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McNaughton
Posts: 2766
Joined: Wed Mar 21, 2007 8:47 pm
Location: Toronto, Canada

Problem with my mod

Sun Aug 26, 2007 6:35 pm

I am trying to complie my mod into a working scenario, but after a few turns running am encountering this problem with the CSA...

I found this in the Main Log.txt file.

Code: Select all

2:27:18 PM  [Error    ]  THost.CheckRemplacements              Exception caught: Indice de liste hors limites (-2147483648)
2:27:18 PM  [Error    ]  THost.AbortProcess                    Hosting aborted while performing PreHostProcess: CheckRemplacements
2:27:18 PM  [Error    ]  THost.AbortProcess                    Hosting aborted while performing PreHostProcess


It immediately ends the game, kicks me to the main menu and I have to exit. I have no idea what "CheckRemplacements" means, nor what I did to affect it.

I have posted in the bugs/errors forum, but think that it might be applicable here as well (since it is a game mod problem, not a game problem).

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Sun Aug 26, 2007 10:00 pm

2:27:18 PM [Error ] THost.CheckRemplacements Exception caught: Indice de liste hors limites (-2147483648)


You may already know this but the problem lies in your replacements. I usually get the hors liste limites when I have a mismatch between IDs and alias. But I doubt if that is the problem here.

I would look at every remplacement event in the scenario to see if there are any obvious errors.

Probably not much help but that replacements is where I would start.

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McNaughton
Posts: 2766
Joined: Wed Mar 21, 2007 8:47 pm
Location: Toronto, Canada

Sun Aug 26, 2007 10:48 pm

Jagger wrote:You may already know this but the problem lies in your replacements. I usually get the hors liste limites when I have a mismatch between IDs and alias. But I doubt if that is the problem here.

I would look at every remplacement event in the scenario to see if there are any obvious errors.

Probably not much help but that replacements is where I would start.


Yeah, I did a short scan of all of the events regarding repacements, I was thinking this could be possible due to a drastic reduction of 'light infantry' (US Now have zero). So, I was thinking that an event that gives light infantry replacements to the Union may have a conflict, since they have no light infantry to recieve them! I did not modify a part of an event that offers 'replacements', but did modify starting force composition, and Force pools. Yet, cannot find a single event that gives 'light infantry'.

I don't know if you can have replacements if you don't have units for them to be used with.

Usually the errors have been a bit more 'helpful' in telling me exactly what went wrong where, but this error is very 'ambiguous' and just says that when the game 'Checks Replacements' in the turn there is an error. If I knew exactly what the game was telling me what was wrong, that would make it so much easier, but I feel like I am just stumbling around in the dark.

I think it is probably based on the scenario, as I didn't change a single replacement event, and implemented the original unit resource pool, but that had absolutely no effect.

It is odd, as when I play the Union I went about 6 turns into the game without problem. However, as the Confederates, if not on the first turn, but definitely by the second turn it kicks me to the main menu and has that above error in the log.

Possibly it is something that the AI is doing with the Union that is causing this? Possibly it is something I am not doing as the Confederates (yet this should not happen anyway!) that the AI does when I play the union?

I checked the logs after a successful turn, and it appears that the 'Check Replacements' part of the turn starts and ends without a hitch for most of my Union turns, but 'crashes the game' when I play the Confederates 100% of the time (I have been more successful as the Union).

It is boggling my mind, and has stopped work completely on this mod while I try to stumble around!

Thanks a lot for your help in this!

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McNaughton
Posts: 2766
Joined: Wed Mar 21, 2007 8:47 pm
Location: Toronto, Canada

Sun Aug 26, 2007 11:05 pm

Here's the tail end of the "Host Log" from my latest crash as it may serve to provide more info...

Code: Select all

6:34:00 PM  (Reporting)  Ending CheckActivation
6:34:00 PM  (Reporting)  Starting CheckSiege
6:34:00 PM  (Reporting)  Ending CheckSiege
6:34:00 PM  (Reporting)  Starting CheckIncomes
6:34:00 PM  (Reporting)  Ending CheckIncomes
6:34:00 PM  (Reporting)  Starting CheckSupplyProduction
6:34:00 PM  (Reporting)  Ending CheckSupplyProduction
6:34:00 PM  (Reporting)  Starting MakeSupplyDistribution
6:34:36 PM  (Reporting)  Ending MakeSupplyDistribution
6:34:36 PM  (Reporting)  Starting CheckAdvResupplyUnits
6:34:36 PM  (Reporting)  Ending CheckAdvResupplyUnits
6:34:36 PM  (Reporting)  Starting CheckGameActorsTransaction
6:34:38 PM  (Reporting)  Ending CheckGameActorsTransaction
6:34:38 PM  (Reporting)  Starting CheckHarshnessDamage
6:34:38 PM  (Reporting)  Ending CheckHarshnessDamage
6:34:38 PM  (Reporting)  Starting Advanced RecoverHits
6:34:38 PM  (Reporting)  Ending Advanced RecoverHits
6:34:38 PM  (Reporting)  Starting CheckRemplacements
6:34:42 PM  --- End of Log ---                               


It seems to just stop once it gets to 'Starting CheckRemplacements', this is where it boots me to the main menu (no error message, or anything in game, just booted to main menu and cannot 'continue game', this is what gets me an error).

To summarize, the turn runs fine, the AI gets through what it needs to get through, but once it does some form of check for the setup for the next orders part of the turn it gets this 'checking error'.

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McNaughton
Posts: 2766
Joined: Wed Mar 21, 2007 8:47 pm
Location: Toronto, Canada

Mon Aug 27, 2007 2:24 am

I did lots of testing, changing, etc., and still, nothing changes, it still boots to the main menu as the Check Replacements keeps on getting an error that I cannot understand.

PBBoeye
General
Posts: 563
Joined: Sun Jul 01, 2007 12:59 am
Location: Richmond, VA

Mon Aug 27, 2007 2:55 am

Can you make a temp change to the US Light Inf situation (enable the force pool or whatever - just go back to the original setup)? This will be a control to isolate it as the issue or not.

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Aug 27, 2007 4:37 pm

Send me your mod McNaughton, it will be faster for everybody (and the message is a too generic yes)
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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McNaughton
Posts: 2766
Joined: Wed Mar 21, 2007 8:47 pm
Location: Toronto, Canada

Mon Aug 27, 2007 7:09 pm

Pocus wrote:Send me your mod McNaughton, it will be faster for everybody (and the message is a too generic yes)


I will try and compile an external version within a few days (school year starting soon so I will be very busy the next few days). Thanks for your help!

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