Can anyone help with a mod crash?

I'm getting a crash when starting a new map since 1.5, with no error when launching the game, and the debug log says nothing helpful to me. The last bit is

 

Debug Message:  InitMapGfx Started...
Debug Message:  InitMapGfx finished.
Debug Message:  Building tech tree for node: ZamphEngineeringTech
Debug Message:  Building tech tree for node: ZamphColonizationTech
Debug Message:  ERROR: GetTranslation() failed
Debug Message:  ERROR: GetTranslation() failed
Debug Message:  ERROR: GetTranslation() failed
Debug Message:  ERROR: GetTranslation() failed
Debug Message:  ERROR: GetTranslation() failed
Debug Message:  ERROR: GetTranslation() failed
Debug Message:  Building tech tree for node: ZamphWarfareTech
Full log is http://pastebin.com/vj4hwWgd if anyone wants it.
 
That custom tech tree is somehow causing the crash, as games start correctly when it isn't being used, but the rest of the mod works. The 1.5 update broke something. If it matters, I split the custom tech tree into 4 separate xml files - but that was working fine in 1.4
 
Did they change something under the hood?
10,602 views 8 replies
Reply #1 Top

Cut and paste the whole tree into a single file in regular old notepad. That sometimes fixes these map generation errors.

Reply #2 Top

Doesn't fix it unfortunately. Results in exactly the same error.

 

Is there some way to make the debug more verbose? The pre-launch error dialogues are actually HELPFUL in that they say exactly what and where the error is - the debug isn't giving me anything i didn't already know.

Reply #3 Top

The debug is exceedingly unhelpful with this kind of thing; it doesn't even really identify exactly what in the file causes the problem. Just ignore the log as it'll send you scrabbling after red herrings.

 

Others have found custom tech-trees causing these sorts of map gen crashes due to some weird formatting thing (this has happened 3-4 times over the past six months). The only way round it that seems to work is copying the file out again from scratch. I think this is the first time I've heard of it causing problems when the same file worked prior to a patch, though.

Reply #4 Top

My personal mods (which are not appends) have to be repaired after nearly all version changes. I have to copy and paste the new files from the steamapp/GalcivIII and redo the mod.

Not sure this is pertinent to the OP, I am no mod expert by any means 

Reply #5 Top

Quoting Franco, reply 4

My personal mods (which are not appends) have to be repaired after nearly all version changes. I have to copy and paste the new files from the steamapp/GalcivIII and redo the mod.

Not sure this is pertinent to the OP, I am no mod expert by any means 

 

Probably not, since I don't do that and my mod is hugely invasive. I've only heard about this issue occurring with custom tech files - Karl had it with his dread lords mod, and some other dude a couple of months ago with a Drath tech tree had it too.

Reply #6 Top

Well, no combination of notepad pasting, re-saving, and combining works. If it's a special character or formatting mark causing it, notepad handles it just fine.


Is there a limit to the number of techs allowed in a line per age? Adding a new one in a crowded region was what I think I was doing last. Going to try commenting things out until it works again.

 

Reply #7 Top

Exceeding 7 icons on a single tech.

 

Well that was infuriating.

Reply #8 Top

Glad you got to the bottom of it - and it's a useful thing to know, too.