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Thread: CTD campaign map during AI turns

  1. #1

    Default CTD campaign map during AI turns

    Hello,

    system log set to trace shows these 'errors' which I understand are normal:

    18:12:06.640 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_boii has gap in building prior to stock_one
    18:12:06.640 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_boii has gap in building prior to stock_two
    18:12:06.640 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_belgai has gap in building prior to stock_one
    18:12:06.640 [script.err] [error] Script Error in mods/EBII/data/export_descr_buildings.txt, at line 31656, column 3
    Building DB error - faction f_belgai has gap in building prior to stock_two

    and then no errors until the end of the log:

    18:13:45.921 [game.script] [always] f_saka: Faction turn pre-start
    18:13:45.937 [game.script] [always] f_saka: Faction turn start
    18:13:47.656 [game.script] [always] f_saka: Faction turn end
    18:13:47.656 [game.script] [always] f_sauromatae: Faction turn pre-start
    18:13:47.703 [game.script] [always] f_sauromatae: Faction turn start
    18:13:50.640 [game.script] [always] f_sauromatae: Faction turn end
    18:13:50.656 [game.script] [always] f_gandhara: Faction turn pre-start
    18:13:50.671 [game.script] [always] f_gandhara: Faction turn start
    18:13:52.250 [game.script] [always] f_gandhara: Faction turn end
    18:13:52.250 [game.script] [always] f_lugia: Faction turn pre-start
    18:13:52.265 [game.script] [always] f_lugia: Faction turn start
    18:13:53.828 [game.script] [always] f_lugia: Faction turn end
    18:13:53.828 [game.script] [always] f_bosporan: Faction turn pre-start
    18:13:53.843 [game.script] [always] f_bosporan: Faction turn start
    18:13:54.125 [game.script] [always] f_bosporan: Faction turn end
    18:13:54.125 [game.script] [always] f_boii: Faction turn pre-start
    18:13:54.140 [game.script] [always] f_boii: Faction turn start
    18:13:54.734 [game.script] [always] f_boii: Faction turn end
    18:13:54.734 [game.script] [always] f_nabatu: Faction turn pre-start
    18:13:54.734 [game.script] [always] f_nabatu: Faction turn start
    18:13:56.515 [game.script] [always] f_nabatu: Faction turn end
    18:13:56.515 [game.script] [always] slave: Faction turn pre-start
    18:13:56.531 [game.script] [always] slave: Faction turn start
    18:13:57.203 [game.script] [always] slave: Faction turn end
    18:13:57.203 [game.script] [always] slave: Faction turn end
    18:13:57.203 [game.script] [always] slave: Faction turn end
    18:13:57.203 [system.rpt] [error] Unspecified error. Please compress your error log in a zip format and upload it on the EBII technical help forum.


    The only 'errors' I can find.

    I'll upload the whole log as a zip later if you prefer, have to go to work atm.

    Cheers

  2. #2

    Default Re: CTD campaign map during AI turns

    Does the crash repeat? I'm afraid I can't tell anything from that extract, and if you've got the default logging on (which you should) that won't tell us anything more than there was a crash.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  3. #3

    Default Re: CTD campaign map during AI turns

    It consistently crashes at the end of the AI turns.

    That extract is from a system.log file I found in the Medieval 2 Total War folder. It doesn't change, other than timestamps, whether I have ebii.cfg logging set to default or trace.

    I can't find any logs in the log folder in ebii?

    I also get a CTD if I try to start a historical battle.


    Are these normal:

    18:13:00.593 [system.io] [warning] open: mods/EBII/data/terrain/aerial_map/wagons/textures/eb2_cart.tga.dds is missing
    18:13:00.625 [system.io] [warning] open: mods/EBII/data/terrain/aerial_map/wagons/textures/eb2_cows.tga.dds is missing
    18:13:00.625 [system.io] [warning] open: mods/EBII/data/terrain/aerial_map/wagons/textures/eb2_tradeGoods.tga.dds is missing
    18:13:00.625 [system.io] [warning] open: mods/EBII/data/terrain/aerial_map/wagons/textures/eb2_driver.tga.dds is missing
    18:13:00.625 [system.io] [warning] open: mods/EBII/data/terrain/aerial_map/sea/surf2b.tga.dds is missing
    18:13:00.625 [system.io] [warning] open: mods/EBII/data/terrain/aerial_map/sea/beach_strip.tga.dds is missing
    18:13:00.640 [system.io] [warning] open: mods/EBII/data/world/maps/base/water_surface.tga.dds is missing
    18:13:00.640 [system.io] [warning] open: mods/EBII/data/terrain/aerial_map/sea/waves.tga.dds is missing

    ?

  4. #4

    Default Re: CTD campaign map during AI turns

    If it doesn't have [error] in it, then it doesn't really concern us.

    I need the whole log set to trace if you have a recurrent crash.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  5. #5

    Default Re: CTD campaign map during AI turns

    Quote Originally Posted by QuintusSertorius View Post
    If it doesn't have [error] in it, then it doesn't really concern us.

    I need the whole log set to trace if you have a recurrent crash.
    The whole log set to trace, assuming I uploaded it properly.
    Attached Files Attached Files

  6. #6

    Default Re: CTD campaign map during AI turns

    Something is going on here:

    Code:
    13:19:44.328 [game.script.exec] [trace] exec <generate_random_counter> at line 32185 in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:19:44.328 [game.script.exec] [trace] exec <generate_random_counter> at line 32186 in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:19:44.328 [game.script.exec] [trace] exec <generate_random_counter> at line 32187 in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:19:44.328 [game.script.exec] [trace] exec <console_command> at line 38713 in mods/EBII/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:19:44.328 [system.rpt] [error] Unspecified error. Please compress your error log in a zip format and upload it on the EBII technical help forum.
    But without a copy of the campaign_script, I can't work out exactly what it's doing. Could you zip and attach yours?

    Also what faction are you playing?
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  7. #7

    Default Re: CTD campaign map during AI turns

    Playing as Roman, 'Senatus Populusque Romans'.

    I found 3 campaign_script files in the data folder of the mod, 6 outside of the the folder EB2 is in. I believe this is the one you need? This one was in ...\maps\campaign\imperial_campaign (13,487 kb)

    the other two are in
    ...maps\campaign\custom_old\tarabostes_campaign (229 kb)
    ...maps\campaign\sample_campaigns\koinon_hellenon (4 kb)
    Attached Files Attached Files

  8. #8

    Default Re: CTD campaign map during AI turns

    OK, I've found the source, it's faction re-emergence for the Pritanoi:

    Code:
        monitor_event FactionTurnEnd FactionType slave
            and I_CompareCounter f_casse_emerge > 1
            console_command create_building sett_007 ros_target
            set_counter sett_007_riot 1
    Could you have a look at Maidunon with the fog of war turned off and perfect_spy activated (via the F1 key)? Is it full of buildings?

    EDIT: There was an error with the Pritanoi faction re-emergence I fixed a while back, which made it spawn repeatedly. I wonder if that's what you're seeing here?
    Last edited by QuintusSertorius; June 12, 2018 at 04:47 PM.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  9. #9

    Default Re: CTD campaign map during AI turns

    I bet you thirty Pritanoi stacks you are right..

    And yes Maidunon is stuffed full of buildings, I didn't count but there must be around a hundred in there. Funny because I destroyed everything pre re-emergence.

    I was able to continue playing several turns after the sea of Pritanoi stacks appeared, so didn't think that was causing the crash.

  10. #10

    Default Re: CTD campaign map during AI turns

    Does that fix the problem? Unfortunately, you can't change the script for a game in motion, but that's something I corrected for 2.35 a long time ago.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  11. #11

    Default Re: CTD campaign map during AI turns

    Quote Originally Posted by QuintusSertorius View Post
    Does that fix the problem? Unfortunately, you can't change the script for a game in motion, but that's something I corrected for 2.35 a long time ago.
    I'm not sure what to change in the campaign_script to stop that chunk of code you pointed out from looping?

    Version 2.3

  12. #12

    Default Re: CTD campaign map during AI turns

    Quote Originally Posted by Hallett View Post
    I'm not sure what to change in the campaign_script to stop that chunk of code you pointed out from looping?

    Version 2.3
    Unless you want to start a new game, there's not much point. Script changes only apply with a new campaign.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


  13. #13

    Default Re: CTD campaign map during AI turns

    Alright, I’ll download 2.35 and start again. Thank you for walking me through this Quintus, it is appreciated.

  14. #14

    Default Re: CTD campaign map during AI turns

    Quote Originally Posted by QuintusSertorius View Post
    Does that fix the problem? Unfortunately, you can't change the script for a game in motion, but that's something I corrected for 2.35 a long time ago.
    Has 2.35 been released? Don't see it anywhere.

  15. #15

    Default Re: CTD campaign map during AI turns

    Quote Originally Posted by Hallett View Post
    Has 2.35 been released? Don't see it anywhere.
    No, it's in the works.
    It began on seven hills - a historical house-ruled Romani AAR
    Heirs to Lysimachos - a semi-historical Epeiros-as-Pergamon AAR
    Philetairos' Gift - a second attempt at an Epeiros-as-Pergamon AAR


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