Éa III, Sword & Sorcery: Bugs/Crashes thread

Playing as an Human civ (Gaziya) with Slavery and Angra religion.

1) Captured a Barbarian Wildmen both as Slaves and as an enslaved soldier.

2) The game CTD'd right when I captured the Wildmen.

So I think a lot of CTD related issues involve the Slavery policies.
 

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Again the problem of messed up GP after reloading a late game quicksave (turn 230 or so). And again, before that I was able to load a turn 125 quicksave just fine. This could be a problem at my end, therefore I submit also the save. There are some errors written at the end of the log.
 

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@iffi, There's an error early in the Lua.log during initing of GPs (errors after the first one are almost never informative). It's a very frustrating one because it comes up often but I can't see the source of it. The simplest explanation is that the dll is changing unitID (an integer associated with each unit) at some point. I think I will rewrite the entire init code assuming that unitID is unstable. Then we can get this one off the table once and for all...
 
Everything went fine while playing, loading the other day gave me an error but the game would be able to go on
 

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I'm stuck on the "don't settle near my cities" dialog screen. (I've already seen that screen without any problems in other games). I think that the complaining civ has no leader (not sure).
I can click the buttons (and I get the sound/visual feedback), but I stay on the screen.


Lua.log and autosave attached (just press next turn)
 

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-Disciple specialists don't seem to provide their appropriate resource (favour for Azzandarayasna, mana for Weave. I never tried with Anjra, does their growth penalty still apply to total food instead?), nor do Adepts (no log/save). They still provide their GP points just fine.
-Culture borders seem to spread to sea resources in the normal way: Highlit in purple beforehand and everything.
-The manual describes a lot of cult-founding rituals as "Surrounding area must be X% land, Y% of which must be of a certain terrain type". At least in the case of Ritual of Leaves, it seems to look for percent of total surrounding area whether it's land or not, which makes those rituals affected really hard to perform.
 

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Hello, back at testing Ea :)

- CTD on first playthrough when accepting turning my barbarian civ into Neith. Do you need logs or anything?
- could not write the Tome of Equus with a horse pasture and the Sage (not even with unimproved horse).
- could write the Tome of Form with an unimproved stone resource.
- could write the Tome of Leviathan with an unimproved whale res (Harpoon research unlocked this).
- a city states mission did not complete when I spawned a Wizard, as requested (actually spawned 2 ^^)
- Paladin's "take residence" action was supposed to grant 5xp to all landed units, however I did not get the bonus (tried with Horse Archers)

- no happiness bonus from garrisoned unit with the military policy. (this was initially in EaII too)
- Epics can be written by Artists without turning Bard and without the Policy (Barding) required.
 
-I got a forest plot up to 110 strength, and over 20+ turns it didn't spread to neighbouring plains (improved or not) or diffuse its strength to neighbouring forests. Sorry if I'm being a dunce misunderstanding terrain strength, but I really did look around the manual.
-I built a Timberyard in a city and bought tiles until I had 9 unimproved forests/jungles there (Pantheist). I still didn't get a third Timber.
 

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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.
The UI is showing what should happen. It doesn't happen every turn, but it does happen pretty much every game.
And here is a before and after save.
 

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-I got a forest plot up to 110 strength, and over 20+ turns it didn't spread to neighbouring plains (improved or not) or diffuse its strength to neighbouring forests. Sorry if I'm being a dunce misunderstanding terrain strength, but I really did look around the manual.
The chance of spread should have been 120 / (300 x 0.67) = 0.6 per turn (0.67 is gamespeed adjustment). However, there was a coding error causing it to try and fail to spread to the 4 non-valid plots. Fixed in v6.

-I built a Timberyard in a city and bought tiles until I had 9 unimproved forests/jungles there (Pantheist). I still didn't get a third Timber.
Contrary to the manual and help text, you get 1 timber per 8 unimproved forest or jungle (double that with Forestry tech). So that plus one for having timber yard gives you 2. This is now fixed in manual and v6 help text for Timberyard.

The UI is showing what should happen. It doesn't happen every turn, but it does happen pretty much every game.
And here is a before and after save.
OK, I've tracked this down now. The actual probability was using a difficulty handicap adjustment, but the UI wasn't. And even worse, the handicap was backward. So you saw this more often for playing on the easiest setting. Anyway, I've removed handicap adjustments for this in v6 so it is a flat 5 for everyone (and UI and actual effect will agree).

Hello, back at testing Ea :)
The more the better! Please indicate version number and hotfix with each post in this thread (or "started with hotfix a, continued with c" if that's the case).

- CTD on first playthrough when accepting turning my barbarian civ into Neith. Do you need logs or anything?
Load up an autosave and see if it is repeatable. If so, post the Lua.log and Minidmp files (see OP for where to find). If not, then it is unlikely that we can solve unless some pattern begins to emerge.


- could not write the Tome of Equus with a horse pasture and the Sage (not even with unimproved horse).
- could write the Tome of Form with an unimproved stone resource.
- could write the Tome of Leviathan with an unimproved whale res (Harpoon research unlocked this).
Wow. Online manual has ÉaII text for Tomes. All of these have simple tech reqs. I'm updating Manual text now so it should be correct soon. [Edit: and fixing all help texts in game ... some tech lists and effects were outdated]


- a city states mission did not complete when I spawned a Wizard, as requested (actually spawned 2 ^^)
There are definitely problems with CS (and god) quests until we do some serious dll work on these. But I haven't seen this particular problem before (I've seen it work for some rather strange ones like Necromancer). I won't try to debug this now because the whole system will get an overhaul on dll side.

- Paladin's "take residence" action was supposed to grant 5xp to all landed units, however I did not get the bonus (tried with Horse Archers)
Only for new units - is that what you mean? Actually, Warriors (and subclasses including Paladin) are getting boosted in v6 - they will get production boost for military units plus a bit of xp that increases with each turn of build. So whatever problems in v5 will be overwritten by new v6 code.

- no happiness bonus from garrisoned unit with the military policy. (this was initially in EaII too)
And my answer is same as in ÉaII. This is a base game mechanism that works on "local happiness". You can only counteract local unhappiness with local happiness. And in Éa you there is no "per city" unhappiness (population is likely the only effect you have, ...although occupation and other things can contribute). So its easier to max out local happiness - which I'm pretty sure is what you're doing. (Post save if you think I am missing something...)


- Epics can be written by Artists without turning Bard and without the Policy (Barding) required.
There are no Bards and that policy is at the moment blank. I'll make sure that something happens in v6 (if nothing else, I'll make it prereq for several of the Epics).
 
-Disciple specialists don't seem to provide their appropriate resource (favour for Azzandarayasna, mana for Weave. I never tried with Anjra, does their growth penalty still apply to total food instead?), nor do Adepts (no log/save). They still provide their GP points just fine.
Ouch! I think the dll is balking because I have two specialist types that give the same yield (mana and divine favor are really both YEILD_FAITH - they only look different due to UI trickery). If this is the problem, it will take some work to fix. I'll try to get it working in v6.

-Culture borders seem to spread to sea resources in the normal way: Highlit in purple beforehand and everything.
Working as intended. It will also spread spontaneously over natural wonders or atolls in sea. Manual text may need fixing...

-The manual describes a lot of cult-founding rituals as "Surrounding area must be X% land, Y% of which must be of a certain terrain type". At least in the case of Ritual of Leaves, it seems to look for percent of total surrounding area whether it's land or not, which makes those rituals affected really hard to perform.
In this case, the Manual correctly reflects the actual criteria in game, but UI help is missing the "must be 40% land" part. Fixed in v6.

Edit: also found and fixed a problem where lakes were counted as Sea for Cult founding. They should be counted as a "land plot" for these calculations, and be counted in the "fresh water" total for Ritual of Cleansing. Fixed in v6.
 
In this case, the Manual correctly reflects the actual criteria in game, but UI help is missing the "must be 40% land" part. Fixed in v6.
I may have phrased that poorly. Assuming the stated percentage is the percentage it uses as a criterion, it calculates forest (and presumably other terrain) percentage as if it was 100% land, even if it's not. Unless I've had a massive brain fart somewhere (not horribly unlikely) the manual does not reflect the in-game criteria.

Ouch! I think the dll is balking because I have two specialist types that give the same yield (mana and divine favor are really both YEILD_FAITH - they only look different due to UI trickery). If this is the problem, it will take some work to fix. I'll try to get it working in v6.
I figured as much when I got converted to Azzandarayasna, my mana turned into Divine Favour and my Thaumaturges started casting spells with it. Not sure if that's a bug or not. :p
 
I may have phrased that poorly. Assuming the stated percentage is the percentage it uses as a criterion, it calculates forest (and presumably other terrain) percentage as if it was 100% land, even if it's not. Unless I've had a massive brain fart somewhere (not horribly unlikely) the manual does not reflect the in-game criteria.
I understood you. Code certainly looks correct, as it counts totalPlots (may be <36 if near north or south map edge), totalLand, and then, for example, totalUnimprovedForestJungle. Ritual of Leaves is disallowed first if totalLand/totalPlots < 0.40, and then if totalUnimprovedForestJungle / totalLand < 0.6. Same logic for the fresh water, desert, and earth-themed cults although specific %s are different. (Except for the error where lakes are counted as sea rather than fresh water land plots, now fixed.) If you see a specific violation, post a screen shot (don't need save).


Edit: OK, looked at this for the 5th time. This is the intended and true criteria used:
Ritual of Leaves is disallowed first if totalLand/totalPlots < 0.40, and then if totalUnimprovedForestJungle / totalLand < 0.6.
However, the two numbers given in the mouse-over help were totalLand/totalPlots and totalUnimprovedForestJungle/totalPlots. So the UI was lying to you even though the correct calculation was used to allow the action. All fixed now in v6.
 
Playing the Hod, got Holy Orders, created a paladin, but he can't fight. Is this fixed in hotfix c?
 
Playing the Hod, got Holy Orders, created a paladin, but he can't fight. Is this fixed in hotfix c?
Great people can't attack armies. That's intended. A Warrior or Paladin can lead a charge though (must be on same plot as a military unit with melee attack).
 
Load up an autosave and see if it is repeatable. If so, post the Lua.log and Minidmp files (see OP for where to find). If not, then it is unlikely that we can solve unless some pattern begins to emerge.

Unfortunately in that first run I messed up because I didn't turn on the post autosaves.

Wow. Online manual has ÉaII text for Tomes. All of these have simple tech reqs. I'm updating Manual text now so it should be correct soon. [Edit: and fixing all help texts in game ... some tech lists and effects were outdated]

Speaking of missing text, do Natural Wonders have any effect besides the one on discovery? If so, a little text somewhere would help ;)

Only for new units - is that what you mean? Actually, Warriors (and subclasses including Paladin) are getting boosted in v6 - they will get production boost for military units plus a bit of xp that increases with each turn of build. So whatever problems in v5 will be overwritten by new v6 code.

Yeah, new unit Horse Archer didn't get the xp bonus from Paladin. But it worked with Warrior.

And my answer is same as in ÉaII. This is a base game mechanism that works on "local happiness". You can only counteract local unhappiness with local happiness. And in Éa you there is no "per city" unhappiness (population is likely the only effect you have, ...although occupation and other things can contribute). So its easier to max out local happiness - which I'm pretty sure is what you're doing. (Post save if you think I am missing something...)

Well, I am missing something maybe. This policy works in vanilla, military unit in city = +1 happiness. Doesn't work in EaIII. Wether it is local or global happiness, the total would be updated, but it's not. AFAIK in EaII you fixed it.


There are no Bards and that policy is at the moment blank. I'll make sure that something happens in v6 (if nothing else, I'll make it prereq for several of the Epics).

Ok... but still an Artist can write the Epic without the Folklore policy which is a prereq for many of the epics. I would suggest you introduce at least this prereq since it should be easy, to give at least a minimum of weight to that policy.
 
Yeah, new unit Horse Archer didn't get the xp bonus from Paladin. But it worked with Warrior.
You have to assign the Warrior GP to the xp giving task before staring production of the military unit. Otherwise, it would be exploitable.
 
Éa III, Sword and Sorcery (v 5)

I'm getting a CTD caused by the naga graphics not rendering. Can't remember the specific kind, it's the ones that appear in desert, but I know this has happened before in jungles. The icon is there, but the naga appears invisible. When I try to move my warrior, CTD.

Don't think it's a lua problem, but I can include that if needed.
 

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