Éa III, Sword & Sorcery: Bugs/Crashes thread

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.
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.

@ALL, treat autosaves as corrupt if they look like the above (e.g., "AutoSave_0002 BC-3920"). They are only usable if they look like this: ""AutoSave_Ea Year 1". But unfortunately these good autosaves only seem to happen for me :confused:.

@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.
 
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

Finally tried the game today; it seems like it'll be really fun! Problem is, I can't load any of my save games :( anyone else having this problem? Game runs fine but when I try to load then CTD :( My autosave names are also as above.
 
@phuoclam24, my post above was simultaneous with yours. Regular save or autosave? Can you tell us the name of the save you were loading? If it looks like a standard Civ5 name, it is bad. It should have a name that is very unique for the mod.
 
Both regular and autosaves do not load :(
i.e. Tribe of Sídhe, No Leader, Year 1.Civ5Save
AutoSave_Initial_Ea Year 0
AutoSave_0000 BC-4000
AutoSave_0001 BC-3960
etc.
none of the saves will load correctly for me :(
 
So, I got a game going, got to turn 158, and then went to the store. I saved and closed to do so. Came back and loaded, and it gave me a bunch of errors. These did not occur till the load. The "result" of the error's seemed to be GP graphical errors. The claim was another "nil value" unit. Attached are the Lua and save game file; no ctd involved.

Also, I know that I successfully loaded earlier saves from the same game (earlier turns).
 

Attachments

@All, please indicate the version/hotfix that you are using! Just put it in every post even if you think you are repeating yourself. Or if you started a game with hotfix a and then continued with hotfix b, let us know that too. (@ls612, maybe you can edit the OP to make this point very clear.)

@JWSIII, OK, we're trying to deal with three problems here when one is confusing enough. There is the autosave problem described above. There is the load CTD which seems to only happen for some players (which may indicate installation differences or even a broken hotfix, but I can't tell that from posts above unfortunately). Putting those aside for the moment, I need a better understanding of the Lua errors in the regular saves.

What I really need is for you to manually save every 5 or 10 turns and preserve the Lua.log before you exit/restart Civ5. Then go back and try to load these saves. Make sure you exit Civ5 fully before loading each time. Then answer these questions:

Are all the saves throwing Lua errors? Or most? Or just a few?
Are the early game saves good and later ones bad? (i.e., after some number of turns?)

Then post the Lua.log from before you exited/restarted Civ5 plus a couple from when you loaded and got errors.
 
well, I've been reading this forum for nearly 4 years :)
first of all, thank you very much for this project!

I'm playing Ea III (v 2), hotfix d applied.
can confirm two things:
1) a bug with barbarians entering the same plot where my unit stands. I can move my unit away from this plot (1st movement pt) and tell him go back (2nd pt), then it attacks the barbarian.
2) autosaves are indeed with BC years, manual saves give "normal" Ea years. When loading autosaves, a few error messages pop up, and the action panel of great people disappears; I can't do anything with any of my GP. Other units seem to do ok. Manual saves with Ea years load just fine.

Also, I'm playing on standard settings, 8 civs, 16 CSs, standard size, random map. At the very beginning of every single game (before turn 1) I get a notification that an unmet player has lost his capital.

now the crash: started a game as men, became those guys with engineers (Sophronia?), build two cities, then the third one, two of my neighbours went nuts and declared war. I managed to get a couple of ballistas and take the capital of one of them. An usual window popped up, asking if I wanted to annex it or puppet, I chose puppet, all fine. Later the same turn I clicked on the city to check which buildings have survived and then the game crashed. Here's the log.

edit: also the cvminidump
 

Attachments

@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.

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?
 
.... 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. :scan:
 
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. :scan:

That has been around since the early development versions I worked on. It is normal, don't worry about it.
 
That 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:beer:

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 :
24wzk03.png

The image has both Hotfix D, and prior. Sorry about that..just confirming more of what others have.
 
As I thought, thanks for the quick reply ls612:beer:

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 :
24wzk03.png

The image has both Hotfix D, and prior. Sorry about that..just confirming more of what others have.

That shouldn't have any effect (and an autosave every turn is probably better, if autosaves were working, for crash debugging). But yes, you and everyone else are experiencing bad autosaves.
 
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.
 
Version 2d. No crashes so far... Loading a save works fine.
Here, have a beer :) and decrypt an error log (it mentioned missing great people or something like that) https://www.dropbox.com/s/av8zdm8y6mf4974/Ea-v2d-great%20person%20error.zip

...and a bunch of 1UPT stuff...

A save where barb elephant and my warrior share a tile: https://www.dropbox.com/s/245zg3o70ka0mdh/Ea-v2d-2UPT.zip (look in the northern part of map)

A save where I can't attack an enemy capital, because of a neutral trader: https://www.dropbox.com/s/qd7ohvamehn9teb/Ea-v2d-trader%20protects%20enemy%20city.zip

Enemy great persons beaten to death (warriors, priests) can occupy a tile and block your army from advancement. They retreat once or twice, but then after a certain moment (0 HP?) refuse to. https://www.dropbox.com/s/6iqltu82zf15bw7/Ea-v2d-invincible priest.zip (look 2 tiles NE from player's capital)
 
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)
 
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?
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.

@ls612, there's a simple print statement in the autosave function "Intercepting base game autosave to preserve Lua data". I only see it in player Lua.log for the initial (turn 0) autosave but not thereafter. So CanAutoSave isn't firing for players after turn 0, even though it did for me (in v1 anyway). That's the autosave mystery in a nutshell: why isn't that GameEvents working?

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.
Probably a bug, but can you tell me if this was from a new game or a loaded game?

Also, you're Lua log from a few posts up was definitely a case of corrupted mod data from a load (was loaded at turn 101 I think). What I really need to know is whether this was from one of the known bad autosaves or if it was a regular save.

A save where barb elephant and my warrior share a tile:
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.

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.)

, still see the drop-down "'X' civ has lost its Capital", on turn 1.
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.

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)

Lua.log could really help for #1. #2 is just some old (wrong) text that needs to be fixed. There is no Bard subclass.
 
I'm going to get some game time in this morn, but before I had 2 bugs I'd like to mention.
#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.

#2. This one is strange, but there is sometimes (rare 2-3 times) where as the Sidhe I have gained partial control over a "Man" priest. I can't exactly move the priest, but it does show up on my UI, giving me the option to "cast" one of their spells. What I have noticed is this seems to only happen if they are a certain distance from my capital, but still in the fog of war. If this occurs again I will upload some stuff.
 
so, I formed the Tir Ecne, and had queen ecne as my leader... and later, my random sage was also named ecne... not sure if this is WAD, or possibly a source of issues, I deleted her on the same turn, but saved the game so you could see if you want
 

Attachments

Back
Top Bottom