Turn End Crash

Thread: Turn End Crash

  1. XDeath007 said:

    Default Turn End Crash

    I save my games between 3 save files in a rotation. ie. Turn 1 save A, Turn 2 save B, Turn 3 Save C, Turn 4 Save A...

    When I end my turn around 121 BC as Rome, I always get an error (see pic). I confirmed this by arriving at the same turn with saves A and B and getting the same error each time.

    I ask the good people of this forum for assistance.


    Here my log:

    Line 788: 19:36:46.735 [game.script] [error] Trigger processing error in <SeleukidStrategosAutokrator>
    Line 792: 19:36:46.735 [game.script] [error] Trigger processing error in <AkrophylaxToSeleukidStrategosAutokrator>
    Line 796: 19:36:46.738 [game.script] [error] Trigger processing error in <SeleukidStrategosAutokrator>
    Line 800: 19:36:46.738 [game.script] [error] Trigger processing error in <AkrophylaxToSeleukidStrategosAutokrator>
    Line 804: 19:36:46.739 [game.script] [error] Trigger processing error in <SeleukidStrategosAutokrator>
    Line 808: 19:36:46.739 [game.script] [error] Trigger processing error in <AkrophylaxToSeleukidStrategosAutokrator>
    Line 812: 19:36:46.748 [game.script] [error] Trigger processing error in <SeleukidStrategosAutokrator>
    Line 816: 19:36:46.749 [game.script] [error] Trigger processing error in <AkrophylaxToSeleukidStrategosAutokrator>
    Line 820: 19:36:46.752 [game.script] [error] Trigger processing error in <SeleukidStrategosAutokrator>
    Line 824: 19:36:46.752 [game.script] [error] Trigger processing error in <AkrophylaxToSeleukidStrategosAutokrator>
    Line 828: 19:36:46.752 [game.script] [error] Trigger processing error in <SeleukidStrategosAutokrator>
    Line 832: 19:36:46.752 [game.script] [error] Trigger processing error in <AkrophylaxToSeleukidStrategosAutokrator>
    Line 836: 19:36:46.754 [game.script] [error] Trigger processing error in <SeleukidStrategosAutokrator>
    Line 840: 19:36:46.754 [game.script] [error] Trigger processing error in <AkrophylaxToSeleukidStrategosAutokrator>
    Attached Thumbnails Attached Thumbnails
     
  2. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Turn End Crash

    Can you attach the full log, please? Preferably with trace re-enabled in the config. That extract doesn't have anything useful, nor even a terminating error.
     
  3. XDeath007 said:

    Default Re: Turn End Crash

    I hope this is it.
    Attached Files
     
  4. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Turn End Crash

    Can you get one with trace re-enabled? All I'm getting from that shortened log is this:

    Code: [View]
    19:49:37.210 [system.rpt] [error] Unspecified error. Please compress your error log in a zip format and upload it on the EBII technical help forum.
     
  5. XDeath007 said:

    Default Re: Turn End Crash

    That makes more sense now. I was wondering why I didn't need to zip my first one...
    Attached Files
     
  6. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Turn End Crash

    Still not terribly clear, but I suspect you've got a situation where a faction's FL and FH are dying in the same event:

    Code: [View]
    16:12:11.896 [game.script.trigger] [trace] Trigger <HellenicLeaderBecomesBasileus> fired
    16:12:11.896 [game.script.trigger] [trace] Trigger <FinallyBecomesFactionLeader> fired
    16:12:11.897 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/001.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.897 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/001.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.897 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/001.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.897 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/001.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.897 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/001.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.897 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/001.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.897 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/001.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.897 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/001.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.898 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/033.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.898 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/033.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.898 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/033.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.898 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/033.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.898 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/033.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.898 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/033.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.898 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/033.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.898 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/033.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.899 [game.script.trigger] [trace] Trigger <DisinheritedFactionHeir1> fired
    16:12:11.900 [system.io] [info] exists:   found mods/ebii/data/ui/generic/bribed_portrait.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.900 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/008.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.900 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/008.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.900 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/008.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.900 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/008.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.900 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/008.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.901 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/008.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.901 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/008.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.901 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/008.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.901 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/083.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.901 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/083.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.901 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/083.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.902 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/083.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.902 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/083.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.902 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/083.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.902 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/083.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.902 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/083.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.902 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/017.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.902 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/017.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.903 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/017.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.903 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/017.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.903 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/017.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.903 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/017.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.903 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/017.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.903 [system.io] [info] exists:   found mods/ebii/data/ui/cul_3/portraits/portraits/dead/017.tga (from: B:\Medieval 2 Total War Gold)
    16:12:11.903 [system.rpt] [error] Unspecified error. Please compress your error log in a zip format and upload it on the EBII technical help forum.
    You may have to observe the AI turn with the fog of war turned off to find out which faction it is, then aid them to prevent that happening. Since it's cul_3 it's one of Seleukids, Ptolemaioi, Baktria or Bosporans.
     
  7. XDeath007 said:

    Default Re: Turn End Crash

    The games seem to always crash on Seleukids. I guess I just need to console kill one of the FM before the crashing turn?

    How do I turn FoW off?

    EDIT: Nm, I found out how. However, because the Seleukids are so big in my game, I'm having a hell of a time finding the heir or FL. Is there any easy way to do this?
    Last edited by XDeath007; April 09, 2018 at 07:22 PM.
     
  8. XDeath007 said:

    Default Re: Turn End Crash

    Ok, I narrowed the crashing moment to when this Seleukid army just won a siege. As soon as the avatar triumphantly raises the banner, I get what you see on the screenshot attached. All armies involved are led by captains. I'm not sure about the garrison.
    Attached Thumbnails Attached Thumbnails
    Last edited by XDeath007; April 09, 2018 at 07:41 PM.
     
  9. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Turn End Crash

    Quote Originally Posted by XDeath007 View Post
    Ok, I narrowed the crashing moment to when this Seleukid army just won a siege. As soon as the avatar triumphantly raises the banner, I get what you see on the screenshot attached. All armies involved are led by captains. I'm not sure about the garrison.
    My guess is that the Bosporan FL and FH are both in Pantikapaion, and the game is getting stuck trying to resolve who the new leaders should be with them both being removed at the same time. Check the garrison in your turn, use the perfect_spy script which is activated with F1 and the "?" button (make sure you turn it off again after looking).
     
  10. XDeath007 said:

    Default Re: Turn End Crash

    When I press F1 it brings up the keyboard shortcut summary. Pressing ? doesn't seem to do anything before, during, or after the F1 press.

    On a side note, the Bosporan FH is in the army towards the right of the previous screenshot. Also, I'm 95% sure this is the last Bosporan city.
     
  11. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Turn End Crash

    There's no notification, but when you click it, you can "see" everything, it will show you the composition of garrisons and armies. Which will tell you which FMs are present.

    You might want to try bringing the Bosporan stack to Pantikapaion, see if they can change the outcome enough to avert whatever's going on. Maybe move the Seleukid army away, too.
     
  12. XDeath007 said:

    Default Re: Turn End Crash

    Ok, I realized that you meant the ? button in the menu rather than the keyboard button.

    Turn out the Bosporan FL and FH are both in that stack off to the right.

    How do I move their armies?
     
  13. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Turn End Crash

    Ah, so the game might be struggling with them becoming homeless/faction-less as a result of losing their last settlement. Sometimes that passes without a hitch, other times, as now, it causes a crash. Looks from the map like they've been squaring off against that Sauromatae stack for years.

    You need the move_character command which you enter on the console.

    Code: [View]
    move_character [name of the commander], x, y
    You get the co-ordinates by entering show_cursorstat on the tile you want. You might also need to boost the garrison of Pantikapaion a little, try this in the console:

    Code: [View]
    create_unit Pantikapaion "hellenistic infantry hoplitai" 1 0 0 0
    create_unit Pantikapaion "hellenistic infantry hoplitai haploi" 2 0 0 0
    create_unit Pantikapaion "hellenistic infantry akontistai" 1 0 0 0
    create_unit Pantikapaion "steppe infantry scythian archers" 1 0 0 0
     
  14. XDeath007 said:

    Default Re: Turn End Crash

    I keep getting "unrecognized character" when I try to move_character the FH. Probably has something to do with his name changing or something?
    Attached Thumbnails Attached Thumbnails
     
  15. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Turn End Crash

    Bosporans don't have surnames; try Satyros, SatyrosA and SatyrosB. Arkhon is a title, not a name.
     
  16. XDeath007 said:

    Default Re: Turn End Crash

    Satyros worked! I moved that stack far away but I still ended up crashing. I think the faction being destroyed has something to do with it. However, I can't add more stacks to that city because it's already 22 (albeit, depleted) stacks.
     
  17. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Turn End Crash

    Oh no, move that Bosporan stack to where it can do something about the Seleukids, and move any supporting Seleukid stacks away. You want to stop the Bosporans dying that turn.
     
  18. XDeath007 said:

    Default Re: Turn End Crash

    I couldn't get the Seleukid army to move but I did manage to give that small Bosporan force just outside the walls some extra units. That did the trick! Thank you so much QS!
     
  19. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Turn End Crash

    Glad we got to the bottom of it. M2TW is a weird, old game; sometimes you just have to find ways to finesse your way around places it gets stuck.
     
  20. XDeath007 said:

    Default Re: Turn End Crash

    I was playing for a few turns and the exact same thing happened again. I think this time the game crashed on Sauromatae's turn. Could you point me in the right direction again QS?
    Attached Files