Éa III, Sword & Sorcery: Bugs/Crashes thread

@Bob Morane,

Darn, I was just watching an autoplay game with AI-summoned drakes while I was uploading v4.

This one has me stumped. GetXY is a valid plot method (in our dll Lua), which means the object it is operating on ("summonPlot") isn't a valid plot object. But I can't for the life of me figure out how that could be the case.

Assuming this is replicable, can you post a save for it? I really need some print statements to figure it out.


Never mind. Found error.
 
hotfix a for v4 Move to your MODS folder and "Extract Here" (then click "Yes to all")

I've been experimenting around and it's clear that games loaded from within a game were quite messed up. Regeneration of map could have caused problems, but loading from inside game was actually much much more dangerous.

I think this hotfix fixes that. I can't be 100% sure because there might be other things going on that I don't know about. But I'm about 80% confident reloads and map regeneration will be OK now. Go ahead and test it out.

  • Bug fix for summons
  • Fixed Bloom spell (broke by v4 living terrain changes)
  • Fixed typo that would have prevented Theano from spawning on adoption of Scholasticism
  • Fix in TableSaverLoader that might have caused some game corruption
  • Added MapModData cleanup at game init that will definitely help with game corruption for map regeneration and game load from within game
 
started new game with v4a

at turn 19 i finished taumaturgy and choose the lemuria civ. but it seams that nothing changes.

at the beginning of turn 20 i could select lemuria once again and after doing it i get errors.
 

Attachments

Running hotfix a on a game started without and got an error after each turn.

View attachment Lua.zip

Edit: I then exited out and restarted the game and no longer get the error.
 
Hmm, have an annoying error. Twice in a rather small number of turns (10 or less) the game "hang" after i hit next turn.
Last lines of the Lua log
Code:
[25930.156] EaMain: Intercepting base game autosave to preserve Lua data
[25931.687] EaMain: TableSave time: 1.5199999999995, checksum: 346812, inserts: 57, updates: 157, unchanged: 5314, deletes: 43
[25931.687] EaMain: Saving game as 	../../ModdedSaves/single/auto/AutoSave_Ea Year 233
So this happens during modded auto-save. After first hang, i tried reloading last autosave but got a CTD so save was probably corrupt.
Here is the minidump, but since the game didn't totally crash i don't know if it can help you.
This is longer than i have ever been able to test (turn 233) so maybe all the added data is causing issues.
 
@Tuvok99, You had a "Memory Allocation Error: not enough memory" on turn 19. I don't know what these are or how to solve them (yet) because they are not repeatable. But the good news is - they are not repeatable - so reload a turn 18 game and play through...

Edit: I then exited out and restarted the game and no longer get the error.
Do you mean you exited out and started a new game? Or that you exited out and loaded your post-turn-100 game?


@Bob Morane, Is it repeatable if you back up and load from a turn before? It's not amount of data because autoplays run out to turns > 450. (Most errors you guys find are from UI or human-only code, since that doesn't get tested in autoplay. Or new errors that I make with the last version.)
 
Exit and loaded a post turn 100 game. No troubles since.

So, when dealing with fallen civs... How do you destroy the Anra capital? I have no Devout as none seem to get generated and my Paladin can't "cleanse" the fallen religion.

I also find it strange that other civs don't recognize that I went to war with the fallen civ to save the world. I have been denounced as a warmonger and had all my good will destroyed by trying to save the world from hellfire!
 
@Bob Morane, Is it repeatable if you back up and load from a turn before? It's not amount of data because autoplays run out to turns > 450. (Most errors you guys find are from UI or human-only code, since that doesn't get tested in autoplay. Or new errors that I make with the last version.)
First "hang" i could go back previous autosave and play on for some more turns, then got second hang and when i tried loading previous autosave and hit next turn, i got a whole load of lua errors popup so considered that autosave corrupt even thought i did not see any errors before and could load it without CTD
By previous i mean the turn before the hang, the autosave from the turn i got the hang gives me a CTD.

Bet that one won't be easy to catch :(
 
First "hang" i could go back previous autosave and play on for some more turns, then got second hang and when i tried loading previous autosave and hit next turn, i got a whole load of lua errors popup so considered that autosave corrupt even thought i did not see any errors before and could load it without CTD
By previous i mean the turn before the hang, the autosave from the turn i got the hang gives me a CTD.

Bet that one won't be easy to catch :(
If you want to take the time, load a game 5 turns back (or more), play through and post Lua.log. I might be able to see if it was healthy or corrupt game during this period. The amount of preserved Lua data in your post above isn't unusual. Otherwise, load it up with hotfix a. Or start new game with v4a. The hotfix fixes some sources of corruption.

Exit and loaded a post turn 100 game. No troubles since.

So, when dealing with fallen civs... How do you destroy the Anra capital? I have no Devout as none seem to get generated and my Paladin can't "cleanse" the fallen religion.

I also find it strange that other civs don't recognize that I went to war with the fallen civ to save the world. I have been denounced as a warmonger and had all my good will destroyed by trying to save the world from hellfire!
Ability to raze any city has always been my intention. I'll get that into the next hotfix.

I agree that we should remove warmonger penalty for declaring on these civs, or maybe reduce it as a function of how much mana they have burned. I'll look at this for next version.
 
I have been unable to get a Paladin to use his proselytise function, even though 2 different ones had the required upgrades. They have also been unable to found temples.
 
I have been unable to get a Paladin to use his proselytise function, even though 2 different ones had the required upgrades. They have also been unable to found temples.
Good catch. Problem is in in EaMain/EaActions.lua in the RegisterGPActions function. Search for this:
Code:
if not eaAction.GPSubclass or eaAction.GPSubclass == subclass then
...and replace with this
Code:
if not eaAction.GPSubclass or eaAction.GPSubclass == subclass or (subclass and eaAction.OrGPSubclass == subclass) then
They should be able to do both after that fix. I'll get this into a hotfix tonight.
 
A very minor thing (v4).
In my last game I became Luchtain, and the first great engineer I got was called Luchta (which is kinda scripted, I believe). And then at some point I got another engineer which was also called Luchta. If the first one wasn't a king, I could have hard times trying to tell one from another.
The third GE was called something else though.
 
@jekke, there was a block against that at one time. But I noticed too that it isn't working now. I'll look into that and fix for next version.

Reported in balance thread:
I could upgrade Trebuchets to Bombards without getting Chemistry (though I had alchemy).
This turns out to be a base dll bug (or call it unsupported feature if you like). CvUnit::CanUpgradeRightNow doesn't check extra tech reqs added in Unit_TechTypes, even though you need these to train a new unit. I'm fixing for hotfix now.
 
hotfix b for v4 Move to your MODS folder and "Extract Here", then click "Yes to all". Cumulative with hotfix a above.

  • Added xp for Warrior Lead Charge (calculated from defender power and damage done, with 50% boost for kill)
  • Added OrGPSubclass tag check to RegisterGPActions (this was preventing Paladin from building Temples or prosylatizing, among other things)
  • Can raze any city for which you aren't orignial owner (yes, capitals and CSs)
  • Fixed one case of "redundant GPs" (getting GP of same name twice), but I'm not sure if I fixed this completely - please post Lua.log if you see this in a game
  • Fixed dll to check for AND techs listed in Unit_TechTypes, so no more upgrades to Gunpowerder unit without Chemistry (and a few others)
 
Pazyryk, would you please look at riverdocks once again? in my recent game I built them in two of my cities (capitol and 2nd) sharing a river, but the cities were still not connected. Waiting for 1 more turn did not help either. The save is attached, if you need it.

Also, in the same game, I have got now 12 iron (9+3 infantry units), but there's just one iron mine to the south of my capitol, producing 6 iron. No city-state alliances. However, this mine was pillaged, and I suspect after I repaired it, the amount of iron somehow doubled. I loosely remember some nasty bug like that from the regular civ V, but I'm not sure.

edit: v4, hotfix a.
 

Attachments

Ea III v4b, about counting the tiles needed for rituals
(was the same with the previous version)
In order to found the cult of dessication, I need 50% desert. Not sure if my city has enough (I don't know which tiles to count), but the tooltip tells I have 0% which is wrong:
Spoiler :
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same with the qualified land for epona (the tooltip indicates 0%, but I'm sure it's got at least 1 tile (the plains near the city)
Spoiler :
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However it seems to work fine with fresh waters and sea :
Spoiler :
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attachment.php

(4 screenshots taken on the same city, without any game actions)
 

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  • ritual of equus.jpg
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  • ritual of dessication.jpg
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  • ritual of aegir.jpg
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  • Lua.zip
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@ls612 (regarding Tuvok99's error), we saw this before. It's the barb turn firing 13 times in succession (or at least the PlayerPreAIUnitUpdate event is). It was there in 100% of games after "Hardcode away turn 0 notifications" commit (always around turn 96 or so), it was removed at least in all autoplay tests when I reverted to dll before that (v3 hotfix a). So now either the error has been reintroduced, or maybe it wasn't totally fixed so the possibility has been there since. The Minidump wasn't informative in this error I think because the CTD follows 10 turns after the crazy repetitive barb turn starts. In short, there may be some hard-to-understand dll error introduced about that time. But maybe we should wait and see if this comes up again.

@Vinnz, Found and fixed both Cult problems.

@jekke, the city out to the right on the river has connection when I loaded your game. Was this not connecting up in-game? Edit: I need a save from before River Dock completion to troubleshoot this one.

The resource number does appear to be a base game bug. Post again if you see it in another game.
 
hotfix c for v4 Move to your MODS folder and "Extract Here", then click "Yes to all". Cumulative with hotfixes a & b above.

  • Fixed error preventing proper desert and clear flatlands counts for Cult of Desiccation and Cult of Epona
  • Fixed error where AI was trying to do actions with a dying GP
  • Fixed one more source of currupt gamesave data having to do with table data from deceased GPs
  • Disabled Seeing-Eye Glyph (isn't working yet)
  • Re-enabled Glyphs, Runes or Wards (was accidentally disabled; it works!)
 
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