Éa III, Sword & Sorcery: Bugs/Crashes thread

-I got a weird "GetPersonIndex did not match any iPerson living or dead" error log. No immediate consequences, but things got a bit messed up fifty turns down the line.

-I've yet to random the Sidhe myself, but I'm still seeing pretty much only Sidhe for the other players where it should be capped at half the game.

Also, some minor quibbles (no saves/logs): The game seems to take a turn or two after founding before the Windmill shows up in a Windmill-appropriate city and when you adopt slavery the game doesn't automatically turn any workers under construction into slaves. You can turn the worker into an appropriately-finished slave manually, and if you don't it "finishes" it next turn and then you can pick the slave or something else, costing you a turn of production. Also, Warriors can still lead a charge if the unit backing up the charge is out of move, and it means the Warrior attacks alone. Not sure if that bothers you.

All as of Hotfix D.

EDIT: Not a bug, but Wineries seem to provide 2 gold per-wine while the description says 1 food and 1 culture.
 

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Started a new game with hotfix d, these things might be bugs:

- there is always a full combat animation, although I activated quick combat (screen 1)
- sometimes after killing enemy merchants there is still the symbol of the unit and you also cannot enter this field/attack it - sometimes they disappear sometimes not (see screen 2, 3) . The same enemy is able to enter this field (see screen 4)
- after a while, I just get every round an error message (screen 5), I added my savegame and lua, maybe that will help?

edit: well my Lua.log is somehow over 30mb, so I have to upload it somewhere else, here: http://www39.zippyshare.com/v/40194748/file.html
 

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@Bhaal,

Thanks for the assistance on the dll! This narrows it down to one of 2 changes made on that particular dll commit. It's usually almost hopeless when a problem is intermittent or not consistent on different computers, so it's quite an achievement to narrow it down so fast. I'll probably have two more experimental dlls targeted at the two specific changes, but not till late tonight. Then I can get a dll hotfix out.

@Revolt,

Here's the fix for your Lua error. You can either add it yourself or wait for hotfix (probably late tonight). In EaMain/EaDiplomacy.lua line 60, change:
Code:
player:SetWarmongerModifier(iWarmongerDiscout)
to:
Code:
Players[iPlayer]:SetWarmongerModifier(iWarmongerDiscout)

In general, when you see a Lua error like that, the game becomes unplayable. Fortunately these are easy for me to identify/fix so all you have to do is apply fix and reload an autosave from 1 or 2 turns before the error.

(Also, those Lua.log text files usually zip down to 1/10 initial size, which makes them easy to post.)

I'll look at the other problems...


@Doopliss, still working on yours. I should have a fix for the "GetPersonIndex did not match any iPerson living or dead" error with hotfix tonight. (And for that particular Lead Charge issue.)
 
@Bhaal,

Thanks for the assistance on the dll! This narrows it down to one of 2 changes made on that particular dll commit. It's usually almost hopeless when a problem is intermittent or not consistent on different computers, so it's quite an achievement to narrow it down so fast. I'll probably have two more experimental dlls targeted at the two specific changes, but not till late tonight. Then I can get a dll hotfix out.

I'm glad I could be of assistance. I'll check back later on for those 2 experimental dlls.
 
@Revolt,

Here's the fix for your Lua error. You can either add it yourself or wait for hotfix (probably late tonight). In EaMain/EaDiplomacy.lua line 60, change:
Code:
player:SetWarmongerModifier(iWarmongerDiscout)
to:
Code:
Players[iPlayer]:SetWarmongerModifier(iWarmongerDiscout)

Thanks, I edited my EaDiplomacy.lua, loaded an older savegame (oldest autosave), playing some rounds but the error appeared again. Uploaded my EaDiplomacy.lua and log.
 

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@Revolt,

OK, same line but different error. Lua is OK but the method is bugged in the dll, so it's going to require an updated dll to fix properly. But if you want to play on, just comment out that line (put "--" in front of it). Then reload and play through. Basically this will disable the feature, which is meant to reduce/eliminate warmonger penalty for attacking civs that have consumed mana. Or you can wait for hotfix to dll probably late tonight.
 
Hotfix e for v6. "Extract Here" inside your MODS folder. Click Yes to All to allow hotfix to overwrite existing files. All hotfixes are cumulative.
  • Experimental dll fix to stop intermittent hang on Begin Your Journey
  • Fixed code in Lua and dll to make warmonger discount system work
  • Added some print statements to help diagnose "GetPersonIndex did not match any iPerson living or dead" error
 

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@Doopliss,

You might not be aware, but Advanced Settings are saved. I suspect this is why you are seeing only Sidhe. Go into Advanced settings, select Huge map, then make sure all player slots are set to Random Race, then return map size to whatever you want. Let me know if that is not the issue.

I could not reproduce your "GetPersonIndex did not match any iPerson living or dead" error from your save (played on for 2 turns after). I added some print statements in hotfix e to help track this down if it happens again.
 
@Bhaal,

OK, these are the last two to test. This will tell me the exact problem


Never mind. Just try hotfix e.

Sorry Pazyryk, it was 4am when you posted those so I didn't get a chance to test them. I'll give hotfix e a try and let you know how it goes.

EDIT:
Hotfix E appears to have done the trick, its worked 3 times in a row all appears well.
 
Hotfix f for v6. "Extract Here" inside your MODS folder. Click Yes to All to allow hotfix to overwrite existing files. All hotfixes are cumulative.
  • Fixed late-game Lua error in EaUnits.lua
  • Fixed Lead Charge so it requires that same-plot melee unit has movement
  • On adopting Slavery, your city build queues should automatically shift from Workers to Slaves (production points were already tranfered)
  • Fixes several cases where UI indicated "Faith"/[ICON_PEACE] rather than proper Divine Favor or Mana (text and icon); tell me when you see these - there are more to fix
 

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You might not be aware, but Advanced Settings are saved. I suspect this is why you are seeing only Sidhe.
Oh geez, you're right. I have no idea how the other civs got set to Sidhe, and the civ layout appears more-or-less normal now. Sorry for the inconvenience.

-Copper mines now show up as generic mines, and unimproved copper shows up as nothing. Tested on flat plains and grassland hills. I believe this is as of un-hotfixed v6.
EDIT: Oh yeah, there's a visual bugs thread

-The 'sell slaves' tooltip doesn't adjust its stated value if you're playing as Nežēlība (+20% gold for selling Slaves). The actual sale works fine.
 
There seems to be a problem with the spell Magic Missile. When I click the spell the floaty text appears and the wizards turn is used but the choose target thing doesn't happen. I'll check to see if this happens with any other spells (Once I research them in-game). If you need a Lua log I have one ready to go.

EDIT: This with Hotfix E, I haven't updated to F yet. Lua Attached.


2nd EDIT:That was weird, upon clicking on the wizard and then right clicking on an enemy the wizard proceeded to fire the Magic Missile (I only noticed this because it wouldn't let me move the wizard), seems it does work but the range indicator thing doesn't show up.

3rd EDIT: I think I might be having a brain derp moment here, is the Magic Missile supposed to fire on the same turn you click the scroll or is it supposed to fire on the next turn?
 

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All of these ranged spells put the unit into the ranged attack "interface mode" automatically. It's as if you pressed the ranged attack action for a normal ranged unit. If you get out of the mode somehow (Esc button I think or select another unit) then the spell is cancelled and everything goes back the way it was (puts you back in state where you can cast again immediately). The same code is used for Lead Charge except that puts you in melee attack interface mode.

That's the way it was working. And the red indicator arrow was showing.
 
All of these ranged spells put the unit into the ranged attack "interface mode" automatically.

This didn't happen after clicking the spell and the wizards turn was used so I was unable to do anything with the wizard after clicking the spell. The turn after I tried the spell again and the same thing happened. The next turn I noticed I was unable to move the wizard but I was able to target an enemy with the spell (The ranged "interface mode" didn't show this time either). The next turn the same thing, I can't move the wizard however there's no enemy to try and target this time.

Definitely something odd going on here. I will try another wizard I have and see if the same thing happens.

EDIT: I can confirm there is definitely a bug here (At least for me). After clicking the spell the wizards turn is used and right clicking on an enemy does nothing, next turn and the wizard can't move until I right click on an enemy and then the spell fires, after that I can move the wizard or click on the spell again. The ranged interface didn't appear at anytime.

2nd EDIT: I just tried the Fireball spell with a 3rd wizard and the same thing happened.
 
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