Éa III, Sword & Sorcery: Bugs/Crashes thread

@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?

I confirm (but I didn't see by myself that the GP was involved).

I just tried again from the save.
My warriors can't attack out of the city when the GP (an engineer) is on the same tile. As soon as I move the GP out, the warriors can attack.
 
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.
If anyone wants to hotfix this :
Code:
UPDATE Units SET NoMaintenance = 1 WHERE EaSpecial IN ('Animal','Undead','Beast','Demon','Angel','Spirit','Archdemon','Archangel','MajorSpirit');
In CoreTables/units.sql
EDIT : Careful with this, i got an error and don't know if it's related
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.
Think it goes that way from what i observe in game. I fear i don't speak dll :crazyeye:
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?
InflationPercent is a column in HandicapInfo
 
@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.

hmm, I clearly remember seeing an error popup, that one which goes about having a beer in the last line...

anyway, tried to reproduce it, loaded the autosave (with the correct name! no BC), and got a couple of errors! this time different ones. Lua.log is attached.

And I believe there's something wrong with autosaves again (or it's me doing something wrong), as I started another game, by accident did a stupid thing there, tried to reload an autosave and errors popped up again. I clicked ok and tried to continue playing, but the game was corrupted in the same way as it was before: no actions for the great people available. This log is attached as Lua(2).

---
Also, you might want to limit the GP point to positive values only; in my recent game I got an early great warrior, disbanded him, got another one, disbanded him too and my GW points went down to -9. As all other great people points were 1, for a couple of turns my GP spawn probablility was exactly 0 :)
 

Attachments

Got an error attacking a spawned squeleton with an abyssal
Code:
[4492.671] EaMain: OnCombatResult 	0	188426	24	24	100	63	1400858	42	68	100	-1	-1	0	53	35
[4492.671] EaMain: attackerX, Y = 	54	36
[4492.671] EaMain: OnBarbExperienceDenied 	63	1400858	-1	4
[4492.671] EaMain: OnCanChangeExperience 	0	188426	12	5	30	true	true	false
[4492.671] EaMain: UseManaOrDivineFavor 	0	12	5	false	nil
[4492.671] EaMain: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 3)\EaMain\EaMagic.lua:115: attempt to index local 'unit' (a nil value)
[4492.671] EaMain: Stack traceback:
[4492.671] EaMain: 1: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 3)\Utilities\EaErrorHandler.lua: 21
[4492.671] EaMain: 2: UseManaOrDivineFavor E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 3)\EaMain\EaMagic.lua: 115
[4492.671] EaMain: 3: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 3)\EaMain\EaUnitCombat.lua: 656
[4492.671] EaMain: 4: Tail call
[4492.671] EaMain: 5: C function
[4492.671] EaMain: 6: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 3)\Utilities\EaErrorHandler.lua: 43
[4492.671] EaMain: 7: Tail call
[4492.671] EaMain: OnCombatEnded 	0	188426	24	24	100	63	1400858	42	68	100	-1	-1	0	53	35
[4492.671] EaMain: UpdateWarriorPoints 	0	true	nil
[4492.671] EaMain: GetLifetimeCombatExperience= 	0
[4492.671] EaMain: Must be barb combat; adding 1 pt
Maybe it has something to do with me trying to fix maintenance. Or not ...
Full log
 
@jekke,

Make sure you are loading autosaves that look like "Autosave_Ea, Year ##" in the name (not with BC or AD years). I'm not 100% sure that all of the correct autosaves are perfect, but I'm sure that most are. The problem is that if the game was already broken when saved, then it is still broken when loaded. The only way we can check is to have the Lua.log from before you reloaded.

I think I have a solution for the "AD/BC" core game autosaves that are useless. Won't be ready for v4 but perhaps v5.

Please turn off Civilization Clock mod. I'm not sure that it is causing your problems, but it adds complexity to troubleshooting which is complex enough already. Or if you really want to use it and think it should be safe to use with any mod, then post it so I can double check that myself (I couldn't find it at CivFanatics).

@Bob Morane, Was the GP that summoned the Abyssal Creatures dead or dying by any chance? I thought I accounted for that but maybe not. I'll add fix for error above in v4.


The fix for spawning plot selection is finished and seems very robust in test game. v4 will probably be out late tonight I think, after some more One with Nature work.
 
Make sure you are loading autosaves that look like "Autosave_Ea, Year ##"...
Had a lot of errors reloading an autosave after bug above and it was an "Autosave_Ea" so something might actually be wrong.
@Bob Morane, Was the GP that summoned the Abyssal Creatures dead or dying by any chance? I thought I accounted for that but maybe not. I'll add fix for error above in v4.
Definitely dead as i had no more casters at that time except one turning into a Lich and i didn't took the chance to summon anything with her after building tower.
 
InflationPercent is a column in HandicapInfo
This one and AIInflationPercent are all commented-out in BNW (didn't look at earlier) so they are all default 100. Does that mean they all have same inflation or that the mechanism was moved elsewhere? Well, heck, I'll set it to 0 and see if the game blows up.
 
v4 posted. Here are the bug fixes (see Downloads for all changes):

  • Fixed all cases where InitUnit could happen on city or illigal plot (summons, Turn Undead, undead going hostile, mercenary hires, slave taking, etc)
  • Incorporated dll CityInfo_DIRTY_BIT fix for removing barb ownership of city
  • GPs can't do any actions or spells while embarked (we can specifically allow some later if needed)
  • Embassy can be opened now with civ naming (fix did not apply retroactively to v3 game in my test)
  • Workers/Slaves can now improve Naphtha with a Well (requires Alchemy)
  • Can only cast Become Lich if you aren't already one
  • dll fix to remove unwanted turn 0 notifications
  • Fixed victory test error while in autoplay
  • Fixed error where Fallen GP conversions (Preist->Fallen Priest, Paladin->Eidolon) wouldn't get new actions
  • Fixed one error that could occur from dead or dying GP that had a linked summoned unit
  • Possibly removed gold maintenance for summoned units (I'm not quite sure because I don't understand workings of MilitarySupport and NoMaintanance).
  • "You have made peace with Barbarian!" should now properly say "You have made peace with Animals!"
 
Continuing a game started with v3 but now continued this morning with v4 i get a series of popups telling me that Mana has been consumed to quickly and the dead are rising. But how do I stop and repair the damage? Other than killing off the fallen civs that is...

I don't see the answer in the manual.
 
Started a game with v4 and couldn't see the techs that i had chosen in the tech tree. Attached see the lua log.

View attachment Lua.zip
 
Oops! I made a mistake in v4 that will cause an error when anyone casts the Bloom spell. To fix, open EaMain/EaPlots.lua and change this
Code:
local function LivingTerrainGrowHere(iPlot, type)
to this
Code:
function LivingTerrainGrowHere(iPlot, type)

I'll get this into a hotfix but won't be able to do that for the next 6 hrs or so.


@Barak, you should definitely read this thread: Common Checklist for playing mods. There's a general recommendation to exit Civ5 before loading a game. I don't always follow that and it seems to be OK usually. But, you should definitely follow this advice if you are having errors. What I see in the log is that you kept loading from within Civ5 (5 or 6 times) and the problems just kept growing.

The initial error appears to be in your map script. What map were you using?

In general, if you are having problems (with any mod), exit Civ5. Delete ModUserData and cache folders. Restart Civ5 and go directly to the mod and then load or start a new game.


Edit: I think I found what goes wrong with games loaded from within a game. If this thread is still applicable, then the likelihood of errors would be very high in Éa. The good new is that there is an easy fix with some added code. So maybe we can relax and load from within game after next update.
 
But how do I stop and repair the damage? Other than killing off the fallen civs that is...
That's exactly what you are supposed to do, kill them before they kill the world.
Spreading Living Terrain can help protect against some of the consequences (such as Blight) but if you want to stop mana depletion, you must kill whoever is depleting it.
 
@Barak, you should definitely read this thread: Common Checklist for playing mods. There's a general recommendation to exit Civ5 before loading a game. I don't always follow that and it seems to be OK usually. But, you should definitely follow this advice if you are having errors. What I see in the log is that you kept loading from within Civ5 (5 or 6 times) and the problems just kept growing.

The initial error appears to be in your map script. What map were you using?

In general, if you are having problems (with any mod), exit Civ5. Delete ModUserData and cache folders. Restart Civ5 and go directly to the mod and then load or start a new game.

The map script I was using was the lakes map (wanted smaller map with more interaction). Is there a particular map script you recommend?

I had thought I had completely exited, but obviously something didn't unload correctly. One thing i WAS doing was "restarting game" if i generated a map I didn't like. I cleared out those folders and am trying again.

Thanks
 
@jekke,

Make sure you are loading autosaves that look like "Autosave_Ea, Year ##" in the name (not with BC or AD years). I'm not 100% sure that all of the correct autosaves are perfect, but I'm sure that most are. The problem is that if the game was already broken when saved, then it is still broken when loaded. The only way we can check is to have the Lua.log from before you reloaded.

I think I have a solution for the "AD/BC" core game autosaves that are useless. Won't be ready for v4 but perhaps v5.

Please turn off Civilization Clock mod. I'm not sure that it is causing your problems, but it adds complexity to troubleshooting which is complex enough already. Or if you really want to use it and think it should be safe to use with any mod, then post it so I can double check that myself (I couldn't find it at CivFanatics).

Sorry! I was sure it's a very simple mod which does absolutely nothing to the gameplay, but if you say it's easier for you if I deactrivate it, I'll do that. I can always put my cell phone next to the laptop:)

The autosave was definitely Ea. However, I was loading it without quitting civ, so probably that's the reason why I had errors.

One more minor bug (or not?) (v3, hotfix a). When calling animals with a druid, the tooltip says "call 1 wolf" or "call 2 wolves" (I've seen both). In both cases, however, I got correct number of wolves but also an extra lion.
 
T
I had thought I had completely exited, but obviously something didn't unload correctly. One thing i WAS doing was "restarting game" if i generated a map I didn't like. I cleared out those folders and am trying again.
CEP "fixed" the reload and restart issues by disabling them from the game menu. It sure annoyed me not to have them, but i guess it's better than use them and get bugs :rolleyes: Might be an option (but i don't know how they did it)
 
According to an old thread, the issue is that MapModData (a global table that I use a lot) doesn't get cleared out for map regeneration or load from inside a game. That would certainly break Éa in a dozen different ways. But, it's a super easy fix. Just need this code:
Code:
--clear out MapModData in case this is a reload or map regeneration
for k, v in pairs(MapModData) do
	MapModData[k] = nil
end
Added at the top of EaMain/EaDefines.lua (right after print("Loading EaDefines.lua...")).
I'll get that into hotfix later. No promises. But if this really is the only problem, then there will be no further need to worry about it and we save a nice game feature (with the mod's "role play" focus, regenerating maps seems essential).

Edit: well, easy but not quite that easy. Let me mull this over and get it right.
 
According to an old thread, the issue is that MapModData (a global table that I use a lot) doesn't get cleared out for map regeneration or load from inside a game. That would certainly break Éa in a dozen different ways. But, it's a super easy fix. Just need this code:
Code:
--clear out MapModData in case this is a reload or map regeneration
for k, v in pairs(MapModData) do
	MapModData[k] = nil
end
Added at the top of EaMain/EaDefines.lua (right after print("Loading EaDefines.lua...")).
I'll get that into hotfix later. No promises. But if this really is the only problem, then there will be no further need to worry about it and we save a nice game feature (with the mod's "role play" focus, regenerating maps seems essential).

Edit: well, easy but not quite that easy. Let me mull this over and get it right.

After NOT restarting a game in game, i had no issues. Granted I also deleted the requested folders.

I agree that going for a certain type of start is fun!
 
@Barak, based on your previous Lua.log, there is still a separate issue which is an error during map generation. When this happens, there is no popup to tell you. Instead, map generation just stops wherever it is at even though it hasn't finished. In many cases the game will seem to be just fine, but you are playing on an unfinished map. For example, it may not have finished adding strategic resources.

It may be that "Lakes" map has some hard-coding that doesn't allow mod-specific resource changes.

You can check this yourself in Lua.log by searching "Runtime Error". If you see lines before it that look like "[8693.935] Map Script: ...", then the mapscript is crashing before completion.
 
Fear there might be something wrong with the new system for preventing bad spawn
Code:
[40523.531] EaMain: DoEaSpell after test 	EA_SPELL_CONJURE_MONSTER	7	table: 586ABB30	1	nil	nil	true
[40523.531] EaMain: getting progressTable from person 	table: 5A717C98	EA_SPELL_CONJURE_MONSTER
[40523.531] EaMain: progress, turnsToComplete = 	3	3
[40523.531] EaMain: FinishEaSpell	7	EA_SPELL_CONJURE_MONSTER
[40523.531] EaMain: About to try action-specific Finish function, if any
[40523.531] EaMain: ModelSummon_Finish
[40523.531] EaMain: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 4)\EaMain\EaSpells.lua:1308: attempt to call method 'GetXY' (a nil value)
[40523.531] EaMain: Stack traceback:
[40523.531] EaMain: 1: GetXY E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 4)\Utilities\EaErrorHandler.lua: 21
[40523.531] EaMain: 2: ? E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 4)\EaMain\EaSpells.lua: 1308
[40523.531] EaMain: 3: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 4)\EaMain\EaSpells.lua: 362
[40523.531] EaMain: 4: Tail call
[40523.531] EaMain: 5: PeoplePerCivTurn E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 4)\EaMain\EaPeople.lua: 326
[40523.531] EaMain: 6: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 4)\EaMain\EaMain.lua: 293
[40523.531] EaMain: 7: Tail call
[40523.531] EaMain: 8: C function
[40523.531] EaMain: 9: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Éa III, Sword and Sorcery (v 4)\Utilities\EaErrorHandler.lua: 56
[40523.531] EaMain: 10: Tail call
And the full log

Would be really nice if you can sort out that issue with restart :)
 
@Barak, based on your previous Lua.log, there is still a separate issue which is an error during map generation. When this happens, there is no popup to tell you. Instead, map generation just stops wherever it is at even though it hasn't finished. In many cases the game will seem to be just fine, but you are playing on an unfinished map. For example, it may not have finished adding strategic resources.

It may be that "Lakes" map has some hard-coding that doesn't allow mod-specific resource changes.

You can check this yourself in Lua.log by searching "Runtime Error". If you see lines before it that look like "[8693.935] Map Script: ...", then the mapscript is crashing before completion.

Which map scripts do you recommend? Pangaea and Continents?
 
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