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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.

  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.

  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?

  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.

  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.

  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.

  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.

  16. #16

    Default Re: CTD campaign map during AI turns

    I have the same problem. How can I fix it in the campaign_script? I tried removing it, still have the problem.

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