JWSIII
Chieftain
with apologies, where do I find hotfix d?
with apologies, where do I find hotfix d?
OK, I know why they are in Saves and not ModdedSaves (I'll fix that in v3). What I don't understand is why you all are seeing "AutoSave_0001 BC-3960" rather than "AutoSave_Ea Year 1". The former are definitely bad.AutoSave_Initial_Ea Year 0
AutoSave_0000 BC-4000
AutoSave_0001 BC-3960
AutoSave_0002 BC-3920
Version 3c. Pretty sure that applied it correctly. Also deleted cache and moduserdata folders.
Also saves appear in "Saves" folder, not "ModdedSaves". Faerun saves go to "ModdedSaves" for me.
AutoSave_Initial_Ea Year 0
AutoSave_0000 BC-4000
AutoSave_0001 BC-3960
AutoSave_0002 BC-3920
Version 3c. Pretty sure that applied it correctly. Also deleted cache and moduserdata folders.
Also saves appear in "Saves" folder, not "ModdedSaves". Faerun saves go to "ModdedSaves" for me.
Edit: and a CTD with the latest version https://www.dropbox.com/s/4cwzckgti53o70z/Ea-CTD%20v2c.zip
@ls612, the relevant code here is in EaMain.lua, function OnCanAutoSave. This GameEvents works for me. Why isn't it working for players? In the quote above it appears to have worked only for the initial autosave but not thereafter. As I said above, the engine is making one of these bad autosave for me at game init and once when loading. But it appears that it is making bad autosaves (i.e., bypassing this GameEvents somehow) on every autosave for other players.
.... At the very beginning of every single game (before turn 1) I get a notification that an unmet player has lost his capital.
This is something that I have experienced with all of my games. I tried to change the map sizes, deleting one of the starting civs (on the game set-up). Neither had any effect, still see the drop-down "'X' civ has lost its Capital", on turn 1.
Will try to get some game time in this weekend.![]()
As I thought, thanks for the quick reply ls612That has been around since the early development versions I worked on. It is normal, don't worry about it.
As I thought, thanks for the quick reply ls612
EDIT:
I was checking out the issues with the saves. What I usually have set-up with my auto-save is one per turn. Is this the suggested auto-save interval, or would another setting be more appropriate? As the others my autosave is bunk..Spoiler :![]()
The image has both Hotfix D, and prior. Sorry about that..just confirming more of what others have.
After persisting Lua data (TableSave), the Lua function itself saves the game with a mod-specific name using UI.SaveGame(saveStr). Then it returns false telling the dll not to save. But clearly the reverse is happening: the mod never saves but the dll does. That almost certainly means that Lua data isn't persisted, which will lead to 1000s of errors after load.I have one question about this. In the DLL code it uses callTestAll on a boolean, then checks if that boolean is true. If it is then it calls the engine-side Autosave function. However the lua method always returns false. Is this intended? Or am I missing something?
Probably a bug, but can you tell me if this was from a new game or a loaded game?Also, it seems like I can build courthouses and those other buildings with similar effect (governor something, available at militarism only) in every city, not just annexed ones. Is that intended?
Not sure if you need a log for that... Ea III v2, hotfix d.
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.A save where barb elephant and my warrior share a tile:
Need to add this to a "Known issues (cosmetic)" list. If you're curious, that's The Fay gaining a city (at the south pole), founding The Weave of Éa, then losing that city ... which is how I created a religion that "has no founder nor holy city". We need to block both the city and the religion notifications in dll for that specific turn., still see the drop-down "'X' civ has lost its Capital", on turn 1.
ver2d
got regular (manual) saves working but autosaves give a bunch of errors. A couple of bugs I've noticed in my games:
1. when I click to cast "magic missile" my GP dies (get mourning/loss of GP pop-up). This was with a witch in case that matters. Don't have a save (my last manual save was 50+ turns prior =P need to learn to manual save every few turns doh.)
2. social policy: tradition. when choosing "folklore" does not let your artists choose to become subclass "bard". After choosing "folklore" your artists can build epics (don't need to choose "barding" which is the next policy in the tree)