Éa III, Sword & Sorcery: Bugs/Crashes thread

Okay, so I tried to do it again and this time I got the same result as Bob Morane. Guess it was just another problem in the corrupted save ;).
 
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).
Yep, mobility in forested land can be a real pain. Maybe giving a free double move in forest promotion with some Pantheism policy would be a good idea (it would make sense anyway). The way i'm dealing with the issue mid-late game is that i build only rangers as soon as i have the tech, and then upgrade them to other military units once they got their all terrain promotion (a Great Warrior in the city does help).
Pantheistic AIs on the other hand can't do this and could have a hard time defending their own territory.

Speaking of mobility, why was the "all terrain" promotion removed from scouts (and be a tier 3 promotion for Rangers)? It makes exploration quite painful in the early to mid game and later other Civs will block your way with apparently no Open Border possible. Do you want exploration to be harder so that a large part of the world stays unknown even on Pangea maps?
 
That sure happened to me. I got pinned down by Mounted Elephants and only discovered about 40 tiles. The expanding forests didn't help either. I spent nearly the entire part of the game that I played looking in terror at the forests surrounding my tiny country watching for more wolves, wildmen, or mounted elephants to come roaring out... which I gather is the exact effect you wanted. I just really dislike the mounted elephants for some reason.
 
Please split up your posts between here (the bug thread) and balance thread. Or start your own thread if you like. ;)

@Civtar, I think maybe you just had some elephants around. There are currently 9 different types of "Barb Encampment" and you will only see Elephant Tribe (the one that was giving you heartache) where elephants occur on the map. Stronger units (like mounted elephants) spawn less frequently, weak units (like goblin warriors) more frequently. No one can make peace with barbs ever. But you can make peace with animals. (Yes, they have the same flag, but you should be able to know an animal from a human or humanoid barb.)

GPs don't attack regular armies (normally). Warriors GPs can Lead Charge if they are on same plot as a melee unit. And the Magic Missile spell basically turns the unit into a ranged unit that can attack. But otherwise, individuals don't attack armies.

For the Druid fubar, a Lua.log would help to see what is happening in the code.

Yeah, I know about impossible quests. We need to build a dll system to remove these, so the fix might take a while.
 
playing with hotfix i.
well, maybe I don't get something about the religion mechanics...
Started as men, opened theism, generated a great prophet, prophecy founded Azzandara, then made a prophecy of Va in order to fall, in the meanwhile researched maleficium. Nothing happened; the religion hasn't changed to Anra. Do I need to open policies in theism?
Two more strange things: my prophets can heal units without having learned the heal spell (which was the case before); I can't build temples even as the technology is researched.

And yet another thing: after accepting a Hod name I was told I was able to biuld shrines. I built one, and it generates 2 faith (divine favour) per turn correctly. However, when I assign a specialist (disciple) to that shrine, the tooltip says +4 divine favour, but nothing happens: my civ doesn't get this favour somehow.
attached are the log and the save.

Also, is it a normal starting location? all settings on default, frontier map. Lake victoria ok, but apart from that just one deer and one wheat...
 

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For the Druid fubar, a Lua.log would help to see what is happening in the code.
What druid fubar???

Speaking of druids, i think i posted some pages back that i had multiple bloom spells in the list. I think it does happen when i have a druid repeatedly convert cities to Cult of Leaves with that ritual. Looks like each time a druid cast Ritual of Leaves, he will gain a new instance of Bloom spell. I don't saved a log for this unfortunately as it was not a big error popping on screen. I guess the code that gives free cult specific spells fails to check that the spell is not already known.

Also, is it a normal starting location? all settings on default, frontier map. Lake victoria ok, but apart from that just one deer and one wheat...
I would stay away from Frontier map with this mod. It tends to spread resources around much more than other map scripts and for Ea you need those resources.

Maybe you have fixed at least part of the issue for the soon-to-be-released v3, but currently it looks like all "free" units aren't actually free as they are counted for the production Penalty (this is true for summoned units and slaves alike). Pretty bad for slaves as you really need lots of them to compensate for their slow work rate.
 
@Pazyryk: I did see an encampment labeled "Elephant Tribe", but after I destroyed it with a Giant Spider mounted elephants kept coming from a "Wildmen" camp. I never saw a single goblin of Nomad or What's - that encampment spawned only Wildmen and Mounted Elephants.
 
Are you sure it wasn't another Elephant Tribe? They have wildmen as their initial "home" unit (the elephant units are all "roaming" spawns). Wildmen Encampments also have wildmen as initial home unit and roaming unit with a different set up upgrades.

If you really are seeing elephant units spawning from any other barb encampment type, then it is a bug. But I need a Lua.log to see what is going wrong. Errors are sometimes very hard to diagnose from symptoms. It could be an initial error in a totally different system that propagates over to the barb system.

The barb system is terrain dependent. So another player is going to see Goblin Encampments mostly (hills/mountains). And another Naga Encampments (desert). Elephant Tribes occur ... well ... near elephants. Wildmen encampments occur everywhere early but then only in arctic areas in mid- to late game (Wildmen Encampments, Horse Tribes and Elephant Tribes become Pirate Coves after a while if they are coastal).

[*]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.
That's the fubar I was referring to. The GP death code is complex and I'm pretty sure not perfect. But I can often solve these problems in < 1 min with a Lua.log. Sometimes I can without, but it is much less likely.

Looks like each time a druid cast Ritual of Leaves, he will gain a new instance of Bloom spell. I don't saved a log for this unfortunately as it was not a big error popping on screen. I guess the code that gives free cult specific spells fails to check that the spell is not already known.
Yep, that's exactly the case. Just fixed it.

Maybe you have fixed at least part of the issue for the soon-to-be-released v3, but currently it looks like all "free" units aren't actually free as they are counted for the production Penalty (this is true for summoned units and slaves alike). Pretty bad for slaves as you really need lots of them to compensate for their slow work rate.
I really need to look at this "max support" thing (I don't even know what it's called) before production hit comes in. It's a base Civ5 feature but I haven't looked at it yet to see if it is a simple table fix or deep in dll.
 
I really need to look at this "max support" thing (I don't even know what it's called) before production hit comes in. It's a base Civ5 feature but I haven't looked at it yet to see if it is a simple table fix or deep in dll.
There are entries for number of production free units in handicapinfo but changing this would change the number of :c5production: free globally and would be useful only if you want to ignore that part of the code (set to a huge number) to design your own system.

Apart from this, i fear it would require dll work because unmodded CiV5 does not have specific maintenance free units as far as i can tell (even GP do cost maintenance wich is silly as they are individual and not "units")
 
Apart from this, i fear it would require dll work because unmodded CiV5 does not have specific maintenance free units as far as i can tell

Communitas for GnK had fixed maintenance cost for every unit type (great system IMHO) and Communitas did not modify dll.
 
They have fixed :c5gold: maintenance cost, it's easy XML/SQL modding, but did they change :c5production: maintenance? I'm talking about the maintenance that gives you a large production penalty if you get past a given threshold with a a big red ! in the right part of the top bar, not the :c5gold: cost.
 
Bob Morane, yeah, I restarted with another map template, and everything was ok.
In the next game no problems with falling after researching maleficium.

However, started yet another game and experienced a crash. here's both the log and the minidump. The crash (visually) occured after I have chosen a social policy in the slavery tree, the second one in the right side column - if I remember correctly, it gives promotion of converting defeated enemy units.

And something from the same game: I went neither theism nor pantheism, completely ignored both social policy trees (a mix of slavery and dominion instead) and did NOT research maleficium. However, got a negative diplo modifier "you are evil" from all of my neighbours. Is that intended, something like I'm an infidel?
 

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From the manual
  • "You are evil" combines negative effects (if any) resulting from being Fallen, having A&#331;ra as civ religion, knowing Maleficium techs, having adopted (Anti-)Theism or Slavery policies, and consuming large quantities of mana.
 
Two more strange things: my prophets can heal units without having learned the heal spell (which was the case before); I can't build temples even as the technology is researched.
Can't build 1st temple of the destroyers in current test here either (i could in another test just before). Researched Maleficium, opened theism for free devout and founded Anjra but temple is not available to build. Is there some other requirement that's not listed in the manual :confused:
Lua log in case it's a bug
Don't be surprised by all the civs discovered at the end, i used a debug hot-key that reveals all map to check there wasn't resources where i wanted to build.
 
With Ea III V2i
Lua error message at the very beginning of my turn iirc:
EaYields.lua:388: attempt to compare number with nil
Possibly not linked, but it happened during war, after losing a city, and refusing a peace treaty.
Lua log attached.



About Bob Morane's, just above
Can't build 1st temple of the destroyers in current test here either (i could in another test just before). Researched Maleficium, opened theism for free devout and founded Anjra but temple is not available to build. Is there some other requirement that's not listed in the manual
I remeber I could also build the temple, but not on Maleficium tech only (neither on founding Anra). Maybe with another GP than the one who made the prophecy?
 

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Hello, this is my first post, I am trying to play this mod. It looks to be awesome but after tinkering around for a while I still cannot get it to work. Every time I start a game I get the same message:

EaInit.lua:43 Missing Files: EaSounds.sql Civilizations.sql Traits.sql UnitBuilds.sql

I have these files, I can see them in the folder. A poster had this same issue back on page 1 but I couldn't ever find a solution. I have removed and redownloaded everything to no avail.

Thanks for you time.
 
Hello, this is my first post, I am trying to play this mod. It looks to be awesome but after tinkering around for a while I still cannot get it to work. Every time I start a game I get the same message:

EaInit.lua:43 Missing Files: EaSounds.sql Civilizations.sql Traits.sql UnitBuilds.sql

I have these files, I can see them in the folder. A poster had this same issue back on page 1 but I couldn't ever find a solution. I have removed and redownloaded everything to no avail.

Thanks for you time.

Reinstall Civ 5 and Ea. Also, make sure to apply Hotfix i afterwards. That issue is an install issue.
 
I remeber I could also build the temple, but not on Maleficium tech only (neither on founding Anra). Maybe with another GP than the one who made the prophecy?
Another test. Someone made Prophecy of Va in during the 3-4 turns between me discovering Maleficium and getting second Theism SP so my priest was generated as a Fallen Priest directly rather than normal priest becoming fallen. I founded Anjra and could then immediately build temple to Zariz.
Maybe something goes wrong with GP conversion and a priest that falls after it was "born" is not correctly identifies as a fallen priest for the action script.
 
New version posted in Downloads. Quoting here so you can see bug fixes.

Éa III v3 and Éa Media Pack v5 (will break saves)

You will need the new Madia Pack (you won't have to for most versions, but there was a lot of new unit art added for v3).

Changelog:
  • Learn Spell is now an action rather than a promotion substitute. It requires 4 turns in caster's Tower or Temple or 8 turns anywhere else.
  • Removed GP passive experience (except for Ljósálfar which get it as a Civ Trait)
  • Removed Leadership as a promotion series. There is still a Leadership Mod. It is calculated as other mods but #promos is replaced by turns as leader / 20 (value only updated with GP level-up). But the effect is not linear with time due to change in mod calculation (see Promotion series point below) so Leaders get better very fast at first and then more slowly later.
  • New units:
    • Orcs! Warrior (by Civtar), L, M, H Infantry, Immortals (by Nomad or What) - all spawn from Orc Encampments
    • More Goblins: Bowmen, Marksmen, Arquebusier (by Nomad or What) - spawn from Goblin Encampments
    • Kraken from Civtar (now spawns at sea)
    • Elves! Err... No, Sidhe (by Civtar), mostly complete set except chariot and a couple upgrades
    • Landship and Airship (from Smokey Skies) enabled with Steam Power
  • Balance adjustments:
    • Added Mana/Divine Favor "maintenance" for units that are called/summoned/raised/reanimated (all already cost 0 gold)
    • Bumped up Crossbowmen strength to proper tier 3 level (same as Bowmen)
    • Promotion series now affect action/spell mod in a non-linear way to encourage diversification over specialization (at least a little bit). Promotions I to XVIII give mod boost (rounded down): 3 6 8 9 11 12 14 15 16 17 18 20 21 22 23 24 25 26
    • Small adjustment to GP spawning calculated from racial lifespan. It should make "steady state" GP number for Man similar to that for Sidhe by compensating for death by age. A side-effect (not exactly intentional but maybe not a bad thing) is that Man will generate its first GPs from random spawns a little faster that Sidhe.
    • Altered GP class point reduction when GP spawns: class pts now reduced to current pts / 2 - 50, which should help balance focus vs diversification in late game.
    • Boosted ProductionFreeUnits to 15 for all difficulty levels to deal with more units early; set ProductionFreeUnitsPerCity = 0 (ProductionFreeUnitsPopulationPercent remains at 50)
    • Added map size adjustment for target GP number (used in spawning calculation)
    • Added game speed and map size adjustments for starting Sum of All Mana
    • Reduced living terrain spread by 3x and added game speed adjustment
    • Bumped up tech cost a bit particularly in the tier 4-6 techs (note bug fix below which has a much bigger impact)
    • Removed mod-specific +1p and +1g per citizen
    • Removed mod-specific "maintenance cost" for each city (was -3g per city)
    • Doubled build costs for most buildings (only +50% for early "naming" buildings)
    • Doubled build costs for all units
    • Added race unit modifier: Sidhe get +1 ranged strength for all archer line (archer/bowmen/marksmen); Orcs get +1 strength for all infantry line (incl warrior and immortals)
    • Metal-Clad promotion (Ironclad and Landship) gives +50% cover from ranged attack
  • Fixed AI logic mistake preventing Devouts from casting from Temples
  • Fixed some problems with modifier calculations (most importantly for Thaumaturge subclasses)
  • Fixed bug that messed up unit selection for Call Major Spirit
  • Fixed bug that was preventing all research cost modifiers (incl: knowledge maintenance, tomes and civ favored techs)
  • Fixed error where cult rituals was giving multiple instances of spells
  • Promotions that are supposed to give ranged str modifier in addition to combat str modifier now do so (included Combat series and others)
  • Fixed some problems with GP canceling actions: Cancel action should be there now, or current action should cancel properly if GP walks away
  • Removed Alert, Fortify and Automate actions for GPs
  • Fixed some errors in GP invisibility (could result in invisibility transfer to normal combat unit or other problems)
  • Attempted to remove both turn 0 notifications, but it looks like we only got 1
  • Fixed various other Lua error bugs not in hotfixes
    --incorporates v2 hotfixes a-i
  • Replaced the Debug dll with the Release dll
  • Fixes image popup not being closeable
  • Fixes bug with trade on newly founded cities
  • Fixes lua error when changing mod-added unhappiness sources
  • Fixes crash caused by improvements which go obsolete after certain techs are researched
  • Fixes natural harbors being too easy to get
  • Fixes lua error during combat
  • Fixes error with CIVILIZATION_THE_FAY being improperly defined
  • Barbarians now will not accidentally capture cities with some new Ea mechanics
  • A couple config changes have been made to the DLL build. Please report if this negatively impacts performance
  • Fixes bug from spell typo
  • Fixes crash related to civs with certain traits
  • The Governor's Compound is now properly only constructable in cities which are occupied
  • Fixes crash related to selling/rendering slaves
  • Races which aren't supposed to be playable will no longer be shown in the Advanced Start screen
 
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