Éa III, Sword & Sorcery: Bugs/Crashes thread

@Civtar, Warrior GP can't attack plot with civilian for some reason. I'll have to dive into dll to figure this one out.

I'm still confused about the animal gunshot sound. Does it happen in all combat? Is it animal vs city?


@jekke, yes, they would in that case. Guess no one went evil in that game. It can happen.
 
Forgot to ask one thing. I don't know much about Krakens:) it is ok that my archers/bowmen can kill them with arrows, I mean, underwater and stuff?

Edit: and another one. The new early ship (galley?) has the pirate ship image (at least the sail is black) in the city build window; is that intended?
 
The animal gunshot is not something you could fix Paz, it's because of the graphics used for the animals. As I said, I'm working on a fix for that, which I'll share with you once complete.
It has to do with the effects used by the animals, but instead of visual effects these are misplaced audio effects. Not difficult to deal with, but tedious.
 
@jekke, yeah, archers can hit anything they can see.

We need a galley portrait, apparently (maybe I'll switch to Trireme as placeholder).

@Civitar, not sure if it's related or not: I autoplay with sound off but I do get to see whole map. One thing I see when animals attack is an explosion in the middle of the sea far from combat (it may or may not be the map central plot). Also, strangely, the few plots around this show a "shallow" water color rather than the normal deep ocean color. It's not all animals for every attack (I should try to document it more precisely).

7g released!
  • Warriors can Lead Charge against cities
  • Fixed Warrior attack code to allow attacking into a plot with a civilian (eg, an encampment with a captured worker)
  • Each barb encampment can have only 2 captured civilians from each civ; excess are killed
  • When a plot wonder is completed, remove partially built graphic for wonder anywhere else in the world
  • Fixed error where some dual-class GPs couldn't take all appropriate promotion series
  • Cargo ships no longer get scurvy
  • Fixed Lua error in UngenericizePerson function
  • Fixed Lua error from auto-indenture slave system
  • Added some action/spell UI telling you when it must be done inside/outside of a city
  • Fixed various texts
  • Decreased culture rate a tiny bit to balance AI civ name appearance (policy vs. tech-based)
 
ah! I was just about to post a save where my great warrior can't lead charge against a camp with both a settler and a worker inside:) will 7g break saves?

also, can you spot an error in this lua log? I got a message upon accepting the agartha name (it seems confusing; "2 nearby mines or mine" - what does it mean?)
 

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If I don't say otherwise than the "letter updates" should be save compatible.

The "2 nearby mines or mines" is because there are really two different kinds of mine in the game (even though you don't see that as player). I'll try to come up with UI fix for that.
 
Thanks!

and the last one for today: here's the save. I conquered a barbarian encampment which had 3 civilians, one settler and two workers. The settler I liberated, the workers belonged to a Fallen civ so I chose the "kill them" option from the pop-up menu, and I got two slaves. I haven't opened the slavery tree so I believe the pop-up menu was changed, but the action itself (keep the units) wasn't.
 

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@Pazyryk: Seeing explosions in the center of the map is exactly what I'd have expected - most of the animals have no trigger file of their own, so they've reverted to the default rifleman trigger file. And since the rifleman file references. bones that Wolves & co. don't have, the visual effects all come from the center of the map (though sound effects come from everywhere and nowhere).
As I've said twice, the new trigger files will fix this. I'll check all the animals to make sure they are OK.

All of these things you and the others have mentioned are things that I've already encountered numerous times when messing with custom effects, like my Dragon and Nomad's Wizard. We both ran into that a few times before Nutty helped figure it out.
 
Not sure if this is a bug, or needed tool tip update, but granary is supposed to provide 1 extra food per wheat, and in my current game (7g) it is not doing so.
 
Granary does add 1 food. It's on the plot not in the city.

- v7g, LUA exception on selection of a Warrior GP (repeatable). Note: this GP was born with v7f. The warrior GP is next to a barb camp with 1 goblin xbowmen defending it and not civilian units.
The consequence of this error is that he can't lead a charge (greyed out option) and he can't rally troops (no option at all). He can only train the troops in his tile.

Spoiler :

Code:
[813.763] UnitPanel: .\Éa III, Sword and Sorcery (v 7)\EaMain\EaActions.lua:1835: attempt to index upvalue 'g_city' (a nil value)
[813.763] UnitPanel: Stack traceback:
[813.763] UnitPanel: 1: .\Éa III, Sword and Sorcery (v 7)\Utilities\EaErrorHandler.lua: 26
[813.763] UnitPanel: 2: ? .\Éa III, Sword and Sorcery (v 7)\EaMain\EaActions.lua: 1835
[813.763] UnitPanel: 3: TestEaActionTarget .\Éa III, Sword and Sorcery (v 7)\EaMain\EaActions.lua: 998
[813.763] UnitPanel: 4: TestEaAction .\Éa III, Sword and Sorcery (v 7)\EaMain\EaActions.lua: 790
[813.763] UnitPanel: 5: .\Éa III, Sword and Sorcery (v 7)\EaMain\EaActions.lua: 514


note for the above error: reloading the gamesave removed all the issues O.o

- (graphics) Space Shuttle in construction in my capital city. Not sure what caused it, I have seen it in AI cities too (pretty early on).
http://steamcommunity.com/profiles/76561198097511761/screenshot/25089752485473939

note for the above error. Reloading the gamesave removed the issue O.o
 
Played the latest v7 as some sidhe nation which gets culture from plantations. Found a single fallen civ (pantheistic), anjra was never founded. They were in the corner and had just one city (and four towers). Declared war, launched a naval invasion (5 marksmen, two bombards a tree-ent and heavy infantry), killed them before they even started to consume reasonable amounts of mana. One turn before the final bombardment I offered a peace treaty but they refused to renounce maleficium. So it goes, they had to die. The moment my troops stormed the city en error message popped up. Here's the log attached.

After I clicked ok, I noticed that something in the game has changed. To the right, where the scoreboard is, a star and a green button appeared next to "You", and the tooltip said I was the host, as if it turned into a multiplayer game (?)

Also, a few minor things:
1. I'm not sure if that's Ea or Planet Simulator, but Gems were right on top of Dis Pater (? Cerro Potosi mountain in base civ).
2. Both Sawmill and camp were available on Yew (see screenshots thread).
3. When asking civ1 to declare war at civ2, all the possible civs2 are shown as "No Leader", however, diplomacy screen shows that they have leaders.
 

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@jekke

#1 & 2 working as intended. (#2 so you don't need Milling to use Yew.) I'll look into #3.

I've attached a prospective fix for the Lua error at the bottom of this post. Swap this out for the existing EaReligions.lua file in the EaMain directory, load game from before error, and let me know if all goes well. If this is the only fallen civ, then you should now be able to Seal Ahriman's Vault now and win game.

If this works without error, I'll release it as 7h.


@darkedone02,

I suspect that you are exceeding the max size of the variable type used in dll for one or more values (C++ int or short int). When this happens, the number rolls over to negative. This could happen, for example, if you gain interest on treasury when you have 9000000 gold. This could be fixed with some dll modding, but I won't do that unless it's a situation that can realistically happen in an unstaged game.

Keep in mind that IGE creates mod errors with Éa. As smart as the author was, there is no way that he could know the data structures used to support various objects in Éa, such as GPs, cities, barb encampments, etc. Almost all of these have "auxilary mod-specific data" that is required to make them work without error. So you are almost guarantied to see wacky results from it.
 

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7h posted; has fixes for bugs reported by onedreamer and jekke
  • Fixed Lua error related to GP action UI
  • Fixed Lua error related to removal of evil civ in set up for Seal Ahriman's Vault
  • Fixed some problems in diplo screen showing 3rd party civs for war/peace
 
@jekke

#1 & 2 working as intended. (#2 so you don't need Milling to use Yew.) I'll look into #3.

I've attached a prospective fix for the Lua error at the bottom of this post. Swap this out for the existing EaReligions.lua file in the EaMain directory, load game from before error, and let me know if all goes well. If this is the only fallen civ, then you should now be able to Seal Ahriman's Vault now and win game.

If this works without error, I'll release it as 7h.


@darkedone02,

I suspect that you are exceeding the max size of the variable type used in dll for one or more values (C++ int or short int). When this happens, the number rolls over to negative. This could happen, for example, if you gain interest on treasury when you have 9000000 gold. This could be fixed with some dll modding, but I won't do that unless it's a situation that can realistically happen in an unstaged game.

Keep in mind that IGE creates mod errors with Éa. As smart as the author was, there is no way that he could know the data structures used to support various objects in Éa, such as GPs, cities, barb encampments, etc. Almost all of these have "auxilary mod-specific data" that is required to make them work without error. So you are almost guarantied to see wacky results from it.

I know the IGE will give me mod errors, I get my first 7 mod errors (last time it trigger is when I research hunting & Trapping, 7 lua errors, and 1 error that will pop up each and every turn after barbarians and city states turn is going on. I am used to these lua errors and so far, i seen less wacky stuff visually.... the game still works and hopefully someone will get the lua errors out of both mods...

I still play with IGE because I like to have a creative feel, and I don't want to relay on a trainer or table (considering how you modded the dll, most of the values are altered to the point where a whole new trainer DEDICATED for the Ea's mod is needed, regular unmodded civilization trainer will not work). I will still use IGE because I like to play games with IGE enabled. I would not have to rely on IGE so much or none at all if only the civilization 5 developers add in a in-built editor just like civ 4 had... I never had to used civ 4 trainers at all because the in-built editor works just as fine.
 
You can do what you want, of course. But the mod doesn't support IGE and won't until/unless someone puts in the hours to make these two mods compatible. It's not just the inconvenience of "clicking through errors". There is mod-specific data that is missing or corrupt after that first error, and the mod is almost certainly not doing everything it is supposed to do after that.

Think of the Lua error as a warning light in your car, like a low oil pressure indicator. All you are doing when you click OK is pulling the fuse on the indicator. It doesn't fix the problem. You can do it if you want, but don't ask me to troubleshoot that engine 10 miles down the road.
 
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