I don't exactly know how to report this. However, sometimes when loading a new game a "crash" occurs, and the only thing I can do is to uninstall and reinstall.
It is not specific to a save game.
I use the latest patch available with Steam, and didn't even try to new manual patch (I tried it once, and it crashed at launch, so I gave up).
(April 2nd, 2024, 02:33)zuzzu Wrote: I don't exactly know how to report this. However, sometimes when loading a new game a "crash" occurs, and the only thing I can do is to uninstall and reinstall.
It is not specific to a save game.
I use the latest patch available with Steam, and didn't even try to new manual patch (I tried it once, and it crashed at launch, so I gave up).
Any hint on how I can help debug this?
This is not the thread for bugs but such issue was already reported in the bugs thread,
This was the fix suggested: move (delete) the saves and COM.set to a different folder.
see if it helps you...
Hi,
I downloaded 1.5.4, only copies the changes, and I get a crush before the game even starts, on "load gameplay data",
I backed up previous version so it's no issue, just FYI
(April 4th, 2024, 09:57)GMBarak Wrote: Hi,
I downloaded 1.5.4, only copies the changes, and I get a crush before the game even starts, on "load gameplay data",
I backed up previous version so it's no issue, just FYI
I did the same, I had no issue. Not an expert, but off the top of the head, if it persistently crash on load gameplay data, try deleting your Spells.dat, Units.dat and items.dat files from your directory and rebuild them. Else, look into your HELP.txt file, ensure that there is no double line spacing at the end. (Yes this causes a crash!)
These are the crashes that come up the most often involving load gameplay data crashes for me, as I went ham on the modding.
So cool you still working on CoM :D. I was just following on steam and missed this. The 1.5.3 Version works, while with 1.5.4 I get an error during "loading gameplay data".
I'd had one modding / feature request ^^. Could there be an option "MonstersAttackingCities" or something like this? So, that we could disable that for some play through. I got to like the monsters, the endless amount of them, and everywhere, if you don't keep your area clear. However, to have a relaxed game once in a while or to show the game to others, I'd need this option..
(Of course, it would be cool, of if the rampaging monsters then could block nodes, or come close to a city to block tiles / settle down as ruins with minimal reward.)
Quote:This build will have to go up on the forums as a public download, as will all future builds too. The previous builds were supposed to be final patches and i've had that reinforced to me today, and it was highlighted that it should of been the case for the last patch too (but I managed to get it through as an official patch). I know that's far from ideal, but they are the cards we're dealt atm.
Considering it's been over 2 years since release, this is more than reasonable. 1.5.2 was indeed intended to be the last patch unless significant bugs were found.
So this patch, and any further patches in case it is necessary, will be posted here.
Many thanks to everyone for your support of the game!
Code:
1.5.3
-Fixed bug : When an AI settler was in a tower adjacent to a boat on shore, the game sometimes crashed.
-Fixed bug : When exiting to the main menu and starting a new game, sometimes the unit selection info was not cleared, leading to crashes.
-Fixed bug : Primaryrealm() script command returned wrong value, displayed Specialist realm in combat info was incorrect.
-Added Mastervarset script command to write into global variables.
-Spellability and Maxcharges/ChargesLeft fields are now accessible through SetStat/GetStat.
-Added GetDipVar and SetDipVar script functions to access diplomacy data.
-Added EnterGame Script which runs once when the game is started or loaded from a save file.
-Fixed bug : GetDamage returned damage from unit 1 instead of the specified unit.
1.5.4
-Fixed bug : Artificier and Conjurer did not stack
-Modding : Maximal unit icons limit was increased to 1500
-Fixed bug : AEther Sparks didn't remove ammo from units that were granted a magical ranged attack by a spell.
-Modding : Fixed custom spell animations causing a crash at the end of the animation.