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ghost88

First Lieutenant
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Aug 17, 2006
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One: when loading armies on ships I have a fleet at sea but the army loads on a patroling fleet that is in constant motion.
Two: there is a nice feature that tells you when an army/fleet has finished building but it fails to load most of the time.
 
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One: when loading armies on ships I have a fleet at sea but the army loads on a patroling fleet that is in constant motion.
This will be fixed in v1.2.

Two: there is a nice feature that tells you when an army/fleet has finished building but it fails to load most of the time.
"Fails to load"? What do you mean?
 
This will be fixed in v1.2.

"Fails to load"? What do you mean?

Most times after reloading my game this feature will not work but, if I load and it does work it works till I exit the game. Then it may or may not work the next reload. It either works when I load or it fails to work. It does not suddenly work in the middle of a session.
 
It should be saved in settings.cfg and thus apply all the time, just like other messages according to your messages settings. Be aware each mod uses its own settings.cfg file. Maybe this is the cause.
 
It should be saved in settings.cfg and thus apply all the time, just like other messages according to your messages settings. Be aware each mod uses its own settings.cfg file. Maybe this is the cause.

I am playing FTG "vanilla" but modded the Shawnees. Could this cause my problem to happen? I modded only in the .eeg file.
 
I am playing FTG "vanilla" but modded the Shawnees. Could this cause my problem to happen? I modded only in the .eeg file.
I can't say but messages settings and config.ftg should have nothing to do with eeg files.
 
Most times after reloading my game this feature will not work but, if I load and it does work it works till I exit the game. Then it may or may not work the next reload. It either works when I load or it fails to work. It does not suddenly work in the middle of a session.

I was wrong it seems it does not work for units that were started before the Reload not started after just like "Neville" in Vicky or the "peterthethird" cheat.
 
Under Vanilla, I have armies that continue to fight even though enemy is long gone. I can click on them and see them but if I try to move them they go into retreat mode but never move and then randomly disappear completely. This has happened in the Revolutionary scenario 1798 and I'm France.
 
The lack of debugging info when the game unexpectdly crash. Nothing in mod_debug.txt about it. So you have absolutely no idea what went wrong. You don't know if you duplicated an id, if you assigned 2 countries to the same city, etc...
 
The lack of debugging info when the game unexpectdly crash. Nothing in mod_debug.txt about it. So you have absolutely no idea what went wrong. You don't know if you duplicated an id, if you assigned 2 countries to the same city, etc...

Is mod_debug.txt a file in my games files? And it happened twice now while playing revolutionary France.
 
Is mod_debug.txt a file in my games files? And it happened twice now while playing revolutionary France.

Yup, it's supposed to be in /log/mod_debug.txt in your FtG root folder. It tell what what pictures it is using for actions in the game. history.txt tells you which events successfully completed, so if your crash is due to an event you won't see which one AFAIK.

Here my suggestions:
Maybe it should tell which event loaded and wheter it complete. That way if an event crashed your game you'd see something like this:
April 4, 1428 loaded event #13371337: Zhang He discovers America
April 4, 1428 done with event #13371337

but if it crashed you'd see:
April 10, 1428 loaded event #13371138: MXXXIV Monthy Python Philosopher Games

and you wouldn't see the done line - so you'd know that event was probably the reason for the crash.
And something similar for savegames/scenarios:
loading country caricom from savefile.eeg , so you'd have a better idea of what country crashed the game.

It is just a matter of printing out the arguments passed out to select C++ methods in a log file.Also if you are a modder you'd just have to ask the user to send you this file, and your odds of finding the bug would be way improved. If you know the culprit is country XXX from your 1419 scenario you only need to look at maybe 50 lines compared to all the files in your scenario.
 
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I'm not sure looking for an event will help, it was a hang up after the battle was over. And that log file is huge.
 
Under Vanilla, I have armies that continue to fight even though enemy is long gone. I can click on them and see them but if I try to move them they go into retreat mode but never move and then randomly disappear completely. This has happened in the Revolutionary scenario 1798 and I'm France.
I believe this has already been found by the beta testers, and we are working on a fix.
 
I believe this has already been found by the beta testers, and we are working on a fix.

MichaelM, I was wondering if you guys already have a lot of ASSERT and pre-conditions/post-conditions in your code. A couple of them could be kept in when you building in release mode. So their results could be output to mod_debug.txt if the user is running with say ftg.exe /debug to give out more informations (even if it halt the game)?
 
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MichaelM, I was wondering if you guys already have a lot of ASSERT and pre-conditions/post-conditions in your code. A couple of them could be kept in when you building in release mode. So their results could be output to mod_debug.txt if the user is running with say ftg.exe /debug to give out more informations (even if it halt the game)?
It's possible, yes, just a matter of implementation time. We're very short on that these days.