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  1. #1

    Default Mod freezing after attacking rebels

    I have a problem that's proving difficult to solve. During the the end of turn phase when an AI controlled faction attacks a rebel faction, the rebel faction retreats, and the AI factions pursues the rebel faction the mod suddenly freezes. When the mod freezes it's possible to scroll around the map and exit by pressing the 'escape' key but the end of turn phase doesn't end no matter how long you wait.

    The error log provide no information about what is causing this as it doesn't record anything after the mod freezes (unless you exit back to the main menu).

    Has anyone encountered anything like this or know how to fix it?
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  2. #2
    TheFirstONeill's Avatar Father of Thera
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    Default Re: Mod freezing after attacking rebels

    Quote Originally Posted by uanime5 View Post
    I have a problem that's proving difficult to solve. During the the end of turn phase when an AI controlled faction attacks a rebel faction, the rebel faction retreats, and the AI factions pursues the rebel faction the mod suddenly freezes. When the mod freezes it's possible to scroll around the map and exit by pressing the 'escape' key but the end of turn phase doesn't end no matter how long you wait.

    The error log provide no information about what is causing this as it doesn't record anything after the mod freezes (unless you exit back to the main menu).

    Has anyone encountered anything like this or know how to fix it?
    Is it always in the same region ?

    House of Wilpuri :By the Patronage of Elrond: Patron of Caki : Aduellist : Borissomeone
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  3. #3
    Gorrrrrn's Avatar Citizen
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    Default Re: Mod freezing after attacking rebels

    Does the game progress to the next AI faction or is it stuck on the faction which is attacking?

    Can you post the trace log for the time immediately after the AI faction attacks to the end to see what the game is doing?

  4. #4

    Default Re: Mod freezing after attacking rebels

    The trace log stops recording anything immediately after the rebel unit is attacked.

    I believe I have found the cause of this problem. In the descr_model_strat.txt file when I noticed that the type of captain that kept crashing had the skeleton of a 'strat_diplomat', rather than a 'strat_named_with_army'. I believe that as the diplomat lacks combat movements M2TW would lock up when they were attacked.

    However this did not occur when the player attacked AI factions or rebel cities, only rebels on the strat map. Does anyone have any ideas why only the rebels caused the mod to lock up?
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  5. #5
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Mod freezing after attacking rebels

    Turn on the AI tracking and see what it reports.

    In your cfg file.

    level = ai.ltgd trace

  6. #6

    Default Re: Mod freezing after attacking rebels

    21:35:07.656 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/heretics/068.tga, using the default culture path if it exists
    21:35:07.671 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/heretics/068.tga, using the default culture path if it exists
    21:35:07.671 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/heretics/068.tga, using the default culture path if it exists
    21:35:07.671 [data.missing] [warning] Cannot find the portrait path: data/ui/asian/portraits/portraits/young/heretics/068.tga, using the default culture path if it exists
    21:35:40.843 [data.missing] [warning] Missing unit card data/ui/units/hre/#Norse_Swordsmen.tga
    21:35:40.843 [data.missing] [warning] Missing unit image data/ui/unit_info/hre/Norse_Swordsmen_info.tga
    21:37:11.015 [data.missing] [warning] Missing unit card data/ui/units/timurids/#Hashishim.tga
    21:37:11.015 [data.missing] [warning] Missing unit image data/ui/unit_info/timurids/Hashishim_info.tga
    21:37:11.015 [data.missing] [warning] Missing unit card data/ui/units/timurids/#Hashishim.tga
    21:37:11.015 [data.missing] [warning] Missing unit image data/ui/unit_info/timurids/Hashishim_info.tga
    21:43:04.000 [system.io] [warning] open: mods/conquest/data/loading_screen/loading_bar.tga.dds is missing
    21:43:04.015 [system.io] [warning] open: data/loading_screen/loading_logo.tga.dds is missing
    21:43:07.406 [system.io] [warning] open: mods/conquest/data/loading_screen/loading_bar.tga.dds is missing
    21:43:09.156 [system.io] [warning] open: data/menu/symbols/FE_symbols_80/normans.tga is missing
    21:43:09.609 [system.io] [warning] open: data/menu/symbols/FE_symbols_80/golden.tga is missing
    Attached is the error log 'level = ai.ltgd trace'. Above is an extract, the 6 minute gap between 21:37:11.015 and 21:43:04.000 occurred after the Turks attacked the rebel captain and ended when I exited the mod. As I stated M2TW effectively stops after the rebel captain is attacked.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  7. #7
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Mod freezing after attacking rebels

    That didnt quite give me what I wanted to see. Try it like this, sorry.

    [log]
    to=logs/Barebones.system.log.txt
    level = ai.ltgd trace
    [ai]
    ltgd_logging = true

  8. #8

    Default Re: Mod freezing after attacking rebels

    Here is the system log when the mod locked up. The gap between 11:31:59.953 and 11:53:33.546 is where the mod locked up.

    11:31:59.953 [ai.ltgd] [info] <2> papal: excommunicated 0, enemy_excommunicated 0, has_ceasehostilities 0
    11:31:59.953 [ai.ltgd] [info] <2> neighbour: is_neighbour 1, target_weakest_neighbour 0, strongest_neighbour 0, borders_all_our_regions 1
    11:31:59.953 [ai.ltgd] [info] <2> win conditions: is_faction_to_outlive_target 0, is_target_faction_to_outlive 0
    11:31:59.953 [ai.ltgd] [info] <2> misc: production_balance 5.88152, target_religion 0, target_faction portugala, num_settlements 46
    11:31:59.953 [ai.ltgd] [info] <2> rand 0.997101, difficulty medium, turn_number 27
    11:31:59.953 [ai.ltgd] [info] <2> most_desirable 0, target_human 0, target_is_shadow 0
    11:31:59.953 [ai.ltgd] [info] <2> LTGD: (default) invade decision: invade = invade_immediate, invade_priority = 2429, want_offer_protect = 0, alliance_against = 0, can_force_invade = 1
    11:31:59.953 [ai.ltgd] [info] <2> LTGD: decision parameters 'turks' (ai_label:default) vs faction 'england':
    11:31:59.953 [ai.ltgd] [info] <2> military: frontline_balance 1, military_balance 10.6233, military_balance_plus_enemies 1.3644, alliance_military_balance 10.6233, free_strength_balance 765807
    11:31:59.953 [ai.ltgd] [info] <2> faction standing: faction_standing 0.632341, target_faction_standing 0.165049, global_standing 0.402593, target_global_standing -0.105924
    11:31:59.953 [ai.ltgd] [info] <2> diplomacy: stance Neutral, num_enemies 5, target_num_enemies 1, has_alliance_against 0, num_turns_allied 0, num_turns_ceasefire -1
    11:31:59.953 [ai.ltgd] [info] <2> trusted_allies: trusted_ally 0, trusted_ally_enemy 0, trusted_ally_protectorate 0
    11:31:59.953 [ai.ltgd] [info] <2> protectorate: is_protectorate 0, is_protectorate_of_catholic 0
    11:31:59.953 [ai.ltgd] [info] <2> papal: excommunicated 0, enemy_excommunicated 0, has_ceasehostilities 0
    11:31:59.953 [ai.ltgd] [info] <2> neighbour: is_neighbour 0, target_weakest_neighbour 0, strongest_neighbour 0, borders_all_our_regions 0
    11:31:59.953 [ai.ltgd] [info] <2> win conditions: is_faction_to_outlive_target 0, is_target_faction_to_outlive 0
    11:31:59.953 [ai.ltgd] [info] <2> misc: production_balance 7.39571, target_religion 2, target_faction england, num_settlements 46
    11:31:59.953 [ai.ltgd] [info] <2> rand 0.244453, difficulty medium, turn_number 27
    11:31:59.953 [ai.ltgd] [info] <2> most_desirable 0, target_human 0, target_is_shadow 0
    11:31:59.953 [ai.ltgd] [info] <2> LTGD: (default) invade decision: invade = invade_none, invade_priority = -1, want_offer_protect = 0, alliance_against = 0, can_force_invade = 1
    11:31:59.953 [ai.ltgd] [info] <2> LTGD: decision parameters 'turks' (ai_label:default) vs faction 'saxons':
    11:31:59.953 [ai.ltgd] [info] <2> military: frontline_balance 1, military_balance 11.2656, military_balance_plus_enemies 1.37446, alliance_military_balance 11.2656, free_strength_balance 765807
    11:31:59.953 [ai.ltgd] [info] <2> faction standing: faction_standing 0.7557, target_faction_standing -0.214375, global_standing 0.402593, target_global_standing -0.0575751
    11:31:59.953 [ai.ltgd] [info] <2> diplomacy: stance Neutral, num_enemies 5, target_num_enemies 0, has_alliance_against 0, num_turns_allied 0, num_turns_ceasefire -1
    11:31:59.953 [ai.ltgd] [info] <2> trusted_allies: trusted_ally 0, trusted_ally_enemy 0, trusted_ally_protectorate 0
    11:31:59.953 [ai.ltgd] [info] <2> protectorate: is_protectorate 0, is_protectorate_of_catholic 0
    11:31:59.953 [ai.ltgd] [info] <2> papal: excommunicated 0, enemy_excommunicated 0, has_ceasehostilities 0
    11:31:59.953 [ai.ltgd] [info] <2> neighbour: is_neighbour 0, target_weakest_neighbour 0, strongest_neighbour 0, borders_all_our_regions 0
    11:31:59.953 [ai.ltgd] [info] <2> win conditions: is_faction_to_outlive_target 0, is_target_faction_to_outlive 0
    11:31:59.953 [ai.ltgd] [info] <2> misc: production_balance 16.0226, target_religion 5, target_faction saxons, num_settlements 46
    11:31:59.953 [ai.ltgd] [info] <2> rand 0.0292673, difficulty medium, turn_number 27
    11:31:59.953 [ai.ltgd] [info] <2> most_desirable 0, target_human 0, target_is_shadow 0
    11:31:59.953 [ai.ltgd] [info] <2> LTGD: (default) invade decision: invade = invade_none, invade_priority = -1, want_offer_protect = 0, alliance_against = 0, can_force_invade = 1
    11:31:59.953 [ai.ltgd] [info] <2> LTGD: number of invasion targets: '11
    11:53:33.546 [system.io] [warning] open: mods/conquest/data/loading_screen/loading_bar.tga.dds is missing
    11:53:33.593 [system.io] [warning] open: data/loading_screen/loading_logo.tga.dds is missing
    11:53:37.000 [system.io] [warning] open: mods/conquest/data/loading_screen/loading_bar.tga.dds is missing
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  9. #9
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Mod freezing after attacking rebels

    Ok so right after the Turks process the Saxons, it pauses and doesnt make any more decisions. Are the Turks the last faction processed (excepting slaves) or is there another AI faction that needs its turn?

    The Turks have decided they have 11 valid invasion targets:
    11:31:59.953 [ai.ltgd] [info] <2> LTGD: number of invasion targets: '11

    And above that they have decided to invade_immediate on a faction:
    11:31:59.953 [ai.ltgd] [info] <2> LTGD: (default) invade decision: invade = invade_immediate, invade_priority = 2429, want_offer_protect = 0, alliance_against = 0, can_force_invade = 1
    What is that faction they have decided to invade? Its right above the entries for vs faction england. Find out what that faction is, and if there is some reason the Turks cannot invade. I would guess there is a pathfinding issue from one of the Turkish armies to one of those regions.

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