Éa III, Sword & Sorcery: Bugs/Crashes thread

Small thing. I was playing as Sidhe (as the research sailing Civ). I don't have any sawmills near my city, but upon building a lumberyard I received 1 timber. (I didn't have Pantheonism open).

When I later built a camp on some nearby boars using hunters I did not receive any happiness. This was kinda irritating since I started next to Arihim's vault, so I only had 3 net happiness basic.

Don't think these things are related though.
 
Small thing. I was playing as Sidhe (as the research sailing Civ). I don't have any sawmills near my city, but upon building a lumberyard I received 1 timber. (I didn't have Pantheonism open).
+1 Timber; +1 Timber per sawmill; +1 timber per 4 unimproved forest or jungle for Pantheistic civs. [Help text was missing first item so I just added that.]

When I later built a camp on some nearby boars using hunters I did not receive any happiness. This was kinda irritating since I started next to Arihim's vault, so I only had 3 net happiness basic.
Notice they are "boars" now and not "truffles". It's a bonus resource similar to deer.
 
hotfix d for v4 Move to your MODS folder and "Extract Here", then click "Yes to all". Cumulative with hotfixes a-c above.

  • Adds Top Panel UI showing Knowledge Maintenance level and its derivation
  • Adds UI for each individual tech showing specific cost modifiers (civ Favored Techs, Tomes, etc.)
  • The Âb civ is now triggered by tier 2 tech Elephant Labor
  • Fixed error where Sidhe's 2 free techs weren't counting for KM (wasn't intended)*
  • Minor fix to Timberyard help text

*Item 4 only fixed in new games. Old games don't count these 2 techs and they also won't be reflected in the new Top Panel KM calculation info.
 
1) There is no upper limit for trade routes. Intended or not, this boosts research quite a bit. My 8 extra routes give me about 60 beakers extra per turn, plus another 60 from the 8 extra routes the Reynes has opened to my cities (so 120 out of total 300+ beakers, year 301). Partly because of this, I did not feel any significant change in the research speed compared to the bugged system some time ago. I built only a single library in the capital, did not bother with any other science-related buildings.

2) Summoning a Red Drake and the type II Demon was a bit troublesome. First 3 castings summoned the Drake far away on the edges of the map (there were free land tiles next to the witch, no errors reported). I could not move it if it landed on the sea (because it was hovering, not embarked). The 4th casting was quite good, but still the beast was summoned a few tiles away from the witch. The demon was successfully summoned by the 1st cast, but again, it was summoned a few tiles away. Weirdly, the tile was the one occupied by the druid, who was also a summoner. I don't remember clearly anymore, but I think the 4th Drake also appeared near the druid.

3) The death rune and seeing eye glyph markings disappeared from the map after reloading the game. The mouse-over shows they are still there. Turn 300 so could easily be a memory issue. I've noticed already much earlier that the main map city graphics disappeared, but on reload they are back though.

4) Tile yield display after blight is inconsistent. Before the reload I noticed yield on Man AI tiles with regular improvements did not change at all after blight, but now after reload they display no yield at all. Still, I suspect they give food because the AI city actually grew.. I will blight all the rest of the farms to be sure.

5) I hope there are plans on diplo penalty for actively blighting someones territory. Feels like it should be similar to the response as settling too near or buying tiles too close to AI. I have not tried to cast blight from the thaumatureges keep or any temple, it seems it would be a more stealthy but quite random way to blight my neighbors lands.
 
Is anyone else seeing problems with unit summoning/calling/raising into inappropriate plots? I thought all of these problems were fixed after v4a. It should always summon onto caster's plot if that is appropriate (not someone else's city and no combat unit) and, if not, search outward in spiral pattern. It's working in my tests now, even with some complicated situations. I'll need a gamesave to troubleshoot (from turn before summoning completed).

Unlimited trade routes is indeed a problem. Fixed in v5.

Tile yield display after blight is inconsistent. Before the reload I noticed yield on Man AI tiles with regular improvements did not change at all after blight, but now after reload they display no yield at all. Still, I suspect they give food because the AI city actually grew.. I will blight all the rest of the farms to be sure.
There should not be any regular improvement on a blighted plot. Can you post a screenshot?

Edit: One thing that comes to mind is that the plot help uses "memoization". I.e., it keeps value from last time it was called and only updates when it thinks it needs to. May be a mistake in not updating.


I hope there are plans on diplo penalty for actively blighting someones territory. Feels like it should be similar to the response as settling too near or buying tiles too close to AI. I have not tried to cast blight from the thaumatureges keep or any temple, it seems it would be a more stealthy but quite random way to blight my neighbors lands.
That seems reasonable, especially if the civ can see the caster casting it in their borders. What about distant casting from a tower? (Yeah, you could figure out who in most cases, but what if there are two Fallen civs?)

There already is a diplo penalty for Mana consumption, which can get pretty steep as depletion gets significant. We're also working on a dll mod so that Warmonger penalty is reduced or eliminated for attacking these civs.
 
Wow. This looks epic! Glad I quit civ 5 a year ago and came back to find this gem. I've got a nice nube question: what file do I upload for crash report? I edited the file to enable logging as requested on the main page. I get a crash when playing as man and get the message pop-up to name/ pick my civ's specialization.

oh, and why not place on steam workshop or would it be something over 5 files to do so? You might get a lot more testers...
 
@Bslade,

I like our 5 testers...

The OP lists files that you might want to upload. For repeatable CTD, the CvMinidump and gamesave. For the in-game popup, usually the Lua.log is enough. Sometimes I come back and ask for a gamesave.
 
Wow. This looks epic! Glad I quit civ 5 a year ago and came back to find this gem. I've got a nice nube question: what file do I upload for crash report? I edited the file to enable logging as requested on the main page. I get a crash when playing as man and get the message pop-up to name/ pick my civ's specialization.

oh, and why not place on steam workshop or would it be something over 5 files to do so? You might get a lot more testers...

For now it is probably better to have a lower level of exposure. Once the mod is more stable and polished I'm sure we could bring in a good many players through a Mod of the Week spotlight, Steam, or other methods.
 
There should not be any regular improvement on a blighted plot. Can you post a screenshot?

Edit: One thing that comes to mind is that the plot help uses "memoization". I.e., it keeps value from last time it was called and only updates when it thinks it needs to. May be a mistake in not updating.

That seems reasonable, especially if the civ can see the caster casting it in their borders. What about distant casting from a tower? (Yeah, you could figure out who in most cases, but what if there are two Fallen civs?)
Blight memoization most probably since the regular farms were gone when reloaded. Did another reload to make sure after blighting more farms which did not disappear immediately. The AI sent several workers to farm several other plots around the city so I GUESS there was a food problem, but it managed to grow from 9 to 12 while I was blighting the plots. With one farm left it managed not to starve for several turns, but the food reserves can be quite vast in big cities. Pantheist civs will be in much worse jam with targeted blighting..

I was not a fallen civ, unless anyone able to cast blight is fallen by default. I just wanted to do a little harm since I was not planning on conquering those cities. So blight 'by proxy' could be considered a covert operation and so no diplo penalty.

At which point are the AI Anra civs supposed to start casting blight? Played till year 350 and saw none. Or they just suck the mana from the world through temples and cities? I should re-read the manual..

I saw one pop-up saying mana was being depleted from the world, but I was not sure from the wording was it because of me (blighting land) or the Anra civ(s).
 
i just got a ctd only by moving the cursor around the map. i got this a few times before with different version. maybe the minidump helps.
 

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Speaking of that (old) thing with the riverdock, I'm totally sure that in my game that city wasn't connected. And now I can't check it as there's a new version. Anyway, I'll try to build it again and report about it.
*****
v5, got a crash out of literally nothing, it was not even my turn.

Also, opened slavery and took that policy in the right column which allows my units to create slaves from kills. I never knew captured wolves could be so useful at sugar plantations:) can you create slaves out of animals too?

***
yes, and another old one. At some point I noticed that the improvement to be biuld on Yew is also called "camp", but the social policy in pantheism which gives +1 food in camps does not work there. However, maybe this has been already fixed.
 

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played with v5

i very often get a ctd on loading a saved game. sometimes it worked to go back a few turns, but it is annoying.

looking at the lua log it seams the game breaks always at the same position.
 

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Playing v5, I did not get an extra production on my mined jade not my mined copper when I choose Earth Lore as a policy.
 
These errors seem to affect multiple types of GP. But the final one in the log should be related to me trying to cast Call Major Spirit with the druid whenever I put the cursor over the spell icon. It did not happen before I got 500 favor with Aegir (I got the text informing me of the required conditions), but now after I have 500+ favor I get the error every time.
 

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@iffi, you have a strange path to the mod:
Code:
My Games\Sid Meier's Civilization 5\MODS\a_iii,_sword_and_sorcery__v_5\Éa III, Sword and Sorcery (v 5)
The problem with that is that hotfixes will not be applied, even if you think they are. Go into your MODS folder, delete the directory above. Then try again selecting "Extract Here".

OK, but the error is due to a typo. I'll correct in hotfix but here it is if you want to fix yourself. Open EaMain/EaActions.lua. Search for
Code:
			local minorTypeID = GameInfoTypes[string.gsub(unitInfo.Type, "[COLOR="Red"]'[/COLOR]UNIT_", "MINOR_CIV_")]
...and remove the stray apostrophe ' from that line.


@Barak, Earth Lore is supposed to give +1g1c from mines, quarries and well, but the +1c wasn't added. So I fixed that and the help text (which was wrong) in upcoming hotfix.

@Tuvok99, maybe ls612 can tell something from your Minidumps. I can't see the problem on the Lua side.
 
Great Person invisibility can be inconsistent at times. Sometimes when i have a GP sitting around outside of city, barbarians will attack him/her. I supposed it occurred if they randomly move to that tile and then found there was someone so it did not bother me. However, i've just had a barb with 6 HP left walk 2 tiles away from my city while warrior was out and this prevented my worker from improving so i moved a druid to protect the worker (6HP was safe enough). Guess what, the barb moved over my druid and killed the worker.
So, sometimes they ignore GP on the same tile, sometimes not.
 
Hotfix a for v5. "Extract Here" inside your MODS folder.
  • Fixed typo that was preventing Call Major Spirit from working
  • Fixed Earth Lore to give +1c (on top of the +1g) from mines, quarries and wells
  • Fixed help for above policy and a few other policies (updated to include new improvements: well and the 3 different "plantations")
  • Fixed ranged spells so that only Magic Missiles has indirect fire, as intended
  • Added some code that will "kill" a GP on load that is corrupted (doesn't solve problem, but may help find it and prevents propagation of corruption)
 
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