Éa III, Sword & Sorcery: Bugs/Crashes thread

@NinjaPants,

Try hotfix i. It won't fix your problem, but it has a check in there to make sure the mod is using the modded dll. (So it will still give error, but it should be a more informative error now if for some strange reason this is the problem.)

Also, take a look at the Common Checklist for playing mods. That lists a lot of stuff that applies like making sure you have fully patched Civ5.
 
@Pazyryk None of my previous saves work with the new hotfix however my new game has been going for 336 turns and no problems, graphical bugs or CTDs so far. I'll keep you posted but I think you've solved it.
 
On gameplay compatibility for hotfix i, it should be compatible with any v6 save. The only reason I can think of why it might not be is if the game already has Blue Nagas running around. The pre-hotfix bug was rather strange: it didn't CTD when the unit appeared (they would be invisible I guess with the broken graphic). It only CTD'd when that unit engaged in combat. Blue Nagas start appearing after 1 or 2 players have Iron Working. So you might have some game saves where these units are present but haven't fought yet. I think those particular saves can't be recovered.
 
Need saves closer to the CTD (set your autosave freq to 1). I played that one from turn 65 to 76 without CTD. But your Lua log goes to turn 72, so it is unlikely that I did exactly the same thing you did for 7 turns. Minidump indicates exe again, so it could be another fouled up graphic. But I didn't see any combat near the end of the Lua.log.
 
Minidump says it's generated from exe again.

You've got IGE activated in both the last posts. We've definitely seen incompatibilities with that before. Even mods that are supposed to be "read only" are still sending data to dll and exe (perhaps indirectly for the later), and they sometimes pass on bad data due to unexpected features in Éa (such as GPs being combat units, or a dozen other normally safe assumptions violated). It's not a friendly mod that can work with others.

So I'm very hesitant to spend much time on CTDs from anything other than a "pristine" Éa build. I don't really want to track it even if I can replicate it without IGE. It's just too many hours to spend on something that I'm not 100% sure originated from the mod.
 
Minidump says it's generated from exe again.

You've got IGE activated in both the last posts. We've definitely seen incompatibilities with that before. Even mods that are supposed to be "read only" are still sending data to dll and exe (perhaps indirectly for the later), and they sometimes pass on bad data due to unexpected features in Éa (such as GPs being combat units, or a dozen other normally safe assumptions violated). It's not a friendly mod that can work with others.

So I'm very hesitant to spend much time on CTDs from anything other than a "pristine" Éa build. I don't really want to track it even if I can replicate it without IGE. It's just too many hours to spend on something that I'm not 100% sure originated from the mod.

unless you got someone in your team that can do a side project of making a compatibility towards IGE and Ea which will be nice.
 
unless you got someone in your team that can do a side project of making a compatibility towards IGE and Ea which will be nice.
IGE and EUI. But there are too many things to prioritize over this in the foreseeable future, like fixing all known mod bugs (big and small) and implementing all phase III features (many left to do...).
 
Well, there's certainly a commonality in these three last games. All Slavery and all right after dll asks for active player diplomacy modifiers (which happens often in the middle of UI updates). I can't check Minidump now but I'd guess it's another exe error.

Best guess now is that it is related to UI again (that's why these are never caught in autoplay testing), but not a bad unit graphic this time. It could maybe be a bad icon that the exe is trying to display, perhaps for some action that wasn't available (so not displayed) until now. Can you think of any specific policy or tech or other condition that was common the last 3 times you got this CTD?
 
I just checked the save and it crashed when I clicked on a worker but just before that I adopted slave armies and the tradition one that gives 5%+ research. I think the only common one between the save is slave armies, in fact I think each save crashed on the same turn I adopted the policy possibly after clicking on a unit.
 
OK, seems likely then that Slave Armies is bugged. There was a bug report on capturing way back that I think slipped by.

That policy automatically gives Slave Maker promotion to all your land combat units with a melee attack, which allows them to capture combat units (not as civilian slaves, but as military units). Do you happen to remember if you captured a military unit yet? It could have happened defending as well as attacking (although iirc the CTDs were during your turn).

Edit: didn't see any capture events near those CTDs, so maybe that's a red herring. Looks like from most recent log that you selected this policy almost (but not quite) immediately before CTD. It's not Slave Maker icon...that's just a placeholder icon that is used for dozens of other promotions...
 
As far as I can recall I haven't captured any military units in any of my previous games. I can't remember exactly when my past saves crashed but the last one was definitely on the same turn I adopted the policy literally the moment I clicked on a worker, I suspect the others are the same only I may not have clicked on a unit on the same turn as the policy in those ones. I can investigate further later on tonight and see if the same happens when clicking on a military unit or any other unit for that matter.
 
Something is weird with the living terrain spread calculations. In EaPlots.lua, I added the fromStrength to the print statement:

Code:
if toType == -1 or toStrength < 5 then	
		LivingTerrainGrowHere(toPlot:GetPlotIndex(), fromType)
		toPlot:SetLivingTerrainData(fromType, true, 1, -100)
		fromStrength = fromStrength - 1
		fromPlot:SetLivingTerrainData(fromStrength)
		print("Living terrain has spread to an adjacent (non-living or not very strong) tile ", fromPlot:GetPlotIndex(), [COLOR="RoyalBlue"]fromStrength[/COLOR], toPlot:GetPlotIndex())

It shows in the log like it is calculating correctly, but in game, plots that do the spreading are showing a strength of 0.
 
If the warmongering penalty for conquering cities of the Anra adopting civ was lessened already in this version then it seems to be bugged. The civ had only two cities the capital being the holy city. I conquered the other small city first and was informed that I will get an Extreme penalty for it. And then the same for razing the Holy city. Very soon after that the other civs started to frown upon me.

Conquering cities in previous games mostly gave a Minor penalty so this has to do with the religion. Although, not even the first pop-up about mana depletion had yet appeared which perhaps makes a difference? The Sidhe civ apparently did not get a single Devout to build the temples. Does Sidhe AI generally get Devouts/Fallen priests even when adopting Anra?
 
If the warmongering penalty for conquering cities of the Anra adopting civ was lessened already in this version then it seems to be bugged.
...
Although, not even the first pop-up about mana depletion had yet appeared which perhaps makes a difference?
It's purely based on mana consumed by player. IIRC the warmonger penalty is discounted 100% for a player that has depleted mana by 30% (but I think I'll steepen that up to 10%). But if the first popup hasn't happened yet that means that total depletion is < 5%.

I also need to check the UI to see whether it should be believed. In this example it was correct. But I'm not 100% sure that it will reflect the warmonger discount when there really is one.

The Sidhe civ apparently did not get a single Devout to build the temples. Does Sidhe AI generally get Devouts/Fallen priests even when adopting Anra?
No one gets them for adopting that religion. But you get one for taking 1st policy in [Anti-]Theism branch. It's more likely that they are Pantheistic so can't open that branch and are generating Druids. Their Druids are still fallen so consume mana, but they can't build those temples. Keep in mind that not all fallen civs are hellbent on destroying the world. (Although perhaps they should be if they founded that religion. So maybe I'll allow it for druids in that case.)


Been away but getting back to the Slave Army bug. Strangely, I couldn't repeat it with a game started in my current v7 build. I'll look at living terrain spread again. It doesn't seem like it's happening in my long autoplays, even though print statements say it is.
 
I've been puzzled about this for a long time and no-one has mentioned it as a bug. Is it really intended that after founding this religion one gets these effects automatically in quite a short time? I would think that they should be unlocked by Theism policies? Founders of Anra do not get them for free, they have to unlock the Anti-Theism policies to gain them.
 
I've been puzzled about this for a long time and no-one has mentioned it as a bug. Is it really intended that after founding this religion one gets these effects automatically in quite a short time? I would think that they should be unlocked by Theism policies? Founders of Anra do not get them for free, they have to unlock the Anti-Theism policies to gain them.
Some effects are immediate. Others depend on policies in Theism or Anit-Theism (these trigger when anyone adopts the policy). I don't remember these off the top of my head but they should be indicated in Religion Overview under each of the religions. (And I believe this info agrees with the manual, at least until someone tells me otherwise.)
 
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