Éa III, Sword & Sorcery: Bugs/Crashes thread

I just experienced the same thing, but with sidhe. Got my founding queen to 18 divination with the first research spell, made her an archmage, then got to 18 necromancy with the greater version and made her a litch. That one action consumed well over the sum of all mana. I'm using the latest version and hotfix.

Also, while this IS something for the balance thread, I figure it works just as well appended to this already related post: while I LOVE the research spells for adding more to do with magic when not at war, their interaction with the Mu civ's 50% bonus exp from spellcasting should probably be looked at.
 
Hi there, first time Ea player here, unfortunately with a problem already.

When I try to run Ea - it crashes.

First time, I just put the files where I should and started the mod normally, the beautiful loading screen appeared, the music started playing... CRASH to desktop (or, to be more precise, to my other open programs).

So I closed most other stuff, cleared cache and moduserdata (and modified config.ini as instructed in the download thread, just in case) and tried again.

This time on loading screen I heard a Windows error message sound. After some time of the screen not progressing in any way I decided to alt+Tab and see what the problem was. The message was saying "error loading font texture" and after I ok'd it Civ5 just closed.

So I checked the files with Steam [everything OK], moved other mods from the folder, cleared cache and moduserdata again and tried yet again.

This time - a crash after a few seconds on the loading screen.

My PC is quite old (still Windows XP, 32 bit at that, so I play DX9 mode), but it runs unmodded Civ5 with little to no problems (some delayed texture loading, maybe).

I'm including the lua log. If you could help me with my problem, it would be greatly appreciated. Reading the manual made me really really want to try the mod out and now I'm unable to. :(
 

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Sidhe cant make mines or bowyers on forest??
 
@Ufnal, I'm not sure what's happening. I can tell from Lua.log that your Civ5 is up-to-date. The Lua.log ends at about the time that the load screen image would be unloaded. That may be the problem. Let's give that 10% chance and some other thing (that I can't think of) 90% chance. Give me a week and I'll try to add some code so that you can easily turn that off. Of course, you might run into the problem again in-game. But at least you would know what the problem is.

I just experienced the same thing, but with sidhe. Got my founding queen to 18 divination with the first research spell, made her an archmage, then got to 18 necromancy with the greater version and made her a litch. That one action consumed well over the sum of all mana. I'm using the latest version and hotfix.
OK. I guess I'll have to fire my head of QC and find a new one. Any takers? (pay is $000,000 annually with benefits)

Sidhe cant make mines or bowyers on forest??
Pantheistic civs can build improvements without removing forests/jungle/marsh. However, Pantheistic civs can build improvements only on plots with resources. Anyone with tech should be able to build the Bowyer's Camp on forest with Yew. (Race has no effect on builds.)
 
Oh, one other thing. In the v7 changelog Lectio Occultus is described as "(Arcane; req Thaumaturgy) Converts mana to research in arcane techs; must have an arcane tech anywhere in research queue" At the moment, it seems to only be usable if the current tech being researched is arcane, and will be canceled and uncastable if researching, say, logic as a prerequisite for a higher tier arcane tech in queue. Is this intended and I simply misunderstood the description, or is it a bug?
 
@Ufnal, I'm not sure what's happening. I can tell from Lua.log that your Civ5 is up-to-date. The Lua.log ends at about the time that the load screen image would be unloaded. That may be the problem. Let's give that 10% chance and some other thing (that I can't think of) 90% chance. Give me a week and I'll try to add some code so that you can easily turn that off. Of course, you might run into the problem again in-game. But at least you would know what the problem is.

Thanks, your quick response is much appreciated. :)
 
, and will be canceled and uncastable if researching, say, logic as a prerequisite for a higher tier arcane tech in queue. Is this intended and I simply misunderstood the description, or is it a bug?
If you didn't know it, you can add to the research queue by holding shift key down while selecting techs. So if you simply selected Logic and it is the only thing in your queue, it won't work. But if you selected Logic (or Animal Husbandry or anything else) and then shift-clicked Conjuration, then it will work.
 
Huh, no, I did not know that. I only knew that selecting a high tier research would also automatically research needed prerequisites first. I thought that was what was being referred to.

Edit: Tried it, and that method works fine. That actually makes the spell a lot more interesting, and I already liked it.
 
Actually, you may have spotted a flaw here. I thought the queue automatically filled with all prereqs when you select anything. But I could be wrong. I couldn't tell from your post if you were selecting high tier arcane techs or if you were selecting non-arcane techs that were prereq for arcane techs (I assumed the latter).

The spell can only contribute to an arcane tech that you can research now (even if you aren't) that is actually in the queue. But if the queue doesn't fill up with all prereqs (as I thought) then it won't work as intended. (Although you can always make it work with shift key. But that's not the only way it is supposed to work...)
 
I had just selected Esoteric Arcana to see what happened. Now that I understand hw the spell works, the problem I was having is obvious, and it wasn't a problem with the spell. The default queue just works from top to bottom, so it researched through evocation and abjuration before any of the non-arcane required techs. As a result, though I had queued up an arcane tech, the spell couldn't work because there were no arcane techs in the queue that I was eligable to research.
 
Couple of possible bugs:

1) The effect of the epic Hymisklitha is not displayed anywhere that I could find. It works like Angor Wat for tile culture spread?

2) The Fey was totally out of resources and gold when I met them. They had +1 gold income. It is possible that some AI civ got there first and tapped them dry but that has never ever happened before. They have always been totally untapped. After a couple of dozens of turns later they offered to trade a single luxury they had suddenly acquired.
 
Here's the manual fix for Lich, so it works as intended (100xp x level rather than 10000xp x level). Open EaMain/EaSpells.lua and delete the red text in this block:
Code:
Finish[GameInfoTypes.EA_SPELL_BECOME_LICH] = function()
	local pts = g_unit:GetLevel() * 100
	g_eaPerson.unitTypeID = UNIT_LICH
	g_eaPerson.predestinedAgeOfDeath = nil
	g_unit = InitGPUnit(g_iPlayer, g_iPerson, g_x, g_y, g_unit, UNIT_LICH, -1)
	UseManaOrDivineFavor(g_iPlayer, g_iPerson, pts[COLOR="Red"] * 100[/COLOR])
	return true
end
I'd swear I already did this in v6 hotfix, but it didn't get into v7.

I'm considering lowering this as a balance issue, but this is the bug fix in any case.

I'll get this out in new patch version as soon as I can (but my time is limited now...).
 
An update on my strange case! After some fiddling I've identified that it was Steam Workshop that kept crashing me the game (even when I entered Mod screen!), so I unsubscribed everything and tried some mods manually. Finally I tried Ea and got to start the game! Unfortunately it crashed when I tried to build a city, but I forgot to clear catche and didn't have enough space on the drive that my virtual memory is on (which, I presume, was the reason why my lua log contains lots and lots of "[2067.734] Memory Allocation Error: not enough memory" [or is it that 32 bit system with 3.5 GB RAM is just not enough for this mod?]), so I thought it was my fault. I cleared 11GB space on the virtual memory hard drive, cleared cache etc. - and the same thing happened again: the game crashed the moment i hit "b" to build a city. :(

Attaching both logs.
 

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@Paz: you didn't do that as a hotfix, you showed it to us as a manual fix for while you were working on v7. I actually think I had the exact same issue as in v6 with Sidhe, but since I was using a low-level human mage to become a lich instead of a 200-year-old elfmage, it didn't cause such a global catastrophe. I'll try that and see if it goes better.
 
An update on my strange case! After some fiddling I've identified that it was Steam Workshop that kept crashing me the game (even when I entered Mod screen!), so I unsubscribed everything and tried some mods manually. Finally I tried Ea and got to start the game! Unfortunately it crashed when I tried to build a city, but I forgot to clear catche and didn't have enough space on the drive that my virtual memory is on (which, I presume, was the reason why my lua log contains lots and lots of "[2067.734] Memory Allocation Error: not enough memory" [or is it that 32 bit system with 3.5 GB RAM is just not enough for this mod?]), so I thought it was my fault. I cleared 11GB space on the virtual memory hard drive, cleared cache etc. - and the same thing happened again: the game crashed the moment i hit "b" to build a city. :(

Attaching both logs.

Ok, this time I used build button instead of b hotkey and it didn't crash! However, now I have strange white and red signs instead of plot yield in the city view. O.o And I used a tiny map, too.


EDIT: And another CTD, this time on becoming Anaxagoria (or whatever the Philosophy civ is called), right after the image was displayed and the sound played. And this event somehow managed to reset my desktop background image. o.O Reloaded autosave a 7 turns back, which somehow* messed up my civ's name [it's now TXT_KEY_EA_TRADITION_TITLE], and this time the CTD at Philosophy and becoming Anaxagoria didn't happen [the name is still bugged out, though].

*haven't cleared cache before restarting, maybe that's why?

Attaching lua and dump from the ctd.


EDIT2: Ok, I'm stupid. I only just now realised I downloaded the mod on saturday so it's still 7b, therefore instead of telling you about my numerous crashes (which I get seemingly at random and can't replicate, every half an hour or so) I should just delete and reinstall (keeping the save files is ok, yep?). -.-


EDIT 3: Aaaand it didn't work, still get random CTDs. I guess it might just be my not-formatted-for-like-a-decade system at fault here. :/
 

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@Ufnal, There's one Lua error that involves the Civiliopedia. There is a lot of work to do in the Civilopedia so that doesn't surprise me, and it wouldn't be a CTD or ruin a game.

Did you get the image popup when you took the civilization name? The Lua.log ends about when I would expect that image file to unload. (There is an UnloadTexture method. I really should put a print statement right before it.) That would be consistent with your previous problem that coincided with the load screen image being unloaded.

I'll look at minidump file later. But right now I suspect it is your machine not dealing with the 2D images, which are somewhat larger than base. Not only larger, but I use a "dynamic re-scaling" system that allows me to show uncropped images in their original aspect ratio. That could be a burden also.
 
Yep, I did get the image and instant CTD.

Basically, while I play Ea now, I get about 1 CTD every 15-30 minutes. Restarting the game usually works, if not, then cache clearing/Steam restart lets me play through the same turn without problems (I have autosave every turn now). Sometimes it crashes on things attacking or wonders being built, once or twice even on alt-tabbing or entering the game menu. So I guess my PC isn't coping well with this mod. I know I had problems with mods for Paradox games as they were too heavy for 32 bit systems and crashed regularly, maybe Ea has similar requirements? [if so, it probably would be worth noting in the mod description ;)]

EDIT: Ok, even better. Today I got 1 CTD after 2 turns and 2 CTDs at the loading screen. Should I start compiling a pack of luas and minidumps from all those crashes, or are you too busy to look that much into one person's problem, with might be their system's fault?
 
@Ufnal, I'm pretty sure we can blame this on your system. I haven't seen other posts like this. It may be that your system is right on the edge of "barely plays Civ5 but can't play Éa". It could perhaps be solved by re-scaling all of the images in the mod. But, well, there are several hundred of those... (and the UI lua/xml expects those dimensions so code changes would be required too...)

@Everyone else, I think, perhaps, maybe, I have eliminated the "Memory Allocation Error: not enough memory" problem. If so, it had nothing to do at all with memory but was some bad data sent to UI controls. Let me know if anyone sees this again (or if you did before but aren't any longer).

It appears from the silence here that 7e is totally bug free. ;) (or everyone is back at school...?)
 
@Ufnal, I'm pretty sure we can blame this on your system. I haven't seen other posts like this. It may be that your system is right on the edge of "barely plays Civ5 but can't play Éa". It could perhaps be solved by re-scaling all of the images in the mod. But, well, there are several hundred of those... (and the UI lua/xml expects those dimensions so code changes would be required too...)

@Everyone else, I think, perhaps, maybe, I have eliminated the "Memory Allocation Error: not enough memory" problem. If so, it had nothing to do at all with memory but was some bad data sent to UI controls. Let me know if anyone sees this again (or if you did before but aren't any longer).

It appears from the silence here that 7e is totally bug free. ;) (or everyone is back at school...?)

I agree with the system analysis, sorry mate but 32 bit is just asking for problems with mods (I remember buying a new computer ie 64bit, 8 gig ram, just to play some of the larger mods in civ 4).

No bug report. :D You almost sound disappointed. One day (looks serenely out into the distance) the bug report section will be dead, and we will all be busy playing a completely working as intended mod. Until that day, just a kudos on the effort you are putting in. Its greatly appreciated.

Cheers
 
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