which sucks!!! i waited all this time to get the big heavy guns and boom... crash.... I think it is universal because i deconstructed it and it got past 118.... I then sent spies out and 1 man armies everywhere to look at armies, for hte most part; all I saw was mortars and machine guns with some rebel armies having howitzers and field guns. Nobody built a factory district in my campaign which is why I had no crash... I make one as Austria Hungry taking 118 turns and boom crash. This has to be the reason.


    Also... Machine gun bunkers crash my computer when I zoom into them while firing... I can not crash with them if i stay zoomed out but once they are firiring and I am zoomed in it crashes... Dont know if it is my comp or something bugged with machine gun bunkers...


    ANYWAYS... the 2 starting howitzers lasted me the whole campaign... and luckily every revolutionary army was fully armed with field cannons and howitzers making my campaign full of big blasts and explosions.... It just revolved around my 1 army with 2 other armies composed of machine guns and mortars.... IT was enough but I would like to see more big guns earlier in the game then 1918

    - LOVE this mod btw... will be competing with Rome 2 time wise once it comes out.

  2. #2
    Aanker's Avatar Concordant
    Join Date
    Apr 2009
    Location
    Sweden
    Posts
    7,072

    Default Re: Confirmed crash reason.

    What units can the factory district produce?

    (this sounds similar to a crash which we are in the process of fixing)

    Quote Originally Posted by Adar View Post
    Russia have managed to weaponize the loneliest and saddest people on the internet by providing them with (sometimes barechested) father figures whom they can adhere to in order to justify their hatred for the current establishment and the society that rejects them.

    UNDER THE PROUD PATRONAGE OF ABBEWS
    According to this poll, 80%* of TGW fans agree that "The mod team is devilishly handsome" *as of 12/10

  3. #3

    Default Re: Confirmed crash reason.

    You can build Factory District but NOT their "upgrades" (Chemical, Manufacturing and Heavy industry). A factory district produce all artillery units except Rail-Gun observer and Heavy Howitzer ( can built only with Heavy Industry and Manufacturing).

  4. #4
    Aanker's Avatar Concordant
    Join Date
    Apr 2009
    Location
    Sweden
    Posts
    7,072

    Default Re: Confirmed crash reason.

    Okay, but does it produce any artillery that no earlier industrial building can produce, i.e. early/late field guns, old heavy howitzers etc.?

    Quote Originally Posted by Adar View Post
    Russia have managed to weaponize the loneliest and saddest people on the internet by providing them with (sometimes barechested) father figures whom they can adhere to in order to justify their hatred for the current establishment and the society that rejects them.

    UNDER THE PROUD PATRONAGE OF ABBEWS
    According to this poll, 80%* of TGW fans agree that "The mod team is devilishly handsome" *as of 12/10

  5. #5

    Default Re: Confirmed crash reason.

    Earlier industrial buildings don't produce any artillery unit(cannons and howitzers). There is no problem with Factory District (CTD) .Crash happens when you build its "upgrades" (Chemical, Manufacturing and Heavy industry).

  6. #6
    Aanker's Avatar Concordant
    Join Date
    Apr 2009
    Location
    Sweden
    Posts
    7,072

    Default Re: Confirmed crash reason.

    Ok, thank you for your information.

    This is probably (as in, 99% chance) related to a crash which we are currently investigating in 5.1.2.

    Quote Originally Posted by Adar View Post
    Russia have managed to weaponize the loneliest and saddest people on the internet by providing them with (sometimes barechested) father figures whom they can adhere to in order to justify their hatred for the current establishment and the society that rejects them.

    UNDER THE PROUD PATRONAGE OF ABBEWS
    According to this poll, 80%* of TGW fans agree that "The mod team is devilishly handsome" *as of 12/10

  7. #7

    Default Re: Confirmed crash reason.

    Hi, sorry for jumping in, I'm doing some testing myself and I'm almost certain that another reason behind many crashes I experienced (can also confirm the ones due to Chemical, Manufacturing and Heavy Industry) may lie in modding savegames to have 40 units per stack. Did you investigate anything related to that?

    And a question about crashes due to Industrial Development: is it the same if AI Countries develop such buildings or crashes only happen if I build them?
    I made some test putting 840 turns to develop Chemical, Manufacturing and Heavy Industry buildings for all, but the 40 units per stack crash confused thing a lot, so now I'm playing with 20 units per army and 840 turns for those buildings and all seems to be quite stable so far.

    I've also to wait for artillery to show any issue, so I set all buildings to take 1 turn to develop (except the ones causing troubles) to see what happens in a shorter timeframe.

    Thanks!

  8. #8
    Inevitability won
    Patrician Citizen

    Join Date
    Mar 2010
    Posts
    9,594

    Default Re: Confirmed crash reason.

    Quote Originally Posted by jethro View Post
    Hi, sorry for jumping in, I'm doing some testing myself and I'm almost certain that another reason behind many crashes I experienced (can also confirm the ones due to Chemical, Manufacturing and Heavy Industry) may lie in modding savegames to have 40 units per stack. Did you investigate anything related to that?

    And a question about crashes due to Industrial Development: is it the same if AI Countries develop such buildings or crashes only happen if I build them?
    I made some test putting 840 turns to develop Chemical, Manufacturing and Heavy Industry buildings for all, but the 40 units per stack crash confused thing a lot, so now I'm playing with 20 units per army and 840 turns for those buildings and all seems to be quite stable so far.

    I've also to wait for artillery to show any issue, so I set all buildings to take 1 turn to develop (except the ones causing troubles) to see what happens in a shorter timeframe.

    Thanks!
    I hope you understand when I say we can't and won't support fixing the bugs from modifications made by the players themselves. It's just not feasible and won't happen, we don't have the time. Our bugfix for the 40 unit crash would be to just not do it.

  9. #9

    Default Re: Confirmed crash reason.

    I see... a sensible policy indeed.
    I was just asking if anyone noted the same thing and, at the same time, I thought this information could also be of some help for many of us, given that a lot of people likes the 20+ units per stack thing and modding savegames seems to be very popular out there...

    Anyway, many thanks for your answer and good luck with 5.1.2: TGW is a real beauty!

  10. #10
    Massive_attack's Avatar Campidoctor
    Citizen

    Join Date
    Jan 2009
    Location
    The Great White North (Canada)
    Posts
    1,886

    Default Re: Confirmed crash reason.

    But that doesnt make much sense to me, how would having 40 units illicit a crash on producing a factory complex?

    Tactical map crashes, sure. But campaign related stuff? Related to a building no less?

    I dont know, I'm skeptical.

  11. #11

    Default Re: Confirmed crash reason.

    Hi, I'm sorry my last report wasn't clear enough.

    My recent experience brought me to the conclusion that the 40 units thing could generate ctds during TGW 5.1.1 campaign per se. I repeat, with 40 units per army I had repeated campaign crashes to desktop, even after few turns, but not during battles.

    Even without building the advanced industry plants I had lots of crashes in all my recent campaigns (Italy, France, Austro-Hungarian Empire...), wondering why for a couple of days. Then I suspected the 40 units thing could be the killer, so I started new campaigns (with Serbia and Italy) keeping 20 units and so long I don't build the advanced industrial assets all things seems to be stable enough.

    I just wanted to share my findings, as many people reporting ctds could have done themselves the 20+ savegame mod too. This could explain some crashes that are difficult to explain.

    Hope it helps. Cheers

  12. #12

    Default Re: Confirmed crash reason.

    I had some of the improvements already researched when i built the factory complex but as soon as i built it the game crashed on the turn i built it. I then went back and deconstructed it and the turns went past it just fine so I think it has to do with the factory complex and the research affiliated with it.

  13. #13

    Default Re: Confirmed crash reason.

    Had the same experience with those buildigs... this should be a certain find now.

  14. #14
    Laetus
    Join Date
    Jan 2012
    Location
    kragujevac
    Posts
    13

    Default Re: Confirmed crash reason.

    Quote Originally Posted by Count von Orlok View Post
    You can build Factory District but NOT their "upgrades" (Chemical, Manufacturing and Heavy industry). A factory district produce all artillery units except Rail-Gun observer and Heavy Howitzer ( can built only with Heavy Industry and Manufacturing).
    I can't even build factory district nor refitted factory complex...other buildings are fine, (I didn't tested developed financial sector and airbases from level 2- takes a lot tehnology to research). Just to say this, maybe it will be of some help for the next update. But still great md

  15. #15
    Laetus
    Join Date
    Jan 2012
    Location
    kragujevac
    Posts
    13

    Default Re: Confirmed crash reason.

    Finaly I can say it is not a building bug, but has something to do with some units they can recruit. I've done a test and replaced all artillery recruitment (db_building_units_allowed_tables) from factory district to industrial mills (previously had no crashes when building it) and now when I am about to complete building crash happens again same as factory district...Maybe someone can figure it out why this crashes happens???

  16. #16

    Default Re: Confirmed crash reason.

    So, if this is the case, the possible next test could be removing just all the new units recruitable in all those buildings and reintroducing them one by one, until a new ctd happens...

    Anyway, have to check myself if refitted factories can be the problem, as in my Serbian campaign this doesn't look to be the case... must look into that a little bit more.

  17. #17
    Aanker's Avatar Concordant
    Join Date
    Apr 2009
    Location
    Sweden
    Posts
    7,072

    Default Re: Confirmed crash reason.

    It's the artillery damage calculation, which depends on the number of crewmen, the DB damage values and the explosion damage, that is causing crashes. We fixed this for 5.1.2.

    Quote Originally Posted by Adar View Post
    Russia have managed to weaponize the loneliest and saddest people on the internet by providing them with (sometimes barechested) father figures whom they can adhere to in order to justify their hatred for the current establishment and the society that rejects them.

    UNDER THE PROUD PATRONAGE OF ABBEWS
    According to this poll, 80%* of TGW fans agree that "The mod team is devilishly handsome" *as of 12/10

  18. #18

    Default Re: Confirmed crash reason.

    Great!!! Looking forward to 5.1.2!!

  19. #19
    togtja's Avatar Foederatus
    Join Date
    Apr 2012
    Location
    Norway, Kristiansand
    Posts
    37

    Default Re: Confirmed crash reason.

    is it possible to get a temporary fix, a edit file without the artillery or just the fix update?

  20. #20
    Laetus
    Join Date
    Jan 2012
    Location
    kragujevac
    Posts
    13

    Default Re: Confirmed crash reason.

    Quote Originally Posted by jethro View Post
    So, if this is the case, the possible next test could be removing just all the new units recruitable in all those buildings and reintroducing them one by one, until a new ctd happens...

    Anyway, have to check myself if refitted factories can be the problem, as in my Serbian campaign this doesn't look to be the case... must look into that a little bit more.
    yes I thought the same, but maybe it's better to wait 5.1.2.first ...Aanker said something about relations of DB damage values-number of crewmen...so I will check if these crashes can be avoided if we select small units scales

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •