View Full Version : A new crash
Loren
June 21st, 2012, 08:29 PM
The Nagot gick fel box, it says:
lic: bad lnr
It happens during the AI turn phase.
Soyweiser
June 22nd, 2012, 10:43 AM
Look, for us to help you we need a lot more information.
You now basically said:
It doesn't work anymore.
What machine are you using, what age, mods, how long was the game running, any other relevant information you can think about?
Loren
June 22nd, 2012, 12:24 PM
Look, for us to help you we need a lot more information.
You now basically said:
It doesn't work anymore.
When a problem has been seen many times the error message is often enough to ID it. Since the message isn't in English I have no idea of how informative or not it might be.
What machine are you using, what age, mods, how long was the game running, any other relevant information you can think about?
Win7, just over a year old.
Mods: Better independents, Endgame diversity.
Running: It's reproducible--load the turn and it will crash every time.
Soyweiser
June 23rd, 2012, 08:54 AM
It is an error message. Even when in english it is hard.
Also, how long has your game been running (two turns, ten turns, 303 years). Is it MP/SP, which versions of the mods are you using? Did you buy the game or pirate it? (Copy protection issues will not be supported ;) ). What version of the game are you running? Etc. (Look, when I ask for more information, I really appreciate if you give it to me. You didn't even answer half the questions I asked).
Did you already search the forum for this error message? Google?
Run the game using the debug flags. What lnr is the error message talking about? (And is this the only information the error message gives or is there also a number behind the lnr).
Loren
June 23rd, 2012, 01:07 PM
It is an error message. Even when in english it is hard.
Also, how long has your game been running (two turns, ten turns, 303 years).
Year 12.
Is it MP/SP, which versions of the mods are you using?
SP, Better Independents is 2.1, Endgame diversity doesn't show a version #.
Did you buy the game or pirate it? (Copy protection issues will not be supported ;) ).
Legit.
What version of the game are you running?
Version 3.26.
Etc. (Look, when I ask for more information, I really appreciate if you give it to me. You didn't even answer half the questions I asked).
I thought I answered them all.
Did you already search the forum for this error message? Google?
Google returns this thread only.
Run the game using the debug flags. What lnr is the error message talking about? (And is this the only information the error message gives or is there also a number behind the lnr).
There's no number. Here's the last lines of the debug log:
Udum'ukinna (str1093) attacking Rim Mountains (str312) (good 218)
Etimmu (str586) attacking Rim Mountains (str312) (good 20)
Ishu'kallu tag (good 1)
Kush'nah tag (good 95)
ai_recruitcom
ai_recruitcom
createslist lnr 420
ai_recruitcom
createslist lnr 289
Något gick fel!
lic: bad lnr
flushopengl
mem ok
DeinitPrint
freeing old texobjs
Valerius
June 23rd, 2012, 01:18 PM
I found this thread (http://forum.shrapnelgames.com/showthread.php?t=47558). Maybe try deleting your license key and entering the key again?
Soyweiser
June 23rd, 2012, 08:52 PM
...
Year 12.
...
Udum'ukinna (str1093) attacking Rim Mountains (str312) (good 218)
Etimmu (str586) attacking Rim Mountains (str312) (good 20)
Ishu'kallu tag (good 1)
Kush'nah tag (good 95)
ai_recruitcom
ai_recruitcom
createslist lnr 420
ai_recruitcom
createslist lnr 289
Något gick fel!
lic: bad lnr
...
Thanks for all the information.
Etimmu, that means LA Ermor.
Year 12. Let me guess, you also play at a huge map? I think the game ran out of commanders you can recruit. There is a max for this. Try playing the turn again, and try to get as much of your own commanders killed as possible (and don't recruit any new ones). If you can now play a few more turns before the problem arises you have the cause of the problem.
You should upgrade to 3.27 as it fixes a few bugs:
* Utterdark did far too many attacks, fixed.
* Recruitment queues are automatically reset once a fort is under siege.
* 2 x Crash during turn generation fixed.
* Fixed bug where AI would cast vengeance of the dead on empty provinces.
Loren
June 24th, 2012, 11:03 AM
...
Year 12.
...
Udum'ukinna (str1093) attacking Rim Mountains (str312) (good 218)
Etimmu (str586) attacking Rim Mountains (str312) (good 20)
Ishu'kallu tag (good 1)
Kush'nah tag (good 95)
ai_recruitcom
ai_recruitcom
createslist lnr 420
ai_recruitcom
createslist lnr 289
Något gick fel!
lic: bad lnr
...
Thanks for all the information.
Etimmu, that means LA Ermor.
Year 12. Let me guess, you also play at a huge map? I think the game ran out of commanders you can recruit. There is a max for this. Try playing the turn again, and try to get as much of your own commanders killed as possible (and don't recruit any new ones). If you can now play a few more turns before the problem arises you have the cause of the problem.
Yeah--I was trying an experiment. I was attempting to win as a peaceful Ermor--not attacking (at least openly--globals and anonymous attack spells are allowed) any other player, period, even if attacked.
You should upgrade to 3.27 as it fixes a few bugs:
* Utterdark did far too many attacks, fixed.
* Recruitment queues are automatically reset once a fort is under siege.
* 2 x Crash during turn generation fixed.
* Fixed bug where AI would cast vengeance of the dead on empty provinces.
I didn't realize I wasn't current. I'll patch.
Loren
June 24th, 2012, 06:56 PM
Patched, still the same crash.
Soyweiser
June 25th, 2012, 06:16 AM
did you try the reduction of commanders thing? at 12 years with LA ermor, there is a computer resource running out :D.
Loren
June 25th, 2012, 04:49 PM
did you try the reduction of commanders thing? at 12 years with LA ermor, there is a computer resource running out :D.
There's no way to reduce commanders. It's crashing before any battles take place.
nordlys
June 29th, 2012, 05:49 AM
There's no way to reduce commanders. It's crashing before any battles take place.
http://forum.shrapnelgames.com/showthread.php?t=39987&highlight=final+sacrifice
try modding in this one, and casting it on a province with lots of units.
(argh, Dominions have been crashing on unit overflow since the days of PPP. How many more years and series' iterations have to pass until it is finally programmed to just cease recruiting, summoning and generating troops when the limit is reached instead of crashing outright?)
Loren
June 29th, 2012, 12:24 PM
There's no way to reduce commanders. It's crashing before any battles take place.
http://forum.shrapnelgames.com/showthread.php?t=39987&highlight=final+sacrifice
try modding in this one, and casting it on a province with lots of units.
(argh, Dominions have been crashing on unit overflow since the days of PPP. How many more years and series' iterations have to pass until it is finally programmed to just cease recruiting, summoning and generating troops when the limit is reached instead of crashing outright?)
I wish it would stop a little before the limit so at least the anonymous attack spells could still work.
lch
July 7th, 2012, 06:49 AM
The Nagot gick fel box, it says:
lic: bad lnr
It happens during the AI turn phase.
Let's deconstruct this error message: The first part, "lic", specifies where the bug occured. In this case it's the function which tests if a land is a coastal province. The second part, "bad lnr", says that the input parameter for this function is wrong. If I understand this correctly, this would be the case for all provinces with a negative ID number. In Dominions3, the only provinces that have this are the special ones like Inferno, Cocytos and the Void.
Not knowing your game, I'd suppose that some mage ended up in one of those provinces and is trying to cast a spell that only works in coastal provinces. When the game checks if that is valid, it crashes. You should email your game files to Illwinter so they can analyse the situation.
Loren
July 7th, 2012, 11:57 AM
The Nagot gick fel box, it says:
lic: bad lnr
It happens during the AI turn phase.
Let's deconstruct this error message: The first part, "lic", specifies where the bug occured. In this case it's the function which tests if a land is a coastal province. The second part, "bad lnr", says that the input parameter for this function is wrong. If I understand this correctly, this would be the case for all provinces with a negative ID number. In Dominions3, the only provinces that have this are the special ones like Inferno, Cocytos and the Void.
Not knowing your game, I'd suppose that some mage ended up in one of those provinces and is trying to cast a spell that only works in coastal provinces. When the game checks if that is valid, it crashes. You should email your game files to Illwinter so they can analyse the situation.
Thank you! Finally some understanding!
JonBrave
July 7th, 2012, 04:13 PM
The Nagot gick fel box, it says:
lic: bad lnr
It happens during the AI turn phase.
Let's deconstruct this error message: The first part, "lic", specifies where the bug occured. In this case it's the function which tests if a land is a coastal province. The second part, "bad lnr", says that the input parameter for this function is wrong. If I understand this correctly, this would be the case for all provinces with a negative ID number. In Dominions3, the only provinces that have this are the special ones like Inferno, Cocytos and the Void.
Not knowing your game, I'd suppose that some mage ended up in one of those provinces and is trying to cast a spell that only works in coastal provinces. When the game checks if that is valid, it crashes. You should email your game files to Illwinter so they can analyse the situation.
But what in the world does the "Nagot gick fel box" bit mean? Isn't that what is important :confused:
Wendigo_reloaded
July 7th, 2012, 04:43 PM
But what in the world does the "Nagot gick fel box" bit mean? Isn't that what is important :confused:
It literally means "Something went wrong" IIRC.
Gandalf Parker
July 7th, 2012, 05:03 PM
The developers are Swedish. This game was originally written (the Dom1 version was started) before it become common to pop up ERROR before saying what went wrong
JonBrave
July 7th, 2012, 05:36 PM
http://tjuvtittat.se/forpackningar/nagot-gick-fel-nar-de-looglade-namnet/
??:eek:
lch
July 11th, 2012, 08:28 AM
Thank you! Finally some understanding!
I can't assure that this is really the reason for the bug though, only what I understand from looking at the code for the error message. It might be wholly different things, when I look at the debug logs you pasted. Only Illwinter will be able to say for sure, which is why you should send the save file to them. Maybe you really stumbled over some yet-unknown bug.
Loren
July 11th, 2012, 06:43 PM
Thank you! Finally some understanding!
I can't assure that this is really the reason for the bug though, only what I understand from looking at the code for the error message. It might be wholly different things, when I look at the debug logs you pasted. Only Illwinter will be able to say for sure, which is why you should send the save file to them. Maybe you really stumbled over some yet-unknown bug.
I've sent it, I got an acknowledgement that they got it but no response beyond that yet.
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