Éa III, Sword & Sorcery: Bugs/Crashes thread

Started a new game on the new version (obviously since it says that it breaks old saves ;)).
I got animal lore first but refused the civ it gives you. Then I finished harpoons and got the Daggoo civ. When I accepted it, it generated the Druid GP.
However, this did not go as planned. I got an error popup saying "not enough memory" and the popup screen introducing the Druid was completely blank. When I select the druid, it still shows the screen for my warriors and the list of commands is completely blank).

Included are the save in question and the lua.log. I'll load an earlier autosave and see if I can reproduce it from there.


As a sidenote, I'm totally digging the new Sídhe and Kraken models I've seen so far :).


EDIT: managed to reproduce it. Here are some screenshots of the issue (one of the popups, one of the great person selected).

Spoiler :
Error by ShadowSerpent000, on Flickr

GP UI by ShadowSerpent000, on Flickr


EDIT 2: Loaded the autosave and went a different route (calendar this time). Still got the same error. I'll try an earlier one and an entirely new game to see if I can repeat it under different circumstances (accepting animal lore in this game, doing the same things in a new game).


EDIT 3:
So, I tried a bunch of different things. First, I loaded an older autosave (the one before I took Animal Lore) and just accepted Banba. This went fine and was entirely bug-free.
Then I began a new game and refused Daggoo, then accepted Alderbar. The game crashed at first (included in the 'attempt 2' file are the lua.log, save and minidump) but after loading the autosave I did not get the bug again. So I'm affraid I still don't have a clue what caused it (was hoping it was simply refusing the first civ name but unfortunately I have to stay vague because I don't know enough about coding to pinpoint the issue on my own :( ).
 

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@Shadowling,

I see the problem in first Lua.log. It's the UnitPanel trying to display actions before the GP has been fully inited by the mod. Perhaps this situation is more likely when you get your "delayed policy GP" simultaneous with naming.

2nd one I'm not sure about. It may or may not be related to a problem in the most recent dll (@ls612, see Developer's thread).

I'll post hotfix shortly.
 
hotfix a for v3 attached. Download and "Extract Here" inside your MODS folder.
  • Reverted back to last dll (before we tried to fix the turn 0 notifications)
  • Fixed error where UnitPanel was trying to display actions before GP actions were registered
  • Good autosaves (with "Ea" in title) are now saved in ModdedSaves rather than Saves
 
@Shadowling,

I see the problem in first Lua.log. It's the UnitPanel trying to display actions before the GP has been fully inited by the mod. Perhaps this situation is more likely when you get your "delayed policy GP" simultaneous with naming.

2nd one I'm not sure about. It may or may not be related to a problem in the most recent dll (@ls612, see Developer's thread).

I'll post hotfix shortly.

The second one is crashing inside the lua DLL, meaning that your error handler didn't work when something went wrong (in onTeamTechResearched).
 
Reinstall Civ 5 and Ea. Also, make sure to apply Hotfix i afterwards. That issue is an install issue.

Uninstalled everything, and reinstalled everything and still getting the same error. Missing 4 of the .sql files. Any other ideas? I am downloading the new versions right now and I'll update here when I try them. Crossing my fingers...
 
Uninstalled everything, and reinstalled everything and still getting the same error. Missing 4 of the .sql files. Any other ideas? I am downloading the new versions right now and I'll update here when I try them. Crossing my fingers...

No I have no other ideas, all of the files are certainly there.
 
The second one is crashing inside the lua DLL, meaning that your error handler didn't work when something went wrong (in onTeamTechResearched).
Just to clarify technical Lua stuff:

Error handler only works where the Lua code goes through the ErrorHandler wrapper (which TeamTechResearched does). That function is executing just fine I'm sure.

Note that we are supposed to see an error in Lua.log even if not passed through my ErrorHandler, although these won't give a player popup. However, due to Firaxis bug in Lua implementation there is no error line at all when the Lua chunk is called from a UI system RegisterCallback (i.e., a button pressed by player). That's the one case I know about, but there are other ways UI can call Lua and I'm not sure whether these all have the same problem. For my own UI and for base UI that is heavily modded (e.g., UnitPanel.lua) I pass all Lua downstream of RegisterCallback through my ErrorHandler. But there are literally 100s of other cases in all of the Civ5 UI files - and I certainly am not passing all these through ErrorHandler.

Edit: Following logic above, the most likely source of CTD in 2nd attachment is from UI. But that covers a lot of territory.
 
No I have no other ideas, all of the files are certainly there.

Ok, the new version is giving me a new error upon loading. Maybe this one is easier to fix! :p

EaActions.lua:595: attempt to index upvalue 'gPlayers' (a nil value)

Again, thanks for your time.
 
@bsking, Can you check and make sure your Civ5 is patched to 1.0.3.144? The SQL files not loading reminds me that Firaxis updated SQLite in one of the last patches, and this mod uses some new SQLite features for table loading. So unpatched Civ5 might give exactly the kind of errors you see. (Don't bother playing past this initial table loading error. The specific error there is not informative: the mod just won't work without its own table data.)

@Shadowling, Can you double check and make sure you don't have bc1_UI in your DLC folder? (Or any other manual changes for that matter.)
 
@Pazyryk: Trying out v3 as the Sídhe, I noticed that (a) when I choose Policies from the Militarism branch it claims I will get a free Warrior for every policy adopted from that branch, but I never got a single unit, and (b) when I reach naming conditions (Crécy) and select change name and fill in the fields then accept name (I put in Éllésméra), nothing at all happens except the screen goes away, then it appears next turn as Crécy and if I change the name I do become that civ but am still named Crécy. The Lua log is attached in case you want it.
I grinned every time I got one of my elves and winced every time Nomad's Wargs appeared. I don't know if you saw already but I made three human Wizards (in the Art thread), you'll probably want to use White as a Druid, Red as a Mage or Sorceror, and Black as a Necromancer.
:cheers:
 

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However, due to Firaxis bug in Lua implementation there is no error line at all when the Lua chunk is called from a UI system RegisterCallback (i.e., a button pressed by player).

That's exactly when it happened. I pressed the button to accept the new name and *poof* the game was gone.


Can you double check and make sure you don't have bc1_UI in your DLC folder? (Or any other manual changes for that matter.)

Nope, can't find it. Only manual change I made (besides installing the mod) is changing the main menu music of the game.
 
@Civtar, This one is the bane of my existence:
Code:
Memory Allocation Error: not enough memory
It occurs from popup images on a seemingly random basis. That's both good and bad. Bad because it's hard to troubleshoot. Good because you should be able to reload from recent autosave and play through without getting it again, at least not in the same exact place. Once the code block crashed (due to that error) it didn't complete the naming process (it may be partially done, which would be bad). So that's why it came up again next turn.

I do love watching Sidhe and Goblins fight. (I don't have any time to play Éa, but I always have an autoplay session running and sometimes I just watch for a while.)

I'll be adding new units with each version. They will go in main mod for a while (until there are too many, then I do a big Media Pack update where I shift art assets over to that). So probably every two weeks or so there will be a big batch of new units added. I've only just glanced at some of the new stuff. It looks great and we definitely want to get the GP art up to the level of the Sidhe and Orcs/Goblins.


@Shadowling, That helps narrow it down. I can at least make sure my own code is passed through my ErrorHandler (I forget sometimes) so that the problem can be identified next time.
 
@Pazyryk: I will avoid trying to rename my civilization then (I didn't want Crécy since that is a village near me, but I did like the effects it was offering). Makes sense for the Media Pack stuff, I will keep working on elves and great people!
 
Not sure if this is a bug or I am missing something. Playing v3 hotfix a as Sidhe and even though I have researched agriculture and irrigation I cannot build farms on normal non resource grassland hex. I recall doing so in previous games.

What did I miss?
 
Pantheism prevents you from improving non resources plots. With Sidhe it's natural to go Pantheism so probably what you did.

I think slaves are not maintenance free. From my economic and military overview i'm paying for 8 units and have 7 free units. Total units i have
  • 3 Slaves
  • 1 Settler
  • 1 Warrior
  • 1 Sage
  • 1 Necromancer
  • 1 Lich
  • 7 Abyssal Creatures (probably the 7 free units)

EDIT : Nope, maintenance is still completely messed up. Dismissing Abyssal creatures made the number of maintenance free units rise and the cost/unit drop (this one takes total number of units into account and probably counts maintenance free units in that number).
Maybe you should go the same way CEP went using only fixed maintenance cost for all units. Might be easier, i think there is a maintenance cost column in units table and if it's filled unit will have a fixed maintenance rather than the current "inflation" based cost. Probably a left-over from previous games but i think it's how they did it in CEP.

On second thought, maybe it was the warrior and 7 abyssals those 8 units i was paying for. That would mean some summons still need fixing their gold maintenance.
 
Pantheism prevents you from improving non resources plots. With Sidhe it's natural to go Pantheism so probably what you did.

You're right. That explains it.
 
Units table is correct with MilitarySupport=0 for all GPs and units that can be summoned, called or raised/reanimated.

But yes, the base game makes this complicated. I think they are counting against your #free units, so gaining them just pushes your regular units out of the "free bucket". Or something like that. That might need a dll fix.

Edit: Oops, there is also NoMaintenance column. I do have this set for Slaves (the worker substitute) and all GPs but not for summoned, called and raised/reanimated units. I'll fix that for v4.

Edit2: GPs have NoMaintenance but then I left MilitarySupport as default (I can't check right now and I'm not sure whether default is 0 or 1).

Edit3: Does anyone know which units dll counts against your free total? I believe that it counts both military and non-military. But it shouldn't count units with NoMaintenance=true.





I really want to set inflation to 0. (Let's see... did they make this easy for me with a GameDefines?) And any other turn-based adjustments, for that matter. Can anyone think of others I should deal with?
 
With Ea III v3a:
My warriors cannot attack a nearby enemy from a city (but can move to other tiles, and can attack from outside the city). I haven't tried with other units, but I guess it's a generic problem.

Lua log attached (don't know if it can help for this kind of bug), it happened on turn 30 and 31, between warriors in my capital city and barbarians. I tried on the next turn to move out of the city then attack, which worked.

Otherwise, no ctd or Lua error pop-up for now (turn 171).
 

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playing v3, hotfix a.
started as Sidhe, researched irrigation, then decided to become crecy and went on researching archery. In the meanwhile had to open two policies in pantheism, and the game offered me to become bamba(?). I declined, finished researching archery, got an offer of crecy, accepted it and got an error.
The log is attached.
 

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@Vinnz,

I'm not sure but there may be a problem with a melee unit attacking out of a city that also has a GP in it. Can you confirm that that is the exact problem?

@jekke,

I don't see any error in that log. It looks like you accepted the name (Crecy) and got your delayed Druid. Then you exited the game.
 
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