Éa III, Sword & Sorcery: Bugs/Crashes thread

Here's the CVMinidump for a random CTD. It seems to be happening often whenever I am of the Nežēlība civilization.
 

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Unfortunately, I can only tell you that the game was broken when loaded. I'd have to see Lua.log from before you restarted Civ5 and loaded game - because that is where the error occurred to corrupt the game data. Usually I can find the error and fix in minutes, but I have to see the initial error.

You're not the first player to have this problem. But I really need a Lua.log from before the restart/reload to troubleshoot this corrupt game data issue. No one has posted one of these for me yet, but I'll keep asking anyway.


@Everyone else, are saves basically working after hotfix b? There was code change in data persistence that should have fixed a particular error - but there is always the possibility that I broke it instead.
Sorry about that. I tried to start a new game but the error is gone. I remember now that I started the previous game and had forgotten to remove Enhanced UI from my DLC folder. Maybe it was the cause of the issue?
 
On the Seeing-Eye code: Thanks! this tells me how to do it. However, in your code you should get rid of your team assignment and replace it with g_iTeam. Your "team" is really team ID for active player (you), so will give you visibility if an AI casts spell.
Gah, i keep forgetting that "active" in Firaxis language does not mean "currently active" but "the human player". And then people are surprised the AI is so passive :p
The other thing is that I think that you can remove the loop in your code and you only need apply this function to g_plot. The code I added in dll gives you visibility from the plot to proper range (including visibility of invisible GPs)
Sorry but that didn't work :(
 
could not load older game with v5b, but maybe it was coruppted before.

started new game with v5b.

game worked without problems.

but at the later games i got a mysteries effect that unit especially gps got many "phantom" actions. that means it shows many or all possible actions of the unit but disabled. it also seamed that 2 gps at the same place influenced each other in case of the actions. it was not possible to me to have 2 wizzards at the same place and learn both of them a new spell.

after reload of the game i noticed a few things:
- 3 bandits appeared out of nothing
- 3 civs would be friends of mine although we were at war a few turns before
- an error appears at next turn

luckily i made a copy of lua.log from before loading :D
 

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but at the later games i got a mysteries effect that unit especially gps got many "phantom" actions. that means it shows many or all possible actions of the unit but disabled. it also seamed that 2 gps at the same place influenced each other in case of the actions. it was not possible to me to have 2 wizzards at the same place and learn both of them a new spell.
Did those "phantom" actions show when multiple GPs were on the same tile. There is some code that checks for GP building something on a tile so another one won't build something else on the same tile (and building actions are shown as disabled) but i think something is wrong with this code and causes it to show every possible building disabled. I had this occur once with a druid on the same tile as a wizard building a tower. The druid action panel showed all existing temples disabled, even those for cults not yet founded.

Did hotfix b change the dll? Looks like it does not include a dll. I no longer have any autosave_ea and i just checked i have my config.ini set correctly.
Code:
PostTurnAutosaves = 1
Don't know what happened. Yesterday i would get the good autosaves, today not. :confused:
 
The last two games, after I reload a late game (year 250+) quicksave all GPs have their UIs gone. And continuous error pop-ups. I'm not sure anymore if the earlier of the two was in hotfix a or b. In a previous game to those two when it happened the first time, I could remedy it a couple of times by doing a quicksave and then reloading from within the game. But it was in midgame (year 150 about) so I though maybe it was the dreaded memory thing again that affects only some people..

Otherwise, no errors during play. So I can play great but I have to finish it in one sitting.

I don't know if the Lua log is of any use. But since this happens only when loading the game fresh it can't be helped. I did restart and reload the game several times trying to get it working so this is not the original log..
 

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OK, I think hotfix b eats all your data. I'll get a fix out soon.

@Bob Morane, There's no dll in the hotfixes. There's also no change that would stop autosaves (the only issue is Lua data persistence). Did you check your autosave frequency in options?
 
hotfix c for v5 "Extract Here" inside your MODS folder; cumulative (except for the eating data part)

I think I finally got it right this time. The problem has been in TableSaverLoader, which persists Lua table data. It's hard for me to remember how it works because I wrote it in 2011. The problem is very specific: it's when a nested table (a table contained within a table) is created in game and then deleted. That happens when a GP is generated and then dies (the gp is a table and it holds several tables such as "progress" holding its build information) or when a city is founded and then eliminated (also represented by a table holding tables). It was leading to a data corruption problem where TableSaverLoader would loose track of what it is supposed to persist.

Unfortunately, this hotfix won't save data already lost while playing hotfix b. It should be compatible with hotfix a (although Lua data corruption started in hotfix a will still be there).

  • Has fix for Lua data persistence I was trying to do in hotfix b, but got very wrong
  • Fixes unit panel UI error from trying to display Learn Spell while embarked
 
Ea III v5c
No Lua error, no ctd, but two unexpected behaviours with pantheism spells.

-"Éa’s Blessing" can be cast when an improved resource is adjacent, but does nothing (or possibly sets terrain strength to 0?). I remember reading "somewhere" that it's a part of the rebalancing the victory condition. However I was allowed to do it without any in-game notification, no help from the tooltip, no info about the mechanism in the manual. Is it a bug, or a work in progress?

-I couldn't cast "Call Tree-Ents" on a jungle plot of strength 20, when the tooltip asks for at least 18 (I don't think there is a prerequisite on this, but just in case: my druid has all points in devotion, not sure how many, but more than 70 years old)
[EDIT]: I think I found it, it's working inside my borders but not outside
 

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@Bob Morane, There's no dll in the hotfixes. There's also no change that would stop autosaves (the only issue is Lua data persistence). Did you check your autosave frequency in options?
Got it. I had "Auto end turn" enabled as i was mostly doing a straight tech to taumaturgy to test seeing eye glyph. Looks like this option prevents the autosave from being created.
 
Here's another CVMindump for another CTD. Similar scenario, except I clicked on the button where I made a warrior resident in the city. This is with the latest hotfix.
 

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Still getting hit with disease at really low pop - had it happen on turn 3.
I'll need more info and a gamesave for this one. Is the UI correct but the actual effect wrong? Or is the UI telling you there is a chance for disease when your population is <6? Does it always happen, or just sometimes?

It should only ever happen with >5 population, and even then there is only 1% chance at population 6, 2% at population 7, etc. That is exactly what I see in test games.
 
on two different games i have gotten a CTD just after accepting the new name, it was on the first choice, in the first game it was after masonry and on the second after weaving here is the lua for the second one, i can not seem to find the dump file on my install directory so i don't know if it will help
 

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@Standiball,

You need to enable logging (your Lua.log is empty). Look in OP to see how to do that. OP also tells you where to find the minidmp file.
 
with v5 hotfix c:
A small bug with the Summon Archdemon spell and saving / reloading :
If I summon an Archdemon: I can't summon another one (consistent with the game manual).
However if I summon the archdemon, save, quit and reload the game: my initial archdemon is still ingame, but I can summon the next one and benefit from 2 archdemons at the same time.
 
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