Éa III, Sword & Sorcery: Bugs/Crashes thread

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#1. I have played with a tech bias with Sidhe, so I have been able to carve through the tech tree. I have run into a few techs that you can start, but can not finish. At the moment I have nothing to show and I'm bringing it up to see if others have had this. I will see if it happens today.

Current: It seems that the techs are just mis-firing..taking an extra turn. See the screenshot below; note that the current :science:count exceeds the amount needed to 'tech up'. If I continue one more turn I receive the the 'tech up'.
Spoiler :
t561xe.png
 
Assuming the elephant moved onto the plot with the GP, that is perfectly normal. The Warrior is only visible when doing an action and not just moving around. The only way to avoid this situation is to do what Firaxis did to invisibility for Civ5, which was (quite simply) to remove it. Basically all I did here was revert some dll code back to Civ4 when invisible meant invisible even from adjacent plots.

No GP there (no my GP or an enemy GP that I can see). Also happened in v1 when there were my worker and my warrior on the same tile. Barb captured the worker and ended on the same tile with my warrior. This time definitely no my unit was at the tile except my warrior.
In elephant case I took pantheism ("you made peace with barbarians") but in worker case I did not, so it should not make any difference.

Some of your other scenarios sound like problems though. (The trade unit blocking seems especially weird, since I haven't modded these units at all.)

I meant (great) trader, not caravan. Great people movement is definitely new to the mod. Even missionaries can not share tiles with other civ's units in vanilla.
The problem is that popup "declare war on player _____ (owner of great trader)?" appears. Probably just exclude great people (traders) from check, if possible?

Hopefully "great person blocks tile" issue can also be resolved. GP's do retreat in some cases, after all. Probably just add more cases?
 
Earth Lore does not add +1 production to mines as near as I can figure
Salt Works do not add +1 food to salt mines
Fellowship of the Leaves (policy, not religion) does not add +1 culture to berries (but seems to add it to wheat, etc.)
 
The bug with courthouses was indeed from the loaded game. It was a regular save, no autosaves.

That other thing, with the log... (loading issue, turn 101) Frankly, I don't remember now for sure, but it I have to tell you now, I'd say it was a regular save. I can't really remember any autosaves working. Every single time I tried to load an autosave I looked at the GP action panel, saw it's broken, said damn it! and loaded a regular save.
 
playing a game, got to turn 239 (I think), conquered a nearby lofsjar civilization as the Tir Ecne, everything cool until the turn after, when it said there was no unit for gp and gave me a lua log. I was saving every 20-50 turns, was trying to do the once every ten but kept forgetting, so here is a Lua error log and 7 or so saves. (this post final save on error turn and lua log)
 

Attachments

last two

also, turns 164 and 206 have interesting research effects; on t164 and am at almost double the cost of the tech and it is not triggering; for turn 206 I am 1-2 turns past chemistry and it isn't triggering... interestingly, on t208 chemistry did trigger, and then I was able to get the metallurgy (hvy. infantry one) tech. One possibility is that the tomes are creating an illusion of lower tech costs, but not really lowering them, as it is usually in areas I have tomes that I notice this.
Also, on t236 (final), I have over 20+ techs, yet it only takes me 1-2 turns to gain a lower tech... I think that the research penalty may not be kicking in correctly.
 

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ver2d
I was playing a fine game this morning and saved it on turn 113. Everything was fine but now, when I go to load it, I get errors and cannot continue playing/end my turn :(
Lua & save attached.
 
loaded an earlier save that was free of errors. now on turn 101, a barb walked onto the same tile as my worker without killing it.
 
ver2d
I was playing a fine game this morning and saved it on turn 113. Everything was fine but now, when I go to load it, I get errors and cannot continue playing/end my turn :(
Lua & save attached.

That looks like the save corruption issue discussed in this thread, but the save has the proper name. :confused:

Paz, did you ever have your Table saver/loader code working fully and reliably on an earlier version of Ea? I'm beginning to suspect a systemic flaw somewhere here, but it certainly isn't obvious after looking over the lua and C++ involved with the save process.
 
as to the barb, was it an animal barb? cuz after I made peace with them, they did this a lot and I thought it was WAD
 
I'm using V2d.

- I also get the courthouse bug and could build it in all of my cities.
- i could not build a mine on quicksilver on plain/wood
- floating unit like drakes should not get the water promotion and not have a penalty from attacking across rivers
- a merchant gp could build any merchant routes regardless of limitation
- the unit bombards is better than great bombarde and a fire trebuchet could be upgraded to it without chemistry
- an enemy ballista goes to the same place as my bowed cavalery
- the icons of resources on the map differ from the one in lists
 
@phuoclam24, you have bc1's UI added as DLC, which is pumping out a constant flood of errors and is overriding the mod's own UI code. I'm not sure this is the source of your specific errors, but it's definitely not compatible with this mod.

That looks like the save corruption issue discussed in this thread, but the save has the proper name. :confused:

Paz, did you ever have your Table saver/loader code working fully and reliably on an earlier version of Ea? I'm beginning to suspect a systemic flaw somewhere here, but it certainly isn't obvious after looking over the lua and C++ involved with the save process.
The "BC" autosaves are bad because TableSaverLoader never even ran. (I'd still like an answer to my question above: why isn't the GameEvents firing?)

No, TableSaverLoader hasn't had a detected bug in something like 3 years. There is an issue where the Checksum is sometimes wrong, but I'm 90% sure this is from international characters fouling up the checksum even though they are persisted correctly. But it has to run to work. And with the autosave mystery above I can't even take that for granted.

There is a ton of "unpersisted" data that is reconstituted on game load. Those are all the InitSomething methods. Plenty of possibilities for error there.
 
v2, hotfix d: The Enter key triggers the general "Turn end" / "Choose Production" button, even if you have a city view open (it should instead close that city view), or even when the Civilopedia is opened (for instance when using the search box in the upper-right).
 
The Next Turn button will also often have no visible effect on the first click, such that I must click it twice to actually end the turn.
 
My Wizard (Sidhe) used Magic Missile on an enemy barbarian, and the combat text referred to him as a Druid:

"Your Druid bombarded an enemy Hobgoblins (13 damage)"
 
I started as Sidhe, which gives me the tech Writing for free. However, in diplomacy with other players, the action Accept Embassy is always greyed out, saying "You do not have the Technology to establish an embassy (Writing)."
 
The Militarism social policy says "+20% Combat Strength bonus for units in a tile next to other friendly military units", but the actual bonus it grants in combat is +15%. (The in-game tooltip for the Discipline promotion correctly says +15%.)
 
Horse Archers can get the "Combat" line of promotions, which claims to improve "+10% attack and ranged per level", but they don't actually affect the Horse Archers' ranged combat strength.
 
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