Éa III, Sword & Sorcery: Bugs/Crashes thread

It's easy to find. Just search GetNumCitiesTechCostMod. It occurs in CvTeamTechs::SetResearchProgressTimes100 right after "// Player modifiers to cost", where they proceed to duplicate CvPlayerTechs::GetResearchCost functionality.

I'm moved the GameEvents to CvPlayer::calculateResearchModifier, which is called in both cases. I just have to triple check that I got the "times100" math right.
 
Oh my! I just discovered what I think is a very big Civ5 bug (problem was noticed by tester way up this thread). All player modifiers for tech costs are only used for UI! They are not applied for actual tech discovery.
Hi. When you notice something that big, could you drop a post to the community patch project so that whoward, Gazebo or some possible other member of their team can fix it for everyone else.
 
@Bob Morane, It's not a Civ5 bug! It's just very awkward coding with duplicated functionality outside of a method that already existed in the method. Or another way to look at it is they misnamed the method: should have been GetResearchCostForUI rather than GetResearchCost. The only patch needed is some code commenting.
 
Probably not yet implemented in its final glory, but imagine my response when after first leveling my druid by building multiple temples (100+ turns), then spending 6000 gold to gain enough favor, and then waiting 15 turns for the spell to fire, I summoned........ a Tracker. NOT EVEN A RANGER :crazyeye: I guess it was without upkeep costs at least :)
 
Some small things (probably not really bugs):

Dominionism/Pantheism aren't mutually exclusive. I can have them both, doesn't matter which one I start off with. Not sure if this hasn't been implemented yet or if it's an error (either in the game or in the online manual which states they are mutually exclusive).

Spoiler :
As Sídhe I can't pick Theism at all, not even at the start (though it makes sense to me if this was by design, I can't find it in the manual).
nevermind about the second one, I found it. Derp.
 
@iffi, do you have Lua.log for that? It's clearly a mistake in determining unitTypeID. The log might give me a clue where.
Dang, I always forget to enable the log. Always too excited to play the mod :) I'll do it right now, but no help to this issue of course. It was one of the sea deitys, Aesomething if it makes any difference. Maybe it was the missing Kraken unit..
 
Dominionism/Pantheism aren't mutually exclusive. I can have them both, doesn't matter which one I start off with.
That's a bug. Strangely, the PolicyBranch_Disables table is there and correctly listing these as exclusive branches. I wonder if this mechanism was disabled for BNW since there are no longer exclusive policy branches (not counting ideologies)? Well, I can implement exclusion with Lua (same way I locked Sidhe out of Theism), so I guess I'll do that.

Dang, I always forget to enable the log. Always too excited to play the mod :) I'll do it right now, but no help to this issue of course. It was one of the sea deitys, Aesomething if it makes any difference. Maybe it was the missing Kraken unit..
I'll look into the code that picks the unit. Each god is a different unit with its own unitTypeID, so probably the Call spell is getting that wrong.

Edit: found it! Was passing the god's player ID rather than its unitTypeID, so was pretty random what you get. I'll fix in v3. Looks like all other summons/calls are OK.


Edit2: No v3 tonight due to RL. Maybe tomorrow still.
 
OK, I tried Éa for the first time tonight, as soon as the game started I was notified that someone had lost his capital, and that someone had founded a religion. I then founded a city, chose a free tech as well as one to research, moved my Warrior two spaces, clicked next turn. A black popup appeared telling me that there were a bunch of errors. Here is my Lua log.
 

Attachments

OK, I tried Éa for the first time tonight, as soon as the game started I was notified that someone had lost his capital, and that someone had founded a religion. I then founded a city, chose a free tech as well as one to research, moved my Warrior two spaces, clicked next turn. A black popup appeared telling me that there were a bunch of errors. Here is my Lua log.

It looks like the kind of errors that usually clear up if you delete UserData and cache folders in your mods directory. After that, do a "clean" mod start (i.e., don't hit the Back button after selecting the mod). Let me know if that fixes things for you.

Ignore the two notifications. That's behind-the-scenes stuff going on that you aren't supposed to know about. They will go away in some version soon (unfortunately not a super easy fix).
 
It looks like the kind of errors that usually clear up if you delete UserData and cache folders in your mods directory. After that, do a "clean" mod start (i.e., don't hit the Back button after selecting the mod). Let me know if that fixes things for you.

Ignore the two notifications. That's behind-the-scenes stuff going on that you aren't supposed to know about. They will go away in some version soon (unfortunately not a super easy fix).

I'll just hardcode them away after v3 is released (that is easy enough to do).
 
I'll just hardcode them away after v3 is released (that is easy enough to do).
It's a specific civ (The Fay) and a specific religion (The Weave). Or I guess you could just exclude Turn 0 notifications for religion founding and city loss - neither should ever happen normally.

The more elegant solution (which I attempted and gave up on) is to mod dll to allow founding a religion without a holy city. That's the only reason for this maneuver (the Fay exist fine without a city). But I'm not really interested in revisiting that...
 
btw i got a task from a city to find the fay territory, which is not possible and blocks a task slot for the rest of the game.
 
That's a bug. Strangely, the PolicyBranch_Disables table is there and correctly listing these as exclusive branches. I wonder if this mechanism was disabled for BNW since there are no longer exclusive policy branches (not counting ideologies)? Well, I can implement exclusion with Lua (same way I locked Sidhe out of Theism), so I guess I'll do that.
Stragne, when i tried this (not knowing they were mutually exclusive) i got a popup telling me i would loose benefit of pantheism if i switched to dominionism and go into anarchy and only possible answer was "no don't change". Same is true for Arcana/Theism.

Got the same quest as Tuvok99 about finding the Fay territory.

Will try to summon a Major Spirit and see what happens. Will post log if it fails but i guess it could work with one spirit and fail with another one as they are all different "units".
 
btw i got a task from a city to find the fay territory, which is not possible and blocks a task slot for the rest of the game.
Keep telling us about impossible quests. I have a list and these will be fixed, but not in v3. We have to implement a general dll method to allow us to check these on the Lua side.

Will try to summon a Major Spirit and see what happens.
Don't! This is the one that is broken in v2. All others should work.
 
OK, after about 300 turns I've noticed the following.
  • Warrior GPs are incapable of attacking enemy units, despite claims to the contrary by numerous promotions.
  • When a Druid was "killed", I got two notifications, one claiming she had been killed by attrition and the other claiming she had been killed by enemy Mounted Elephants. Instead, she turned into an invisible embarked unit two tiles from where she had been when she was killed.
  • There seem to be two Barbarian civs - one that makes peace and declares war all the time and a Wildmen civ that acts like normal barbs. Both spam Mounted Elephants.
  • All embarked units except the aforementioned invisible Druid use industrial-type boats. I doubt you want those in a fantasy mod.
  • The lure of evil magic is very strong - despite my early determination to stay good, I soon found myself summoning skeletons, giving enemies the Evil Eye, avidly researching necromantic spells, and conducting rituals to summon demons...
  • And my civ is being swallowed up by forests. I watched carefully and had three tiles turn into forests within about 100 turns. If you meant for that to happen, it's great. If not, what the heck is going on in there?
  • Finally, after meeting two "gods" upon discovering their respective natural wonders, I was asked to demand tribute from one of them by a normal city state despite there being no option to do so.
I was playing as Sídhe. IMO the Mounted Elephants are way overpowered, they keep smashing through my territory and forcing my Druid to practically kill herself fighting them off temporarily. If you want a unit to act like that, why not wolves or Wildmen? Those are more recognizable barbarians. I really dislike the graphics for Warrior and Druid GP, so I will start making some better ones. All in all though, I loved the mod - it really feels like a totally different universe, and it was remarkable how many fantasy elements popped up in 5 turns - I started with a Druid and some Warriors (not GP), and after 5 turns had Skeletons, Wolves, and a Giant Spider all running around with a Mage School in my city and Demons in the middle of being summoned. When I mouse over forests, it says "Forest(0 or 1 or 2 or 3), Plains, etc..."
 
Stragne, when i tried this (not knowing they were mutually exclusive) i got a popup telling me i would loose benefit of pantheism if i switched to dominionism and go into anarchy and only possible answer was "no don't change". Same is true for Arcana/Theism.

That's odd. I'll try to do it again to see if I can repeat it. The only time I actually got a second one was in my first game in this phase which got corrupted so maybe that's the problem (they were always open though so I just assumed I could still take them).



[*]There seem to be two Barbarian civs - one that makes peace and declares war all the time and a Wildmen civ that acts like normal barbs. Both spam Mounted Elephants.

What I noticed is that the first of the two Barbarian factions are the animals. Once a civ gets Feral Bond in the Pantheism tree, they make peace with the animal faction (which just shows up as "made peace with barbarians") - however, I've never managed to get peace with the actual barbarians and aren't sure if that is even possible.

my civ is being swallowed up by forests. I watched carefully and had three tiles turn into forests within about 100 turns. If you meant for that to happen, it's great. If not, what the heck is going on in there?...
...When I mouse over forests, it says "Forest(0 or 1 or 2 or 3), Plains, etc..."

Natural terrain (forests, jungles and swamps) spread and can grow back. The number shows its strength, which determines how fast it will spread/grow back. I've found that one with strength 0 doesn't grow back at all (and don't seem to spread either, or just VERY slowly), though of course adjacent forests can still spread there.
I found a pretty good way to deal with this if you aren't pantheistic is building sawmills on your borders. I'm not sure if this was by design, but sawmills entirely stop the forest from spreading.
As a pantheistic society you get some benefits from unimproved living terrain so I've found it's actually better to have it everywhere (even though it can be a really big bother to get around if you don't build a bazillion roads).
 
Dominionism/Pantheism aren't mutually exclusive. I can have them both, doesn't matter which one I start off with. Not sure if this hasn't been implemented yet or if it's an error (either in the game or in the online manual which states they are mutually exclusive).

Stragne, when i tried this (not knowing they were mutually exclusive) i got a popup telling me i would loose benefit of pantheism if i switched to dominionism and go into anarchy and only possible answer was "no don't change". Same is true for Arcana/Theism.
I wonder why one player can do this and another can't? Have other players been able to double up on excluded branches? (that would be Dominionism-Pantheism, Pantheism-Theism, Theism-Arcana)
 
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