Éa III, Sword & Sorcery: Bugs/Crashes thread

@Iffi,

I bumped up terrain spread because it had gotten way too low, or at least it appeared so in autoplay.

Cinnamon? ;)

Take a look at the reqs in the help. There reqs you indicate for building the Reactors don't exist, and aren't in the online manual. The buildings simply use 1 Quicksilver (which could be obtained from anywhere) and produce 1 Gold or Silver.

The Roasting Furnace itself is a way to get more Quicksilver from a city that already has nearby Cinnabar. Are you sure it isn't working? The code looks OK (same exact code that gives resources from other buildings), but I'll test if you really think it didn't give the 2 resources.


@masaykh,

The Fay is a "hidden" major player. You can meet them and trade with them with one of the Pantheism policies.

The Gods are "hidden" minor players. They give mana and can be called to help a player. Also for Pantheistic players only. You meet gods by finding them on map (as Natural Wonders) or by building their temples.

The Animals are also a separate player. They look like barbs but are different. (Don't enter borders and you can make peace with them.)

I think I might know why your settings crash the game. I'll work on it. For now, the only fix is don't do that.
 
Cinnamon?
I'm pretty sure he means Cinnabar.

-Slaver CSes appear to train normal, non-slave Workers.

-I'm still seeing Arquebusiers around Turn 60, which I'm reasonably sure my fellow civs aren't unlocking the prerequisite techs for, much less more than one of them. I'm not entirely sure it's a balance problem, but if Barbarian tech is supposed to be based entirely on civ research it appears something more is at play.
 
I know what he meant. Just seemed funny to me. It's a real thing for anyone not familiar. This stuff was very important back in the alchemy days. Not sure why it doesn't make it into fantasy literature. (Ursula LeGuin has it in some of her short stories.)

I'll take a look again at barb teching. Maybe there's something fishy going on. And the Slaver worker/slave problem should be easy to fix.

In other news, I've finally (after literally yrs of effort) learned how to defeat the Leader Screen! It's a hack, but it's solved. It's a beautiful UI now with a boxed portrait above the dialog or trade items with the map still in background. I'll get that out in 7b.
 
v7b is released in Downloads!

I'm changing the "hotfix tradition" for Éa. For v7b and all future updates I'll be releasing them as full mod downloads. It's easier and less error prone for me to do it that way. We'll stick with the tradition that 7b, 7c, etc. are gamesave compatible, but 8, 9, and so on are not (unless I say otherwise, or break compatibility by accident).

v7b:
  • Finally! The Leader Screen is gone! AI leader dialog has portrait and trade panels over regular map (as always intended).
  • Fixed a bug related to leader portrait indexing (maybe it caused "out of memory" error, but I'm not sure)
  • CL re-balancing:
    • There's a denominator adjustment in culture/pop calculation that prevents crazy results by keeping pop at 1 while generating culture with Artists. Try it now and it won't do you any good.
    • "Recency bias" cranked way up. What you did 100 turns ago really doesn't matter now for your "approach Cultural Level"
    • Calculations now based on "max civ pop ever" rather than current pop. This is in response to some odd results in Armageddon end times where CL would go through the roof for civs dropping population.
 
Tried out v7b... Pazyryk I must say I am rather irritated by this... I had a great start, got the civilization I wanted and the right resources... then met Girnar before it had a leader. When they got a leader (Ísung), I clicked on the diplomacy button for Girnar so as to trade embassies with Ísung. The leader image and buttons showed up, but the normal UI disappeared and didn't come back when I clicked "Goodbye". Also I couldn't move units even with hotkeys or do anything except use ENTER to go to the next turn... I think you forgot to tell the UI to return when I leave the leader dialog.
 
Doesn't appear to be reproducing on my side, so whatever the problem is it isn't an every-time thing.
 
@Civitar, Try re-installing. Throw out the old v7 first. No other mods. Delete cache and ModUserData. If problem still exist, post Lua log and gamesave from before you clicked to meet the civ.

Edit: Just post Lua.log whenever this kind of thing happens. 90% of the time I can spot the problem in less than 1 minute, and sometimes get a fix out in 10 minutes. (Going out of town for the day so missed window on this one...) I tested on 10 or so different leaders, going thorough trades and DoWs and such. But it's impossible to test every possibility.
 
@Iffi, Cinnamon? ;)

The Roasting Furnace itself is a way to get more Quicksilver from a city that already has nearby Cinnabar.
I do like them Cinnabar buns with my afternoon tea :D

Quicksilver does not appear in the resources mouse-over, nor anywhere else that I remember. So I guess this caused the confusion. In the LeGuins story they mine Cinnabar which they roast in the furnace building to get the few quicksilver drops (Which the evil dude keeps ingesting and pooping out time and time again). Is it difficult to code a building to convert a resource to another, or is it an AI balance thing not to do it the 'right' way? Extra Gold and Silver luxuries are not that tradable as every decent sized AI has access to Cinnabar.
 
Yep, that story is the inspiration for this particular resource.

Version 7c is out. Here's the changelog since several items are fixes. Doopliss added the slave buy option from Slaver CSs.

  • My leaderscreen removal hack was dangerous for AI-initiated dialog. So it has been disabled for that. Still works for player-initiated dialog. (Someday this will all work properly...)
  • Slaver city states will sell you slaves if they have one available and you have Slavery policy (thanks Doopliss!)
  • Fixed Slaver CSs so they make slaves instead of workers (will retroactively convert if you load a pre-v7c game); they also get 1 free slave at game start
  • Fixed leader title text in dialog "discuss" mode
  • Fixed new turn text
 
Tried out v7b... Pazyryk I must say I am rather irritated by this... I had a great start, got the civilization I wanted and the right resources... then met Girnar before it had a leader. When they got a leader (Ísung), I clicked on the diplomacy button for Girnar so as to trade embassies with Ísung. The leader image and buttons showed up, but the normal UI disappeared and didn't come back when I clicked "Goodbye". Also I couldn't move units even with hotkeys or do anything except use ENTER to go to the next turn... I think you forgot to tell the UI to return when I leave the leader dialog.
This happened to me for the first time at about year 400 but then again the next time AI initiated trade diplomacy. Save and reload restores things but obviously not ideal. Log is immediately after the second time happens.
 

Attachments

Airships get the over river attack penalty. Also, they lose two movement points going over hills and can't enter water tiles.

The iron-related promotions units like Landships and Ironclad have lack info text.

In the tech screen the only missing text now is for the bonus Beastmastery opens.
 
playing as Man and as Sidhe i have Chariots in build options without aprorite tech, is it a bug?
 
"Become Mage" is badly bugged apparently:
  • The action does not go away after being taken once. So my Wizard queen became a Mage and got gobs of XP, then did the same next turn and got more XP (I was testing, not cheating!)
  • When a Sage becomes a Mage, an error message pops up, I close it, but then not only does the action not go away, but I get another error message every time I click on the Sage-turned-Mage and every time I click Become Mage again for the Sage-turned-Mage. But he still gets XP every time.
  • If a new Mage was in the middle of learning a spell, he/she will start learning all over again after becoming a mage. So my queen had one turn to go to learn Blight, then after becoming a Mage had seven turns to go. After she re-became a Mage, she had 7 more turns to go.
I've attached the Lua.log file below.
 

Attachments

Emergency 7d is out to fix the mage/archmage problems.

The diolog UI "lockout problem" was fixed (as far as I know) after 7c. Let me know if that is not the case.

Don't have time for others now but I'll get to them. (There's no tech prereq for Chariots, only resource req)
 
OK, I managed to grab a bit of testing with v7d... Become Mage works fine now, but I found out the hard way that map hotkeys still work in the leader dialog... so when I had finished my turn and just hadn't clicked Next Turn yet, I hit ENTER by mistake and was sent into the next turn... so the dialog became an AI dialog and when I said Goodbye, the UI was gone... seems like a lot of work still left on the new dialog. Maybe you could just make it leave the UI alone? Just gray out all the UI options then have the screen return to normal after leaving the leader dialogs?
 
I'll fix the Return. There could be other similar key stroke problems (like cntr-s or F keys), although Esc worked as it should in my testing.

I'm not sure what you mean by "greying out UI". What UI are you talking about? The problem (I think) is that you have access to "InGame" controls when you shouldn't. But I can fix that.

But keep telling me any problems you find.
 
Well, I managed to become a Lich as a human this time. While less... catastrophic than last time, I instantly consumed 51% of all Mana, was denounced by everyone, and still got 100,000 XP. So I think the "bonuses" from becoming a Lich need to be majorly cut down. Personally I think becoming a Lich should give a straight 100 XP, same as becoming a Mage, and it should only consume at most 1,000 Mana. Otherwise everything happens at once, and that's really no fun at all.
Maybe that should have gone in the balance thread, but what the heck.
 
Grrr... I really did test this. Can you promise me you don't have v6 hanging out in your MODS folder? And haven't clicked past any Lua errors?

It's supposed to be 100xp per level. I assume you weren't level 1000. If not then it is a bug, not balance issue.
 
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