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#299323 - 18 February, 2012 02:59 PM Can't resolve problem with 4452 build
Kodiak
Civilian

Posts: 4

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Good day!
First of all - thanks for the great mod for one of my favorite games!

But i need some help with it smile
I have ja 2 gold ru and 4452 build with hotfix. Running on w7 64x.
Deidrana forces attacking Gram Mines. When i open the sector map i have next message:

Runtime Error
Assertion Failure [Line 826 in function PrepareEnemyForSectorBattle in file .\Queen Command.cpp]
(ubNumElites) != (0) but they should be equal

I'm downloaded last version of the mod (4870), but it cannot convert my save to a new format. Then i try a 4552 version, but it fails same way as 4870. I uploaded my save on mediafire here. Can you help me someway?

p.s. sorry for bad english
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#299332 - 18 February, 2012 05:05 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
Sam_Hotte

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4870 is save game compatible with 4552.
So if you cannot convert your save, then it is probably because some of the ini options differ. E.G. if your current 4552 game allowed you to hire up to 32 mercs you have to change this option to 32 also in 4870.

If you are sure that all options are identical in current 4552 and the new 4870 installation, then probably the save game you want to convert got corrupted. Have you tried to convert a diferent, older save game yet?
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#299348 - 18 February, 2012 07:46 PM Re: Can't resolve problem with 4452 build [Re: Sam_Hotte]
Kodiak
Civilian

Posts: 4

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Okay, i just install latest release, start a new game with all the same options as i started in 4452. Then i try to load my save and get next message (same as i get before):

Runtime Error
File: ..\src\Core\Files\vfs_file.cpp
Line: 236
Function: vfs::TFile<class vfs::IWritable>::read
(SavedGames\SaveGame11.sav) - read error:998
File: .\FileMan.cpp
Line: 691
Function: FileRead

That happens on all of my saves from 4452. When i install 4452, they all opens normally, but i can't continue game because of bug with attack on sector.
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#299511 - 20 February, 2012 07:29 AM Re: Can't resolve problem with 4452 build [Re: Kodiak]
Kodiak
Civilian

Posts: 4

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So no one can help me?
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#299533 - 20 February, 2012 12:28 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
Gambigobilla

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It's obvious. You've updated your game and your old save games are not compatible.
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#299649 - 21 February, 2012 05:58 AM Re: Can't resolve problem with 4452 build [Re: Gambigobilla]
Kodiak
Civilian

Posts: 4

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Ok, so maybe someone told me something about bug in 4452 which isn't described on this forum before?
Looks like my english really bad frown
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#317259 - 10 April, 2013 01:21 AM Re: Can't resolve problem with 4452 build [Re: Kodiak]
VinnieClaymore
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Sorry for digging up this thread, but I actually have the exact same error Kodiak had... is there anyway I can just edit a file to fix this? I don't have much of a clue and I couldn't find "Queen command.cpp" anywhere in my folder...
Originally Posted By: Kodiak

Runtime Error
Assertion Failure [Line 826 in function PrepareEnemyForSectorBattle in file .\Queen Command.cpp]
(ubNumElites) != (0) but they should be equal


Edited by VinnieClaymore (10 April, 2013 01:22 AM)
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#317261 - 10 April, 2013 01:38 AM Re: Can't resolve problem with 4452 build [Re: Kodiak]
Flugente
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Nope. This error means that in some sector, the amount of elite enemies is wrong. This is in your savegame file. There is nothing short of debugging that can remove this.
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#317296 - 10 April, 2013 07:50 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
VinnieClaymore
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Okay, thank you for you reply! I've checked three sectors, everywhere the same happens. The problem seems to have been caused by two battles occurring at the same time. A patrol moved into Balime west but didn't start a battle. Could that have caused it?

And: How do I debug?


Edited by VinnieClaymore (10 April, 2013 07:50 PM)
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#317302 - 10 April, 2013 10:46 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
Flugente
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Download VS2010, download the source code for your revision, compile a debug exe, debug game, find error.

But in case you have no coding experience... I wouldn't. It'll be a lot of work if you don't know C/C++.

In case that was really related to two battles occuring at the same time: that is quite possible. Try to delay one, so that they don't happen at the same time. Be it retreating from a battle, delayign an attack by moving into the sector the AI comes from, to even using GABBI and smashing a partrol with 'ALT' + 'E'.
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#317309 - 11 April, 2013 12:59 AM Re: Can't resolve problem with 4452 build [Re: Kodiak]
VinnieClaymore
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Thanks for those tipps! I replayed the last battle of cambria, previously "alt+o"ing the patrols around balime. Now I know, what caused the problem: During or triggered by the cut scene after haven conquered all of Cambria, a patrol is teleported to the western sector of Balime. I have a bunch of Militia there (and cannot withdraw them because there are too many in Balime to completely deplete one sector), but no Battle commences. From that point on it is impossible to use the helicopter for attacks, as any attempt to start a battle after dropping a merc into a hostile sector ends in "Assertion Failure"...

Any ideas how to prevent that patrol from appearing?
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#317310 - 11 April, 2013 01:05 AM Re: Can't resolve problem with 4452 build [Re: Kodiak]
Flugente
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I haven't seen a code part where a patrol gets teleported to that lcoation (they do get teleported in other times though). Sure its not a patrol entering that sector?

Anyway, I see no way. Might be easiest to teleport to that sector once that happens (Alt+T teleprts on the map).
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#317339 - 11 April, 2013 10:37 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
VinnieClaymore
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The patrol definitely just appears in Balime. The is militia there, they would have noticed the enemies if they were coming from an adjacent sector.

Is it possible that this is triggered by reaching a certain progress level, maybe by triggering "GAME_PROGRESS_OFFENSIVE_STAGE_1"?

Edit: The effect of this is, that from the moment that patrol has materialised on it becomes impossible to start a battle from the helicopter. You can still walk or drive into the sector, but that is a major pain in the bottom. I consider it gamebreaking.


Edited by VinnieClaymore (11 April, 2013 10:40 PM)
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#317340 - 11 April, 2013 10:39 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
Flugente
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That was implemented way after 4452.
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#317341 - 11 April, 2013 10:41 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
VinnieClaymore
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When I press "v" ingame it says: Release V1.13.5521 is that the release I'm playing with? Than I am more up to date then I thought!
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#317342 - 11 April, 2013 10:45 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
Flugente
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AHA! Then yes, that might be related to the 'Strategic offensives' feature. The behaviour fits, as the counterattack forces for Cambria are created after the cutscene. However, it should normally check wether the Balime sector is unoccupied... Did you conquer Balime without any errors/irregularities=
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#317343 - 11 April, 2013 11:01 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
VinnieClaymore
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Well... I conquered it with my IMP in covert ops mode, slaughtering every enemy without ever triggering "battle mode" (did I mention covert ops makes the game way easy? Even on Insane...). But other than that there were no errors I can recall.

Also, the first offense level is supposed to be at prog 65, but before the cutscene I'm at 53/51... can I turn something off to prevent this?
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#317344 - 11 April, 2013 11:06 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
Flugente
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The offensives themselves are started at a full hour. You can safely alter their setting at any given time, it will be used next hour.

However, what you are experiencing is NOT an offensive. Rather its the Cambria Counterattack that is set in motion after the cutscene.

Hmm. It would be good to know which revision you use... I lately made covert ops a bit harder, so it would be good to know which revision you use... in case you used an SCI - what was its number?

Edit: You can safely deactivate this feature, get the cutscene, and reactivate it. There will be no counterattack then.

Edit2: Or you can use an exe >= r5996, which solves this.


Edited by Flugente (11 April, 2013 11:23 PM)
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#317352 - 11 April, 2013 11:56 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
VinnieClaymore
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That sounds like a good way to solve this problem. What is the feature and how do I deactivate it? Thank you so much in advance, it would have been such a pain to lose this game with my IMP having 2100 kills under his belt...
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#317358 - 12 April, 2013 02:03 AM Re: Can't resolve problem with 4452 build [Re: Kodiak]
VinnieClaymore
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Sorry for the DP, but I believe I've found a workaround!

I skipped the Cutscene by using the "ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS" function in the troubleshooting section of the INI Editor. It has worked, now I just hope that this will have no repercussions later on in the game.

I'd still like to know, how to deactive the spawning of the troops in Balime though.
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#317359 - 12 April, 2013 02:51 AM Re: Can't resolve problem with 4452 build [Re: Kodiak]
Flugente
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Set AGGRESSIVE_STRATEGIC_AI to 0. You know, its right under the counteratttack for drassen thingy in the ini.
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#317420 - 14 April, 2013 03:54 PM Re: Can't resolve problem with 4452 build [Re: Kodiak]
VinnieClaymore
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That fixed it. I went with your solution, I figured that would cause less harm than the "Num"-way of doing things.

Thanks again for your help!
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