Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Seneca 1 Feb, 2017 @ 3:51pm
Scenario Crashing "Near East"
I created a custom map, essentially a "settlers" or "nomad" style map.

it crashes upon loading, after uploading through the mod manager etc. etc.

odd thing is it boots up, and music plays for a few seconds before crashing. This says that triggers are firing, and then it crashes. Any help would be great.

the map can be found here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=854912449
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Showing 1-15 of 18 comments
Callistonian 1 Feb, 2017 @ 4:02pm 
I'll take a look at the triggers. The map size isn't an issue at 1kX1k. Are you using any sort of modded files in addition to the scenario?
Callistonian 1 Feb, 2017 @ 4:57pm 
I wasn't able to reproduce the crash, it seems to be working fine. Is it only crashing online? If so, that may be due to the music play trigger but I'm not sure, haven't tested online. This is a cool settlers map you have here. A few suggestions I have:

1) you need to set the player number to 1 in the editor before saving, otherwise the 1st player will be gaia
2) you don't need 5 modify proto unit effects for each player's transport ship speed
3) the wonder cost trigger doesn't need to be run immediately or high priority unless the players start with enough resources/technology to build a wonder (which they don't)
4) I recommend that you use the camera cut effect at the start of the game to position the camera over the players' starting location
Seneca 2 Feb, 2017 @ 11:54am 
Originally posted by Callistonian:
I wasn't able to reproduce the crash, it seems to be working fine. Is it only crashing online? If so, that may be due to the music play trigger but I'm not sure, haven't tested online. This is a cool settlers map you have here. A few suggestions I have:

1) you need to set the player number to 1 in the editor before saving, otherwise the 1st player will be gaia
2) you don't need 5 modify proto unit effects for each player's transport ship speed
3) the wonder cost trigger doesn't need to be run immediately or high priority unless the players start with enough resources/technology to build a wonder (which they don't)
4) I recommend that you use the camera cut effect at the start of the game to position the camera over the players' starting location



Thanks for your reply Cal.

I don't have the modify all type effect, and I want ALL transports in the game to be faster, regardless of civ.

Yes, it is only crashing online. Any suggestions for that?

Your other suggestions are great, and I'll add them in. Thank!
Last edited by Seneca; 2 Feb, 2017 @ 11:55am
Callistonian 2 Feb, 2017 @ 3:46pm 
Oh, I thought you were just trying to make the starting transports faster. In that case, what you did makes sense.

If it's only crashing online, it could simply be EE being unstable. But I would make sure it's not your triggers. Best way to do that is process of elimination to isolate the problem. Basically, delete half your triggers and leave the other half, then test. If the game crashes, you know the problem is the half you didn't delete or vice versa. Then keep deleting smaller and smaller sections of your triggers until you find the one that's causing it. It should be pretty quick to do it this way since you only have about 10 triggers. For some scenarios, this can be a very tedious task.

Another thing you can do is look on AoM Heaven. There are a few lists people have made of triggers that don't work online. I can't remember them off the top of my head, but that's a good place to start. You also want to make sure that you don't use "run immeidately, high priority" triggers unless they're really needed because having too many of those can cause issues.

Good luck.
Seneca 4 Feb, 2017 @ 8:06am 
Originally posted by Callistonian:
Oh, I thought you were just trying to make the starting transports faster. In that case, what you did makes sense.

If it's only crashing online, it could simply be EE being unstable. But I would make sure it's not your triggers. Best way to do that is process of elimination to isolate the problem. Basically, delete half your triggers and leave the other half, then test. If the game crashes, you know the problem is the half you didn't delete or vice versa. Then keep deleting smaller and smaller sections of your triggers until you find the one that's causing it. It should be pretty quick to do it this way since you only have about 10 triggers. For some scenarios, this can be a very tedious task.

Another thing you can do is look on AoM Heaven. There are a few lists people have made of triggers that don't work online. I can't remember them off the top of my head, but that's a good place to start. You also want to make sure that you don't use "run immeidately, high priority" triggers unless they're really needed because having too many of those can cause issues.

Good luck.


Hey Cal,

So I deleted all the triggers, and the map still crashes during loading for online play. Is the map just bunk and I should start anew? any suggestions would be great
Callistonian 4 Feb, 2017 @ 3:26pm 
Hm. That's really strange. It's possible for scx files to become corrupted but that usually entails not being able to open them in edtior (which is why you should be diligent about saving backups). Did you use any unusal objects? Are you using DLC objects and test playing with someone who doesn't have the DLC or is using a mod (which shouldn't be possible, but I might as well ask).

Have you tried playing other custom scenarios online and had any issues with that?
Seneca 4 Feb, 2017 @ 5:28pm 
I use the advanced editor, the one originally done by nottud. I have mods, but they are disabled, and I think they were for the entireity of building the map. I have a number of backups, for example a version with just terrain and tcs, and they crash as well.

I've been testing online with computer players. I'm not sure if this makes a difference, but I changed the number of players from the original 12, and brought it down to 6 halfway through editing.

I haven't played many scenarios recently online, so it could be just an issue on my end.

So one thing i noticed was that the sun positioning settings were all weird. In the beginning I brought the terrain down to notining and brought "sea level" to the lowest point to allow for full depth water. Is there anything that can happen during changing the elevantion settings?
Callistonian 4 Feb, 2017 @ 5:42pm 
I've never heard of elevation being the cause of crashes. The player number shouldn't matter either. I would try hosting a completely different scenario online and see if you get different results. If your Near East scenario is corrupted, it may have happened early in the design process so none of your later versions of that scx will work (although again, I've never encountered an scx corruption that ONLY makes it not work online).
Seneca 5 Feb, 2017 @ 2:40pm 
Ah well this is unfortunate. Took me a while to get to this point in the map.

Turns out other scenarios work just fine, so its something with the map individually. If you have any other suggestions...
Seneca 5 Feb, 2017 @ 3:27pm 
have you tried testing it online?
Seneca 5 Feb, 2017 @ 4:03pm 
I ended up deleting all the objects, and that allows the map to work. Now I just need to try and narrow down which set of objects is causing the crash :(

Do you know of any in particular that cause crashes?
Callistonian 5 Feb, 2017 @ 6:35pm 
I was able to reproduce the online crash in a game with AIs. I checked the trigtemp to make sure it wasn't your triggers and nothing looks out of place. The file name also doesn't have any unusual punctuation marks so that's not it. And you don't have nearly enough objects loaded to crash the game through lag. I'm not familiar with any particular objects that will crash an online game, only triggers do that to my knowledge. But you could use ctrl and drag the mouse to make the delete area larger and then systematically delete sections of the map's objects to isolate the offenders (same process as for triggers). I would also suggest hosting the game as unranked to see if that makes a difference. You could also try saving the scenario under a different file name. Did you port this scenario over from a previous version of AoM?
Seneca 6 Feb, 2017 @ 10:55am 
Cal,

So in the first time i was able to get the map to work, I didn't quite delete all the objects. I went on to try and isolate the issue, and ended up actually deleting every object, but could not get the map to work a second time.

I did not port this over from an old AoM version, it was all created on AoM EE.

Part of me thought it was the change in file name that got it to work, but that doesn't really seem to be the issue. I figure I'll give it one more go trying to isolate the problem, and if I can't get it to work, I'll move on and rebuild the map from the file that worked where nearly everything is deleted :(

Thanks for your advice along the way!
Seneca 6 Feb, 2017 @ 11:15am 
furthermore:

I used an older version while trying to isolate the problem. I was able to replicate a working map from the older file by deleting only the left or western quadrant from map. This allowed it to work.

So I continued on to do the same on the fully complete and detailed map, and it did not yield the same result.

This is baffling. One thought I had is in the copy and pasting of objects. In the older version that was able to work after deletions, I mainly had finished the left quadrant (in the map it looks like a rainforest/jungle). I populate the map with trees by copy and pasting, or "stamping" a swath of trees over the map. ( I do this because I like the way it looks compared with the highly bifurcated and dense forests on RMs, and its a bit more realistic). Therefore, in the old map version, it would only be a limited area of the map to have the object issue, and in later versions i ended up copying and pasting it in more locations. Is it possible that there is an overlapping object or similar in that copy and paste that is causing an issue?
Seneca 6 Feb, 2017 @ 12:03pm 
continuing update:

working from the older "middle east" (as it was called at the time) map, it definitely is something isolated to the left quadrant. It is NOT any of the movable nature units (monkeys, tigers, etc). Which leaves trees, waves, gold, settlements, and some embellishments. I'm think if I can isolate the issue on the older map, I can then remove any occurences from the fully updated map.

Man, this is annoying af.
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Date Posted: 1 Feb, 2017 @ 3:51pm
Posts: 18