The Lost City of Vulcus

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Red
Uruivellas
Posts: 892
Joined: Sat Oct 04, 2014 8:03 pm

Re: The Lost City of Vulcus

#31 Post by Red »

error = "Lua Error: /data/chats/vulcus-chat.lua:315: attempt to call method 'attrPowers' (a nil value)\
At [C]:-1 attrPowers\
At /data/chats/vulcus-chat.lua:315 maker_list\
At /data/chats/vulcus-chat.lua:430 f\
At /engine/Chat.lua:41 init\
At /engine/class.lua:39 new\
At /data/general/events/vulcus-portal.lua:162 reveal\
At /data/general/events/vulcus-portal.lua:294 on_turn\
At /mod/class/Game.lua:1365 onTurn\
At /engine/GameEnergyBased.lua:88 tick\
At /engine/GameTurnBased.lua:46 tick\
At /mod/class/Game.lua:1185 "
seen = true
reported = true


Whenever I take more than a few steps into the Vulcus area, this error pops up about a dozen times in a row. This happens at about the third step and every step thereafter, making this outright impossible to play for me. :(
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: The Lost City of Vulcus

#32 Post by jenx »

Red wrote:error = "Lua Error: /data/chats/vulcus-chat.lua:315: attempt to call method 'attrPowers' (a nil value)\
At [C]:-1 attrPowers\
At /data/chats/vulcus-chat.lua:315 maker_list\
At /data/chats/vulcus-chat.lua:430 f\
At /engine/Chat.lua:41 init\
At /engine/class.lua:39 new\
At /data/general/events/vulcus-portal.lua:162 reveal\
At /data/general/events/vulcus-portal.lua:294 on_turn\
At /mod/class/Game.lua:1365 onTurn\
At /engine/GameEnergyBased.lua:88 tick\
At /engine/GameTurnBased.lua:46 tick\
At /mod/class/Game.lua:1185 "
seen = true
reported = true


Whenever I take more than a few steps into the Vulcus area, this error pops up about a dozen times in a row. This happens at about the third step and every step thereafter, making this outright impossible to play for me. :(
same here
MADNESS rocks

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: The Lost City of Vulcus

#33 Post by Hachem_Muche »

@spiralrazor I can't reproduce the bug you reported.

The "attempt to call method 'attrPowers' (a nil value)\" bug is due to my updating the mod prematurely to use some 1.3.0 code. The workaround is to simply use version 1.2 (for ToME 1.2.0) in the mean time.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: The Lost City of Vulcus

#34 Post by jenx »

the lua problems i reported above - are they fixed yet? addon is unplayable with them
MADNESS rocks

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: The Lost City of Vulcus

#35 Post by StarKeep »

jenx wrote:the lua problems i reported above - are they fixed yet? addon is unplayable with them
As stated, downgrade your version to the 1.2 version, until ToMe 1.3 is out.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: The Lost City of Vulcus

#36 Post by Hachem_Muche »

I have just uploaded version 1.4 for ToME 1.3.0 at (http://te4.org/download-addon/3181/tome-Vulcus) and to steam.

This continues the changes I was making during 1.3.0 development:

Multiple versions of the quest to save Vulcus will be awarded separately if the encounter is done more than once.
Leaving and returning to the city will force defenders to level up with the player's level (so long as the siege is not in progress).
Fixed a bug that could cause invaders to get stuck.
Fixed a bug that could cause party members to be distracted by Cannoneer announcements.
The attackers should have a little more variety.
Some defenders should be a little better at spotting enemies.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: The Lost City of Vulcus

#37 Post by Hachem_Muche »

I have just uploaded version 1.4a to (http://te4.org/download-addon/3197/tome-Vulcus) and to steam.

This fixes a bug that can prevent saving the game while the jeweler is crafting an item with an included gem.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: The Lost City of Vulcus

#38 Post by xnd »

I wasn't sure if this was Vulcus because I was not in Vulcus (never been there yet), but it does mention Vulcus as one of the things in the lua errors.

http://forums.te4.org/viewtopic.php?f=42&t=44195

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: The Lost City of Vulcus

#39 Post by 0player »

http://forums.te4.org/viewtopic.php?f=42&t=44195
On the topic of this, seems like Vulcus hijacks applyRandomClass (or maybe it only interacts this way with Uniques?) so that it can sometimes assign prodigies to NPCs, including those which were not meant for NPC consumption.

Ephialtis
Higher
Posts: 55
Joined: Wed Sep 03, 2014 4:48 pm
Location: Oxfordshire, England
Contact:

Re: The Lost City of Vulcus

#40 Post by Ephialtis »

I'm afraid I've given up on it -- it's too frustrating. It's not even clear what I'm supposed to be doing; saving the city seems impossible, with the defenders acting like excited toddlers and the attackers spawning in huge numbers,and it's just depressing to have constant blaring messages telling me of attacks about which I can do nothing and of deaths that I couldn't prevent. Coming here provided some information, but not enough to help. It was a relief when my game froze and all I could do was end the process and start again -- at a point outside the side quest -- all three times that I attempted it...

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: The Lost City of Vulcus

#41 Post by xnd »

well i just did vulcus and managed to save half the city and lost the other half. lost all but one of my lives too.

autoexplore gets caught on the lava places even if it does not damage, and it would be good if some mod prevented that overall, like once it stops you once, ignore it and go elsewhere dont keep bringing me straight back to it.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: The Lost City of Vulcus

#42 Post by Hachem_Muche »

@Ephialtis, @xnd

Sorry to hear about your troubles. This scenario is supposed to be a challenge, pretty much like doing the Limmir and Lost Merchant quests simultaneously. It should be a quest that you prepare for in advance, like the Charred Scar.

As for character builds, the most important things you need to have are mobility (to get where you're needed in a timely manner), tactical intelligence (to spot problems in time to do something about them), and, as usual, a means of escape if you get overwhelmed (which is more useful tactically than you may think, since hostiles pursuing you are generally not killing defenders).

The key here is to realize that, unless you're really good and lucky, you generally can't save everyone. So, instead, as the most powerful character on the field, you need to pick the places where you can have the greatest impact, use the terrain to your advantage, and assist the defenders where you can, while accepting that there are casualties in war.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

overtrix
Archmage
Posts: 412
Joined: Fri Jan 17, 2003 9:33 am
Location: Les Corbières sauvages

Re: The Lost City of Vulcus

#43 Post by overtrix »

Well, my dream came true - no absolute dexter-voldemort-hannibal-usainbolt rares, all the shopkeepers stayed alive, dungeon level 300+ and more than 60 000 gold to mess with - let's blow the family fortune, shall we ?

... but yes, that's unusually lucky :)

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