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

"Check Remplacements"?

Sun Aug 26, 2007 6:32 pm

I am trying to compile my mod into a working scenario, but after a turn of running the game I get a crash with this result in the log...

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


I have no clue about what 'CheckRemplacements' means, nor how I affected it. Is there anyone who can clarify this for me? What exactly does this mean is going wrong?

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

Mon Aug 27, 2007 4:30 pm

CheckRemplacements is the procedure during hosting which gives new replacements to units. Check if all the faction tags are legit and all your models have a legit family too.
Image


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

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

Mon Aug 27, 2007 7:07 pm

Pocus wrote:CheckRemplacements is the procedure during hosting which gives new replacements to units. Check if all the faction tags are legit and all your models have a legit family too.


Ok, thanks! Now I know where to start!

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

Mon Aug 27, 2007 8:28 pm

Here are the XLS files for the Units and Models.

Here's a little information...

All new units, all modifications, are at the tail end of both files (after the 'Reserved files')

All 'changes' (rather 99% of them) are in yellow (some recent are in orange).

'New' units (those created that did not exist in previous versions) are in light blue-green.

I went over and over, spotted a few 'conflicts' in the unit files (where I gave them a medium artillery, and they were given a light artillery family). However, I still get the Check Remplacements error. I may still be missing something...

Here's a shot of what I am talking about...

Image

The XLS files are here below, for the Units and Models. I will package the 'converted' alias', as well as individual unit and model files in a followup post.
Attachments
BM_units_models_XLS.zip
(800.33 KiB) Downloaded 228 times

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

Mon Aug 27, 2007 8:33 pm

Here are the converted files (I uploaded the XLS file again here, just to keep things organized).
Attachments
BM_units_models_XLS.zip
(800.33 KiB) Downloaded 232 times
BM_units_models_converted.zip
(716.26 KiB) Downloaded 249 times

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

Mon Aug 27, 2007 8:37 pm

Here's the scenario file in both XLS and CSV (XLS is easy to look at, CSV easy to convert) and converted (ready to copy to specific folders and implement using Edit Mode).

Same editing 'notes' as the Units and Models. New units are blue, edited existing units are yellow and orange, some specific changes are in bright green.
Attachments
BM_scenario_XLS_CSV.zip
(289.84 KiB) Downloaded 225 times
BM_scenario_converted.zip
(34.98 KiB) Downloaded 222 times

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

Mon Aug 27, 2007 9:47 pm

I may have figured it out...

Can you place under-strength Brigades in a Division if their total number of elements is currently less than 18 in scenario files? Will the engine realize that these units cannot expand any more and won't recieve new replacements that would break the element rule for divisions?

I did a test, by making all starting units at full strength (no under-strength brigades). When trying to make the scenario in Edit Mode, it gave me an error, that the 1st US Division was over-strength (at 21 elements when all 4 brigades were at their maximum 5 element size). I edited the last brigade out of the division, and ran a test as the CSA.

I managed to get to turn 5 (ended testing at this point), while before, I only ever got to turn 2 around 25% of the time before it booted me out.

So, either the 4 brigades in 1st Division broke a replacement rule, or, when I made all units to maximum strength the unit which was 'broken' didn't recieve replacements, thereby didn't crash the game.

My question is, will breaking Element rules with under-strength units merged into a division at the scenario start cause this replacement error?

Or, did I simply mask the problem by making the 'offending unit' not need replacements (however, this will narrow down my problem units to those at the scenario start).

Thanks for the help!

tagwyn
AGEod Guard of Honor
Posts: 1220
Joined: Tue Apr 17, 2007 4:09 pm

Mon Aug 27, 2007 10:08 pm

Pocus: Still waiting for these mods to integrated into the game. I know you will do it when you have time.

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

Mon Aug 27, 2007 10:09 pm

Seeing as it's midnight in Europe right now, we'll know in the AM. Therefore, I'll hold off involvement in the problem analysis until then, as you might have stumbled upon the issue.

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

Mon Aug 27, 2007 10:27 pm

PBBoeye wrote:Seeing as it's midnight in Europe right now, we'll know in the AM. Therefore, I'll hold off involvement in the problem analysis until then, as you might have stumbled upon the issue.


Actually, it wasn't... I re-edited the scenario to fix the overloaded brigade issue, but left other units capable of recieving replacements. The game crashed to the main menu before turn 1 completed (as usual), so, it must have something to do with the under-strength units on the map recieving replacements. I am going to give it a break tonight, as you are truely correct about the timezone difference! (at least I know a lot more now than before!)

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

Mon Aug 27, 2007 10:56 pm

You posted up earlier today about the Light Infantry thing and I posted back with a suggestion. However, I can't find that thread anymore.

Anyhow, if you tried reinstalling just the Light Infantry, how did it go?

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

Tue Aug 28, 2007 12:15 am

PBBoeye wrote:You posted up earlier today about the Light Infantry thing and I posted back with a suggestion. However, I can't find that thread anymore.

Anyhow, if you tried reinstalling just the Light Infantry, how did it go?


I looked at the logs, and it doesn't appear that Light Infantry is causing the crash (as LI replacements are sometimes not bought before the crash, meaning they weren't replaced). I still think it has something to do with those starting units recieving replacements. I may have goofed somewhere in regards to the units or models applying to the units, but at this point I believe that Light Infantry isn't a problem (couldn't find an event that gave light infantry replacements, but I still have events that give light infantry units, but that shouldn't be a problem as I only added and told the scenario to look elsewhere for specific units, meaning those untouched should work fine).

So, I believe that the problem lies in some of the units I developed. I have found countless little errors in the family designation of units, but correcting those has not improved things (I may be missing some still, as I found some more even after posting the files).

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

Tue Aug 28, 2007 3:30 pm

I will check the files, but perhaps not before 48 hours, depending of 2 pending bugs and how they get crushed.
Image


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

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

Tue Aug 28, 2007 3:38 pm

Moving this bug in the modding forum, too much mod-specific.
Image


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

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

Tue Aug 28, 2007 8:36 pm

Pocus wrote:I will check the files, but perhaps not before 48 hours, depending of 2 pending bugs and how they get crushed.


Cool! Thanks! I am going to 'tediously' mod things again, from scratch, limiting the things I have changed, but if the error can be found in these files it will save me loads of time!

Thanks, but please don't have this affect your busy schedule!

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

Thu Aug 30, 2007 1:17 pm

I ran 3 turns as the Union, not doing anything but buying replacements at turn 3 and got no crash. What are you doing to get a crash in the scenario?
Send me your saved game if it crashes during hosting please.
Image


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

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

Thu Aug 30, 2007 6:25 pm

Pocus wrote:I ran 3 turns as the Union, not doing anything but buying replacements at turn 3 and got no crash. What are you doing to get a crash in the scenario?
Send me your saved game if it crashes during hosting please.


It seems to happen only when playing as the Confederates (Union AI does something). I don't know if I have a save handy, but can get one later tonight.

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

Fri Aug 31, 2007 9:31 am

Sorry no bug, I was the CSA (did nothing) and USA processed to move toward the Shenandoah during 2 turns. No crash.
Image


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

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

Fri Aug 31, 2007 12:55 pm

Pocus wrote:Sorry no bug, I was the CSA (did nothing) and USA processed to move toward the Shenandoah during 2 turns. No crash.


Ok, thanks for looking at it (I know you have more important things going on!)!

Return to “AACW Mods”

Who is online

Users browsing this forum: No registered users and 9 guests