Two observations:
A) Scenario structure: The game does not recognize soundfiles in the scenario folder (e.g. \scen0000\default\sound\something.wav). When I put something.wav into the main sound folder, everything is fine
.
B) In the meantime I produced a new crash similar to the above, but I forgot to save the log. Anyways -- the similarity was in the ProcessMatches / Scheduler portion, additionally it said something about the AI-Time Slice. I should note that I have modified the Time Slice settings in const.txt.
With the following settings I got the crashes:
With the settings used by most mods since Apolyton pack 1.0 I did not experience those crashes so far:
Do these settings require some ratio?
Edit: I forgot to mention the political situation: I have fixed my revolting civs issue (the slider settings I had copied from MedMod were too extreme).
Now I just have the usual single cities eventually revolting and creating a new civ. The game does not seem to have any problems handling these new civs.
So my impression is that the program crashed because it could not handle civs suddenly disappearing (I imagine the program -- THE GOVERNOR
-- possibly tried to process items that were no longer in the game, or something along these lines).
A) Scenario structure: The game does not recognize soundfiles in the scenario folder (e.g. \scen0000\default\sound\something.wav). When I put something.wav into the main sound folder, everything is fine
.B) In the meantime I produced a new crash similar to the above, but I forgot to save the log. Anyways -- the similarity was in the ProcessMatches / Scheduler portion, additionally it said something about the AI-Time Slice. I should note that I have modified the Time Slice settings in const.txt.
With the following settings I got the crashes:
Code:
AI_GOAL_TIME_SLICE 100 AI_MAX_TIME_SLICE 1000 AI_TOTAL_TIME_SLICE 11000
Code:
AI_GOAL_TIME_SLICE 175 AI_MAX_TIME_SLICE 1750 AI_TOTAL_TIME_SLICE 22000
Edit: I forgot to mention the political situation: I have fixed my revolting civs issue (the slider settings I had copied from MedMod were too extreme).
Now I just have the usual single cities eventually revolting and creating a new civ. The game does not seem to have any problems handling these new civs.
So my impression is that the program crashed because it could not handle civs suddenly disappearing (I imagine the program -- THE GOVERNOR
-- possibly tried to process items that were no longer in the game, or something along these lines).
.
-- maybe it's something in my revised version of diplomod, I will need to check this.
I assume this could be removed since attacking them will break any agreement anyway. Officially declaring the break of the agreement one turn before actually attacking them would be a third option for doing it the diplomatically correct way
. I added a player[x] != 0 check to all my modded diplomod functions, even where such a check is definitely redundant, I will see what happens -- if it's not in my SLIC it's possibly in the source
. BTW I know something has been modified in the source to make the AI have diplo relations with each other, so some parts of diplomod may have become unnecessary, but I don't know what exactly has been done ...
.
unless I shut down ctp2.exe via taskmanager. There is no crash text (since the game doesn't crash, it just doesn't unload). But maybe it's just a special feature on my system ...
. At least I hope there will be other playtesters again -- we could need someone testing the unmodded game
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