Thanks for the save, that showed the problem right away. We'll have it fixed in the next patch, though it is a data problem, so if you continue playing saved games after the patch, you may still run into this problem.
Raa00
jutetrea, could you upload one of those saves? You're right that it could be mods, but I just want to see if you are still crashing in the same place bortlings is, because it is possible there is some data issue I just haven't been able to find yet, and having a smaller earlier save might make it easier to find. Thanks.
Thanks for getting back to me. Good things to know... I thought it was maybe possible you liked playing without creatures, so I thought I'd check. I can load your saves up through the black magic of having access to the source code and getting around the problematic parts ;). Specifically, your saves are crashing because the game isn't creating a creature AI (a bug in itself that I fixed so it won't crash anymore in the future), but your additional info tells m
Yeah, I caught that it was that the AI started it, and did do my testing by forcing the AI to come to me with the treaty offer. I did have the treaty end the next turn several times while testing, but only if the AI was at war with me when I forced it to give me tribute anyways :P. However, the AI does correctly check that they aren't at war with you before offering the treaty, and changes in relation or player death are about the only things that can cause a treaty to be canc
Do you remember if the player also declared war on you that turn as well, or had already been at war with you? If not, do you have a save you could upload from a game where you saw this happen? I don't see anything wrong with the treaty data or the logic, and the treaties the AI is offering me in my testing are sticking around, so I'm wondering if you have some different data or other circumstance causing you to see this every time. Thanks.
Did you choose to not have any creatures in this game? Also, is this the first time you tried loading a save from that game, or had previous saves worked just fine? With a patch, you should be able to load your save game and finish your game; it's not corrupted or anything. But you have no creatures or an AI player to control them when I loaded the save up, and I want to know if this is something you purposefully set up, or something bad happened earlier in your game.<
[quote who="MuLaFlaga" reply="15" id="3313686"] How did you get the zip file name with date and time? cheers[/quote] The zip file that DarkSybarite linked to is the zipped-up dump report that I was hoping your computer was generating on your crashes. However, the folder you zipped up does look like the correct location, but they definitely aren't there :/. The debug.err from your 1.2 game does seem to crash in the same way one of your 1.1
DarkSybarite, I don't see anything that stands out in your debug.err or your dump file, so I'd just try some general things to see if you can get past the loading screen. Try renaming your Prefs.ini file in Documents\My Games\FallenEnchantress, and deleting your Data.zip in [your installed FE folder]/data (e.g. C:/Program Files(x86)/Steam/steamapps/common/Elemental Fallen Enchantress/data/Data.zip, or C:/Program Files(x86)/Stardock Games). This should make sure there aren&
Marc/Corgano, here's a forum post that explains the kind of information that's useful for fixing bugs, and where to find it and post it: https://forums.elementalgame.com/415301
Hi, I'm "one of the devs" :). Like Derek said, I would try updating to 1.2 before playing again to make sure your crashes aren't caused by something we've already addressed. However, if you update and still get the crashes, it would be the most helpful to get the dump files that are generated in addition to the debug.err files. I looked through your debug files and only one of them showed something that would cause a crash, which I will look into. But since thi
Ok, thanks for looking into in more, AlLanMandragoran, it does sound like the same bug. Also, I don't know if I mentioned this on the same post that mentioned the Crushing Blow bug, but the bug where the dragon fire doesn't stop will also be fixed for the next update.
Thanks for the bug report. Imbue Champion is an enchantment and is cancelable, and dispelling it does take away the target's ability to cast spells. I took a look at your save, and the problem is that Imbue Champion was cast multiple times on Gara, so that dispelling it through e.g. the enchantments tab on one of your units did not actually dispel the ones that were cast by other units in the same army. If you look at the enchantments ledger in the kingdom screen (which
I'm guessing that the problem where the attack button causes the dragons to perform some kind of spell, instead of just attack, is caused by a bug mentioned in another post where the spellbook button became mapped to the crushing blow attack, a bug which will be fixed in the next update. However, I say this partly because I'm not able to reproduce the problem you mentioned, but of course it's possible that I'm just not following the correct steps. Do you have to cl
Thanks again for the report, the spellbook becoming non-accessible bug will be fixed for the next update. I'm trying to look into why the dragon's breath continues after the attack is finished, do you happen to remember how long you have noticed the dragon's breath doing this? As far as you know, is it something new to recent betas, or has it been like this for a long time?
Thanks for all the saves. You were correct, several of Umber's cities were deeply in the negative on population due to extensive periods of rationing, and this was causing several unintended effects, including "negative taxes" and therefore rolled-over power ratings. City population will no longer be allowed to sneak into the negative in the next update, thanks for the helpful report.
Thanks for the save and breakdown of steps, it was very helpful in figuring out the problem. It'll be fixed for the next update.
Also, did you have any crash dumps to post for these crashes? There are instructions about how to find them in this post: https://forums.elementalgame.com/391297. Thanks again.
Hi, Based on your debug.err, your crash has to do with an improvement type crash we are trying to track down. If it happens every few turns, do you have a save (that loads) from the game that keeps crashing? If you could post that, that could help us figure out the problem. Thanks.
Hi, Thanks for the bug report. This should be fixed in the latest build that went up (1.09q).
Thanks for the save with a group right there to recruit. This has been an issue for a while, but it will be fixed for the next update; groups of NPCs will now tell you the total cost to recruit all of them, instead of just the leader.
Hi, Do you have the actual save files you were trying to load when you got those crashes on load? Those would be helpful in figuring out what went wrong. Thanks.
Hi, Do you have a save from around the time this crashed? Also, I was wondering if there is anything related to improvements that you do often, such as mouse over them to look at their info cards, look at improvement type entries in the master lorebook, or look at resource breakdowns in your cities. Thanks.
Thanks very much for the save, it revealed the problem nicely. I'm extra thankful for the save because you had to be moderately lucky for your kid to get chosen as a creature, and even more so for them to show up where you can see them :). This problem will be fixed for the next update.
[quote who="davidjc_af" reply="18" id="2789245"]Please make all the "special"traits accurately listed in the unit cards.[/quote] The special abilities that dynasty kids inherit from their parents appear to be listed correctly in the lorebook details for the kids, and listed in the same way they are for other units in their info card. If you have a save where a kid doesn't show any evidence of having gotten the ability bonuses from their same-sex parent, could you post it? <
[quote who="Gyb" reply="15" id="2789168"]The reports of 800+ mana are probably not BASE mana, but adjusted after buildings. Remember by the time these kids grow up some of these players have 30-50 Temples of Essence, so even 20 base mana can become 500. In the game I'm quoting at the start of this thread the highest base mana I think I saw was about 33. [/quote] I think you are right, someone here just brought up that they were getting these crazy mana values, too, but looking at the