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Naval Unit Confusion causing Crashes

 
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Naval Unit Confusion causing Crashes - 8/25/2010 9:03:33 AM   
Tomokatu


Posts: 488
Joined: 2/27/2006
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I attach a graphic showing the extracts from two separate ConsoleOut.txt files illustrating the reasons for the crashes in our current PBEM. Same gameturn, consecutive crashes.

When the first crash happened (15th August) I used a custom editor on the naval_units.csv file to change the naval unit identity of transport #329 to #335 because U102 is/was already identified as unit #329.
See the highlighted lines in the first ConsoleOut.txt extract.

However, as can be seen from the second excerpt (from the ConsoleOut.txt dated 25th August), again the Italian AI is trying to load 3a Divisione Alpina 'Julia' onto U102.

1.........Should I be changing the identity of U-102 instead of the later transport?
2.........Is it acceptable to the game if I give a ship the ID number for a ship that's already been sunk?
3.........Are there any files other than naval_units.csv that I need to edit to stop this happening again?
4.........Is the identity of the fleet to which the transport (or U-102) is assigned at at all relevant?
...4a.........Should I edit the fleet details somehow?
...4b.........What file contains those?

5.........What else do I need to know to fix this permanently?




Attachment (1)

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For every action, there is an equal and opposite malfunction
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RE: Naval Unit Confusion causing Crashes - 8/25/2010 9:32:22 AM   
Bleck


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Joined: 3/8/2009
From: Poland
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Should I be changing the identity of U-102 instead of the later transport?
If you change transporter ID in naval_units.csv, you also need to change "transporter ID" for transported unit in land_units.csv. So it is better to just change ID of the other naval unit.

Is it acceptable to the game if I give a ship the ID number for a ship that's already been sunk?
Yes, you can do this. Any unused ID in naval_units.csv can be reused.

Are there any files other than naval_units.csv that I need to edit to stop this happening again?
If you will fix IDs as it should be, then problem should not happen again. But if it will, can you send me earlier save file (so I can try to reproduce it)?

Is the identity of the fleet to which the transport (or U-102) is assigned at at all relevant?
Fleet ID has nothing to do in this situation. You can leave it as it is.

What else do I need to know to fix this permanently?
Nothing :D But if you have any clue in what situation this is happening, please let me know ;)

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(in reply to Tomokatu)
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RE: Naval Unit Confusion causing Crashes - 8/27/2010 7:04:55 AM   
Tomokatu


Posts: 488
Joined: 2/27/2006
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Bleck asked
quote:

But if you have any clue in what situation this is happening, please let me know ;)


Unfortunately it's happening at the other end, during my opponent's gameturn, so I have no first-hand experience of the event. It happened again after the last adjustment (when I renumbered U-102 to be ship #191 - previously ship #328). I've just had some information from him about the latest stoppage. The ConsoleOut.txt he sent me had NO exit error message - it just stopped, but he had a crash to desktop and sent me this screencap of the first part of the Windows error report.


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For every action, there is an equal and opposite malfunction

(in reply to Bleck)
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RE: Naval Unit Confusion causing Crashes - 8/27/2010 7:06:56 AM   
Tomokatu


Posts: 488
Joined: 2/27/2006
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Don't know where the first screencap upload went. Maybe Im being too impatient. Trying again.

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For every action, there is an equal and opposite malfunction

(in reply to Tomokatu)
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RE: Naval Unit Confusion causing Crashes - 8/27/2010 10:30:52 AM   
Bleck


Posts: 741
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From: Poland
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Windows error will not help. Consoleout.txt is what I'm interested in, even if there is no error message at the end, because I will know what game was doing right before crash.

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(in reply to Tomokatu)
Post #: 5
RE: Naval Unit Confusion causing Crashes - 8/27/2010 8:32:52 PM   
Tomokatu


Posts: 488
Joined: 2/27/2006
Status: offline
Oh Okay

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For every action, there is an equal and opposite malfunction

(in reply to Bleck)
Post #: 6
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