Éa III, Sword & Sorcery: Bugs/Crashes thread

ls612

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This is the new, unified thread for all future Ea III bug and crash discussions. If you are experiencing any problems or issues with Ea III, Sword & Sorcery, this is the place to post it. There are some rules though, mainly in order to ensure that we have enough information to diagnose and fix any crashes you encounter.

  1. All bug reports should include the Lua.log from the session the bug occured in. This log is very informative and can help track down many issues. In order for the full log to appear you will need to have the following settings set up in the config.ini file:

    Code:
    LoggingEnabled = 1
    EnableLuaDebugLibrary = 1

    Note if you are having trouble attaching your lua.log you should place it in a zip file first, then try uploading it.
  2. If the bug is a crash, but is intermittent or does not repeat for any observable circumstances, please attach the CvMinidump.dmp file, found in your base Civ 5 directory (for most people this will be C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V).
  3. If the bug is repeatable for a certain set of circumstances, even if it isn't a crash, please post a savegame where the bug is easily reproducable. By default saves are located in C:\Users\*Your User Name*\Documents\My Games\Sid Meier's Civilization 5\Saves\single
  4. Only the latest version of Ea III, including all hotfixes, will be supported. Many bugs are caused by other bugs which were fixed in an earlier patch, so if you are not using the most up-to-date version it is unlikely you will receive support.

Known Issues:
  • There is an issue with crashing after repeatedly accessing the choose spell panel ingame. The workaround for now is to not do that. Using it once should be fine.
  • At the beginning of a game there are two notifications, one stating that a civ has lost their capital, and another saying that a religion has been founded. These are not bugs, the actions are intended. The notifications may be removed in the future.
 
No, that's not right. Unless someone has already driven the world a good way toward Armageddon.

What does the city UI say if you mouse-over the health? For a size 3 city at game start it should be:

Health +2
mouseover:
"This city can support up to 5 citizens without risk of disease or plague
+5 from Difficulty
-3 from population"

I just tested and that is what I see.

Even at size 10 (without any health buildings) it should say: "Current excess of 5 citizens is causing 5% chance of disease and 0% chance of plague per turn" --disease is fairly mild so this isn't too terrible

Just had it happen again - far too early for it to be armageddon related - on turn 19. The mouseover is exactly as you describe, but the disease fires anyway.
 
My game crashed somewhere between turn 100 and 109, and I reloaded th last autosave... at which point I found my sages with the options to craft tomes (ncluding axiom and aesthetics) which they had already crafted, and with no other options at all. attached is the log after the reload

...and if I haven't mentioned it, thanks for the free game
 

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My game crashed somewhere between turn 100 and 109, and I reloaded th last autosave... at which point I found my sages with the options to craft tomes (ncluding axiom and aesthetics) which they had already crafted, and with no other options at all. attached is the log after the reload

...and if I haven't mentioned it, thanks for the free game

Yeah, the new log isn't as useful as the old log would have been.

@Pazyryk: Possibly unrelated, but I've seen this error in a couple different logs now, it says the following:
Code:
Runtime Error: C:\Users\John\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\CoreUI_InGame\UnitPanel.lua:259: attempt to get length of local 'testActions' (a nil value)
testActions is the list of possible GP actions for that great person. The code at all points in that method assumes that this exists and isn't nil. Is there any valid reason for it to not exist? It there is a null check should be added.
 
@Pazyryk: Possibly unrelated, but I've seen this error in a couple different logs now, it says the following:
Code:
Runtime Error: C:\Users\John\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\CoreUI_InGame\UnitPanel.lua:259: attempt to get length of local 'testActions' (a nil value)
testActions is the list of possible GP actions for that great person. The code at all points in that method assumes that this exists and isn't nil. Is there any valid reason for it to not exist? It there is a null check should be added.
Look in GenerateGreatPerson(). My guess is that UnitPanel.lua is trying to build the GP action buttons before RegisterGPActions(iPerson) fires for a newly generated GP. UnitPanel is going to fire from UnitInfoDirty event, which is perhaps triggered by ChangeExperience or SetInvisibleType. So move RegisterGPActions(iPerson) up before any unit methods. It only needs class1, class2 and subclass set to work properly.

RegisterGPActions(iPerson) is also called for GPs during game init after load. So same situation might apply. You could always do a nil test in UnitPanel, but then you might be left with an empty list of actions until the player cycles units or does something to cause an update.

Edit: possibly the easiest solution is nil tests and then run Events.SerialEventUnitInfoDirty() after a GP fully created and after game fully inited from load. That will update the panel even if it is initially empty from nil test.
 
Claims that some files are missing:
EaSounds.sql
Civilizations.sql
Traits.sql
UnitBuilds.sql

But I see those files in the folders just fine.

Also it said that EnableLuaDebugLibrary is set to 0, though I had added EnableLuaDebugLibrary = 1 to config.ini. Is config.ini supposed to be in the MODS folder or in the top level Civ 5 folder? I found it in the Civ 5 folder.

Can't wait to try this mod! Please help.
 

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Just started a v2 game, and the initial turns are comprised of having 0 (+0) gold, and the game complaining every turn about my empty treasury. I'm not sure if that's intended, but it feels wrong / dangerous somehow.
 
Just started a v2 game, and the initial turns are comprised of having 0 (+0) gold, and the game complaining every turn about my empty treasury. I'm not sure if that's intended, but it feels wrong / dangerous somehow.

I got that in some early builds when I was playing test games, I'm not certain what causes the warning, but you shouldn't be losing money. You may be breaking even, but at any rate it isn't dangerous in my experience.
 
Okay, here's a weird one. I didn't get this Lua error on my initial playthrough of this game, and only get it (immediately) when I attempt to load from the save. It triggers on at least three of my past autosaves, too. The first Lua error is from loading the save, the second one was from clicking on a slaves unit right afterwards:

http://thelo.ca/Ea_Error_Thelo_2014-05-24.rar

Spoiler :
[1739063.515] EaMain: ------------------------ New turn for player 0, Gaziya ------------------------
[1739063.515] EaMain: UnitPerCivTurn
[1739063.515] EaMain: UpdateAllArtifacts
[1739063.515] EaMain: CityPerCivTurn; City info (Name/Size/BuildQueue):
[1739063.515] EaMain: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaCities.lua:951: City count error; gCities may be corrupt
[1739063.515] EaMain: Stack traceback:
[1739063.515] EaMain: 1: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\Utilities\EaErrorHandler.lua: 21
[1739063.515] EaMain: 2: C function
[1739063.515] EaMain: 3: CityPerCivTurn C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaCities.lua: 951
[1739063.515] EaMain: 4: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain/EaMain.lua: 273
[1739063.515] EaMain: 5: Tail call
[1739063.515] EaMain: 6: C function
[1739063.515] EaMain: 7: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\Utilities\EaErrorHandler.lua: 56
[1739063.515] EaMain: 8: Tail call
[1739063.515] EaMain: OnGameCoreTestVictory
[1739063.546] EaMain: Running SkipPeople
[1739064.638] EaMain: Player entering game ...
[1739064.638] EaMain: AIAutoplay = 0
[1739064.638] EaMain: SaveGame Buttons callbacks registered...
[1739064.654] TechAwardPopup: TechAwardPopup pTechInfo.Utility value nil
[1739064.669] UnitPanel: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua:759: attempt to index field '?' (a nil value)
[1739064.669] UnitPanel: Stack traceback:
[1739064.669] UnitPanel: 1: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\Utilities\EaErrorHandler.lua: 21
[1739064.669] UnitPanel: 2: TestEaActionTarget C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua: 759
[1739064.669] UnitPanel: 3: TestEaAction C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua: 725
[1739064.669] UnitPanel: 4: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua: 471
[1739064.669] UnitPanel: 5: Tail call
[1739064.669] UnitPanel: 6: C function
[1739064.669] UnitPanel: 7: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\Utilities\EaErrorHandler.lua: 121
[1739064.669] UnitPanel: 8: Tail call
[1739064.669] UnitPanel: 9: C function
[1739064.669] UnitPanel: 10: C function
[1739064.669] UnitPanel: 11: UpdateUnitActions C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\CoreUI_InGame\UnitPanel.lua: 354
[1739064.669] UnitPanel: 12: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\CoreUI_InGame\UnitPanel.lua: 1214
[1739064.669] UnitPanel: 13: C function
[1739064.669] UnitPanel: 14: C function
[1739064.669] UnitPanel: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua:759: attempt to index field '?' (a nil value)
[1739064.685] TechTree: REFRESHING TECH DISPLAY
[1739064.685] TechTree: ResetTechCostMods 0
[1739065.652] LoadScreen: LoadScreen.lua is restoring music volume; delay in sec/1000 = 1014
[1739065.652] LoadScreen: os.clock() / tickCount : 137.881 1739065652
[1739074.216] UnitPanel: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua:759: attempt to index field '?' (a nil value)
[1739074.216] UnitPanel: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua:759: attempt to index field '?' (a nil value)
[1739079.645] ExitConfirm: OnExitGame


***

Then the kicker: I originally loaded that save to attempt to reproduce the crash to desktop I had on that turn, when I used a Slaves unit to attempt to start making a Pasture (it crashed on clicking Build Pasture). However this Lua error kind of prevents me from actually reproducing it, so I don't have the Lua log associated with it. But here's the CvMinidump from that one, at least:
http://thelo.ca/CvMinidump_2014-05-24.dmp

All of this is on v2.
 
Okay, here's a weird one. I didn't get this Lua error on my initial playthrough of this game, and only get it (immediately) when I attempt to load from the save. It triggers on at least three of my past autosaves, too. The first Lua error is from loading the save, the second one was from clicking on a slaves unit right afterwards:

http://thelo.ca/Ea_Error_Thelo_2014-05-24.rar

Spoiler :
[1739063.515] EaMain: ------------------------ New turn for player 0, Gaziya ------------------------
[1739063.515] EaMain: UnitPerCivTurn
[1739063.515] EaMain: UpdateAllArtifacts
[1739063.515] EaMain: CityPerCivTurn; City info (Name/Size/BuildQueue):
[1739063.515] EaMain: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaCities.lua:951: City count error; gCities may be corrupt
[1739063.515] EaMain: Stack traceback:
[1739063.515] EaMain: 1: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\Utilities\EaErrorHandler.lua: 21
[1739063.515] EaMain: 2: C function
[1739063.515] EaMain: 3: CityPerCivTurn C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaCities.lua: 951
[1739063.515] EaMain: 4: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain/EaMain.lua: 273
[1739063.515] EaMain: 5: Tail call
[1739063.515] EaMain: 6: C function
[1739063.515] EaMain: 7: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\Utilities\EaErrorHandler.lua: 56
[1739063.515] EaMain: 8: Tail call
[1739063.515] EaMain: OnGameCoreTestVictory
[1739063.546] EaMain: Running SkipPeople
[1739064.638] EaMain: Player entering game ...
[1739064.638] EaMain: AIAutoplay = 0
[1739064.638] EaMain: SaveGame Buttons callbacks registered...
[1739064.654] TechAwardPopup: TechAwardPopup pTechInfo.Utility value nil
[1739064.669] UnitPanel: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua:759: attempt to index field '?' (a nil value)
[1739064.669] UnitPanel: Stack traceback:
[1739064.669] UnitPanel: 1: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\Utilities\EaErrorHandler.lua: 21
[1739064.669] UnitPanel: 2: TestEaActionTarget C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua: 759
[1739064.669] UnitPanel: 3: TestEaAction C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua: 725
[1739064.669] UnitPanel: 4: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua: 471
[1739064.669] UnitPanel: 5: Tail call
[1739064.669] UnitPanel: 6: C function
[1739064.669] UnitPanel: 7: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\Utilities\EaErrorHandler.lua: 121
[1739064.669] UnitPanel: 8: Tail call
[1739064.669] UnitPanel: 9: C function
[1739064.669] UnitPanel: 10: C function
[1739064.669] UnitPanel: 11: UpdateUnitActions C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\CoreUI_InGame\UnitPanel.lua: 354
[1739064.669] UnitPanel: 12: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\CoreUI_InGame\UnitPanel.lua: 1214
[1739064.669] UnitPanel: 13: C function
[1739064.669] UnitPanel: 14: C function
[1739064.669] UnitPanel: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua:759: attempt to index field '?' (a nil value)
[1739064.685] TechTree: REFRESHING TECH DISPLAY
[1739064.685] TechTree: ResetTechCostMods 0
[1739065.652] LoadScreen: LoadScreen.lua is restoring music volume; delay in sec/1000 = 1014
[1739065.652] LoadScreen: os.clock() / tickCount : 137.881 1739065652
[1739074.216] UnitPanel: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua:759: attempt to index field '?' (a nil value)
[1739074.216] UnitPanel: C:\Users\Thelo\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\EaMain\EaActions.lua:759: attempt to index field '?' (a nil value)
[1739079.645] ExitConfirm: OnExitGame


***

Then the kicker: I originally loaded that save to attempt to reproduce the crash to desktop I had on that turn, when I used a Slaves unit to attempt to start making a Pasture (it crashed on clicking Build Pasture). However this Lua error kind of prevents me from actually reproducing it, so I don't have the Lua log associated with it. But here's the CvMinidump from that one, at least:
http://thelo.ca/CvMinidump_2014-05-24.dmp

All of this is on v2.

I'll look at your log later today or early tomorrow, but I can say that the dump shows that it is in fact crashing in the DLL, but I can't get more than that due to the fact that the release of Ea III accidentally had our Debug DLL instead of the intended release DLL, and Paz apparently has slightly different build settings for the Debug configuration, resulting in a binary incompatibility between your DLL and the debugging symbols I generate when I build the DLL.

@all: I have released hotfix a for Ea III (v2). This fixes the aforementioned issue with the wrong DLL build, and that should lead to a doubling or tripling in end-turn speeds.
 
Applied the Hotfix, but still get the same error message upon starting the game from EaInit.lua:43


Claims that some files are missing:
EaSounds.sql
Civilizations.sql
Traits.sql
UnitBuilds.sql

But I see those files in the folders just fine.

Also it said that EnableLuaDebugLibrary is set to 0, though I had added EnableLuaDebugLibrary = 1 to config.ini. Is config.ini supposed to be in the MODS folder or in the top level Civ 5 folder? I found it in the Civ 5 folder.

Can't wait to try this mod! Please help.
 
Applied the Hotfix, but still get the same error message upon starting the game from EaInit.lua:43

The hotfix would not have touched those files. I'd say you probably have a corrupt install, try deleting your Ea III mod folder and downloading again.
 
I didn't have my crash logging set up on my first game (sorry! Since rectified).

Found a likely repeatable crash with workers. Order a worker to build a string of roads. If it crosses a tile that another worker is improving, I CTD when the worker moves in to that tile to build the road.
 
Deleted and replaced the Ea III folder with re-download without the Hotfix. Still the same error message on start.
Could it be the music pack that's corrupted? I'm re-downloading that to try again later.

Guess I'll stick to playing Yet (not) Another Earth Maps Pack

The hotfix would not have touched those files. I'd say you probably have a corrupt install, try deleting your Ea III mod folder and downloading again.
 
Same errors with freshly downloaded mod files. This time got the lua debugging working, please check. Noted this Runtime error in the lua.log

Runtime Error: C:\Users\Seeker\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 2)\CoreUI_InGame\PlotMouseoverInclude.lua:102: attempt to call method 'GetPlotEffectData' (a nil value)

ok, got past the Missing Files crash by patching Civ V to 1.0.3.142, but now it crashes on startup and reports some random civ is dead...
 

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I didn't have my crash logging set up on my first game (sorry! Since rectified).

Found a likely repeatable crash with workers. Order a worker to build a string of roads. If it crosses a tile that another worker is improving, I CTD when the worker moves in to that tile to build the road.

Please post the save for which the crash is repeatable.

Version 1 hotfix d

Barbs captured a worker protected by a warrior. At start of the next turn, barb and warrior are all on the same tile (silkworms tile). Log and saves before and after: https://www.dropbox.com/s/bkbgyu7wz9h0giw/Ea-worker%20captured.zip
Played further and destroyed the barb camp, but did not find the worker.

Later in the same game, crash when founding a city. https://www.dropbox.com/s/pc7v1522ribeuos/Ea-found%20city%20crash.zip

Can you get this to happen in v2? See the OP about why using the latest version is highly recommended (and, you can safely transfer your saves from V1 hotfix d to v2 hotfix a).
 
I founded my second city in my current game on turn 148, and this popped up the second I founded it. Seems to have something to do with trade routes, I haven't noticed an effect yet
 

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I continued the game I mentioned above, since there was no apparent effect, and it played fine for another 10-15 turns... but then ctd. included are logs.
 

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