View Full Version : NiGHTS: Bug Reports


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markusbeutel
Aug 26, 2011, 06:21 PM
List any bugs you may encounter in your games here, and I'll try to address them in a timely manner.

black213
Aug 27, 2011, 01:20 PM
Advisor(s) say things like "Financial/Organized isn't as strong as us", when it should be in this case Elizabeth.

markusbeutel
Aug 27, 2011, 01:28 PM
Advisor(s) say things like "Financial/Organized isn't as strong as us", when it should be in this case Elizabeth.

Yep - I think it actually is supposed to say the name of the Civ - like the English Empire, or something along those lines, as these are the text tags that I've altered for the loading screen. I'll have a workaround in place here for v9.8.

Gorhaax
Aug 27, 2011, 05:25 PM
I just tried started a game as Ghandi in the classical Age and it seems to give me 2 tanks and shows me the whole map without having explored anything.

Gorhaax
Aug 27, 2011, 05:29 PM
Would it have something to so with all the ages minus the Ancient Age having black writing?

markusbeutel
Aug 27, 2011, 05:32 PM
Would it have something to so with all the ages minus the Ancient Age having black writing?

This is most likely just a mod conflict. Are you running any other mods? Is you game of CIV V up-to-date for the latest patch? The altered UI text wouldn't cause something like this to happen.

Also, try the following steps - they usually solve glitches like this.

1. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
2. Delete the contents, (not the folder itself), of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
3. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity/defrag.

Hopefully this works for you. :)

Gorhaax
Aug 27, 2011, 09:20 PM
Tried what you said and only used the mod, but it still did the same thing

markusbeutel
Aug 27, 2011, 09:42 PM
Tried what you said and only used the mod, but it still did the same thing

I'm not really sure then what the problem would be. Usually cleaning the cache/updating for the latest patches solves these sorts of problems.

Your best bet at this point would probably be to find someone else that's had the same problem. Good luck.

daviiadams
Aug 28, 2011, 12:22 AM
I'm not really sure then what the problem would be. Usually cleaning the cache/updating for the latest patches solves these sorts of problems.

Your best bet at this point would probably be to find someone else that's had the same problem. Good luck.

This happens on anything higher than Ancient starts. Probably free start eras out etc etc???

markusbeutel
Aug 28, 2011, 12:44 AM
This happens on anything higher than Ancient starts. Probably free start eras out etc etc???

Ahh - that makes sense. NiGHTS has not been balanced at all for any sort of advanced starts. This is one of the last things I'll tackle. I'd like to get overall balance correct at a base level, and then I'll carry that over into advanced starts.

V. Soma
Aug 28, 2011, 02:55 AM
Playing v9.8 so far, so good :)
The only glitch I had is an UI thing:
after finishing Stonehange (I think) I clicked storehouse to be built
but I could not get to "next turn" as the "change production" button remained on the screen...

after some helpless clicking on various things it somehow "resolved" and I could go on...

markusbeutel
Aug 28, 2011, 03:15 AM
Playing v9.8 so far, so good :)
The only glitch I had is an UI thing:
after finishing Stonehange (I think) I clicked storehouse to be built
but I could not get to "next turn" as the "change production" button remained on the screen...

after some helpless clicking on various things it somehow "resolved" and I could go on...

Strange... but at least it worked itself out - I haven't had this happen to me yet in any of my test games.

V. Soma
Aug 28, 2011, 03:28 AM
a question about harbors:

I built in one of my coastal cities and yes, it provides trade route to my capital.
I am happy, but...

...I think there is no open sea way to my capital to the city as:

- the water that is dicovered btw the two cities are divided by ice, no free way, then
- and no other continouos water is dicovered on the map btw the two cities...

so, is this correct that the harbor provides trade route...?

markusbeutel
Aug 28, 2011, 03:38 AM
a question about harbors:

I built in one of my coastal cities and yes, it provides trade route to my capital.
I am happy, but...

...I think there is no open sea way to my capital to the city as:

- the water that is dicovered btw the two cities are divided by ice, no free way, then
- and no other continouos water is dicovered on the map btw the two cities...

so, is this correct that the harbor provides trade route...?

I think it does - although I'm kind of hazy on the subject of Harbors myself. (Sometimes I have trouble getting away from the CIV IV mindset where resources need to be connected, rivers connect cities, that sort of thing - but I think CIV V simplifies this, and as long as the Harbor's built on the coast - you get the trade route).

I'd welcome clarification from anyone that's certain how they work exactly, though.

daviiadams
Aug 28, 2011, 09:59 AM
Playing v9.8 so far, so good :)
The only glitch I had is an UI thing:
after finishing Stonehange (I think) I clicked storehouse to be built
but I could not get to "next turn" as the "change production" button remained on the screen...

after some helpless clicking on various things it somehow "resolved" and I could go on...

Try clicking on the city in question - I've spent the last few hours working on my NiGHTS version of a mod and got something simular.

I'd assumed it was to do with my mod and not NiGHTS though to be honest.

daviiadams
Aug 28, 2011, 11:02 AM
MicroEconomics (policy) should start a golden age, but doesn't(?)

markusbeutel
Aug 28, 2011, 12:44 PM
MicroEconomics (policy) should start a golden age, but doesn't(?)

Microeconomics isn't supposed to start a Golden Age, it gives extra gold to specialists - are you looking at a different policy?

daviiadams
Aug 29, 2011, 01:24 PM
Microeconomics isn't supposed to start a Golden Age, it gives extra gold to specialists - are you looking at a different policy?

I'll check, I forget to just now :blush:

Had an odd thing happen; The military advisor advice popup to reconsider an attack came back after closing it. Took several clicks to get rid of it, a few seconds after, my PC switched off :confused:

No tripped switches and the machine is behind a power conditioner, so no idea whether this was just coincidence or what :crazyeye:

markusbeutel
Aug 29, 2011, 01:32 PM
I'll check, I forget to just now :blush:

Had an odd thing happen; The military advisor advice popup to reconsider an attack came back after closing it. Took several clicks to get rid of it, a few seconds after, my PC switched off :confused:

No tripped switches and the machine is behind a power conditioner, so no idea whether this was just coincidence or what :crazyeye:

I checked microeconomics - and the Government type it partially inlocks grants the golden age. You'll need to get a cultural revolution and then adopt that specific Government to get the GA.

Strange though, with the advisor - I haven't altered them in any way so hopefully that was just an isolated bug. (i usually turn advisors off because their suggestions don't really apply to the new techs/buildings in the mod).

daviiadams
Aug 29, 2011, 01:40 PM
I checked microeconomics - and the Government type it partially inlocks grants the golden age. You'll need to get a cultural revolution and then adopt that specific Government to get the GA.

Strange though, with the advisor - I haven't altered them in any way so hopefully that was just an isolated bug. (i usually turn advisors off because their suggestions don't really apply to the new techs/buildings in the mod).

I've had advisor popups turned off since gawd knows when, probably within a week of buying the game last year, so it was a surprise it came up in the first place :undecide:

Square Milk
Aug 29, 2011, 10:39 PM
I am having a bit of problems with the Policies. Maybe i missed something because I just started playing around with Mods today but for some reason most of the policies are way bigger then my screen. Any help or tips would be appreciated.

markusbeutel
Aug 29, 2011, 10:48 PM
I am having a bit of problems with the Policies. Maybe i missed something because I just started playing around with Mods today but for some reason most of the policies are way bigger then my screen. Any help or tips would be appreciated.

Ahh - This is most likely a resolution issue. The mod needs at least a 1280x1024 resolution to display everything correctly. Unfortunately when I initially designed the policy screen, I didn't take into account that I was doing so on a widescreen monitor - and although most monitors can display 1280x1024, some older versions might not be able too.

If for some reason this isn't the problem, then try the following:

1. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
2. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
3. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
4. Make sure your game is up to date with Patch 1.0.1.383

Karantaner
Aug 30, 2011, 04:10 PM
V9.8b - the picture for the Tavern is the Caravel

markusbeutel
Aug 30, 2011, 06:23 PM
V9.8b - the picture for the Tavern is the Caravel

Noted - will be fixed.

Erinye
Aug 31, 2011, 07:02 AM
Hi!
Just finished a game on emperor difficulty archipelago map. 2 things:

1. The AI have serious difficulty getting out of his starter island. In the game I played, 1 player did get one city on a small island, in 1700 more or less. I dont know if this is about the tech to research, could be.
2. I tried to win by trade, I could construct the utopia thing in 1 turn, constructed it but nothing happened. Do you have to construct it on your capital, I didnt check that, but if it s that it should be noted.
3. Doh 3 thing finally, medicare at the top of the order tree cannot be taken

markusbeutel
Aug 31, 2011, 09:01 AM
Hi!
Just finished a game on emperor difficulty archipelago map. 2 things:

1. The AI have serious difficulty getting out of his starter island. In the game I played, 1 player did get one city on a small island, in 1700 more or less. I dont know if this is about the tech to research, could be.
2. I tried to win by trade, I could construct the utopia thing in 1 turn, constructed it but nothing happened. Do you have to construct it on your capital, I didnt check that, but if it s that it should be noted.
3. Doh 3 thing finally, medicare at the top of the order tree cannot be taken

1. It's all part of their naval ineptitude - which unfortunately is a vanilla problem as well.

2. I thought I fixed this... Did you have one of each luxury resource that's required to build the project? If not, then you shouldn't be able to try and build it in the first place. I'll look into why this is happening. (It doesn't need to be built in the capital).

3. Medicare is obsoleted by Civil Society - which is on the Tradition branch. (It's also obsoleted by the two policies beside it). This was done for balance issues as having both Civil Society and Medicare meant that Specialists didn't require any food... which was incredibly OP. This should all be documented in the tool-tips.

Erinye
Aug 31, 2011, 09:29 AM
Ok! Thanks for the info.

I'm still pretty sure I was having all ressource as I could select the project, construct it for 1 turn, but after nothing happened, did that 3 or 4 times, all those times didnt work.

I didnt take any tradition policies in this game, so, I do believe there is still a problem.

markusbeutel
Aug 31, 2011, 09:39 AM
Ok! Thanks for the info.

I'm still pretty sure I was having all ressource as I could select the project, construct it for 1 turn, but after nothing happened, did that 3 or 4 times, all those times didnt work.

I didnt take any tradition policies in this game, so, I do believe there is still a problem.

Commercialism also disables it - as you can only ever have one of the bottom policies in the game - it should say this in the tool/tips as well.

I'll look into the trade victory and try and sort this out for the next update,

Erinye
Aug 31, 2011, 09:40 AM
My bad, I had civil society, and it s effectively written that it disable medicare, but it s in the order policies branch.

markusbeutel
Aug 31, 2011, 09:49 AM
My bad, I had civil society, and it s effectively written that it disable medicare, but it s in the order policies branch.

No worries - yeah, it's the one cross branch policy that disables another. I'll alter it's function eventually to avoid this confusion,

13DSA
Aug 31, 2011, 02:58 PM
I have downloaded and installed v98.

Previously no problems, but now there is a strange thing happening with the Techs.

When I pull down the menu of available Techs to research, the list is duplicated i.e. 2 entires for each Tech.

If I then research one Tech, it will require me to research it again before moving on to the next Tech.

Also, when opening the Civpedia, some Techs are listed normally, whereas other are listed 3 times sequentially, with slightly different details e.g. the prerequisites are duplicated as well.

Any idea how to cure this anomaly?

markusbeutel
Aug 31, 2011, 03:15 PM
I have downloaded and installed v98.

Previously no problems, but now there is a strange thing happening with the Techs.

When I pull down the menu of available Techs to research, the list is duplicated i.e. 2 entires for each Tech.

If I then research one Tech, it will require me to research it again before moving on to the next Tech.

Also, when opening the Civpedia, some Techs are listed normally, whereas other are listed 3 times sequentially, with slightly different details e.g. the prerequisites are duplicated as well.

Any idea how to cure this anomaly?

Try deleting your cache folder, deleting the mod from the MODS folder, and then verify your files through steam. (Complete instructions are on the downloads section and the cover page of general discussion).

Things like this can happen when successive versions of the mod are installed. The multiple listings in the civilopedia is not a bug, though, as some UI work I've done requires these listings show up there for now, so don't be bothered by that. (Cleaning up the civilopedia will be one of the last things I tackle).

Hopefully these steps help solve your problem. :)

kirbz
Sep 01, 2011, 06:24 AM
Heya, I noticed that in the social policy screen the Corporations tech in the Order tree says it increases science by 10% when having a Levee, however on the building screen it states the production actually increases by 10% instead of science. Which one is correct? ;)

markusbeutel
Sep 01, 2011, 08:49 AM
Heya, I noticed that in the social policy screen the Corporations tech in the Order tree says it increases science by 10% when having a Levee, however on the building screen it states the production actually increases by 10% instead of science. Which one is correct? ;)

Nice find :) - it grants the science bonus. This will be fixed for the next update.

Gorhaax
Sep 01, 2011, 04:39 PM
While looking at the requirements for Democracy, I clicked on the constitution image (too see what policy tree it was under) and it's entry in the civilopedia was different. It has a pyramid image, say's it gives "+2" and states that it's located under the Freedom branch.

Just took me a bit to find that it's actually under Order and "+3" culture.

markusbeutel
Sep 01, 2011, 04:53 PM
While looking at the requirements for Democracy, I clicked on the constitution image (too see what policy tree it was under) and it's entry in the civilopedia was different. It has a pyramid image, say's it gives "+2" and states that it's located under the Freedom branch.

Just took me a bit to find that it's actually under Order and "+3" culture.

Yep - the civilopedia needs work - but if I focus on that right now it'll set me back on balance fixes and new features. This will be one of the last big fixes I undertake. For now - always go by what in-game tooltips state, as opposed to any of the civilopedia entries. These tooltips are what will be updated/fixed in the short term.

Gorhaax
Sep 01, 2011, 05:32 PM
Yep - the civilopedia needs work - but if I focus on that right now it'll set me back on balance fixes and new features. This will be one of the last big fixes I undertake. For now - always go by what in-game tooltips state, as opposed to any of the civilopedia entries. These tooltips are what will be updated/fixed in the short term.

Ok, just wasn't sure.

Also I just noticed that horse barbarians are still being produced even though i researched horseback Riding. I had a warrior just standing beside an encampment with one and another one popped up.

markusbeutel
Sep 01, 2011, 07:07 PM
Ok, just wasn't sure.

Also I just noticed that horse barbarians are still being produced even though i researched horseback Riding. I had a warrior just standing beside an encampment with one and another one popped up.

Noticed this myself - I'll check it out.

markusbeutel
Sep 01, 2011, 11:18 PM
While looking at the requirements for Democracy, I clicked on the constitution image (too see what policy tree it was under) and it's entry in the civilopedia was different. It has a pyramid image, say's it gives "+2" and states that it's located under the Freedom branch.

Just took me a bit to find that it's actually under Order and "+3" culture.

The main reason why this happens, is because I add new policies to the game - and I've given some of them the same name as the vanilla policies - so in some cases, the civilopedia is referencing the old versions of a particular policy, (in this case, the version that's under the Freedom branch in the base game). I haven't deleted any of the vanilla policies yet - purely because they keep changing with patches, and this could lead to crashes.

Depending on how long the patching process continues for, I may just have to rename certain policies to avoid some of this confusion until I eventually delete them once the vanilla game is in a finished state.

gunnergoz
Sep 02, 2011, 12:14 AM
I just started a new game and here it is turn two and "an unknown player has entered the classical era" was just announced. On turn 2? This is the second game I've played where someone AI player did this in the first few turns. What's up with that?

I'm playing prince on regular speed, BTW.

kirbz
Sep 02, 2011, 12:21 AM
You probably also know about this already but I noticed in my last game some buildings have the wrong icon eg. Tavern is a caravel and Docks has a picture of fish, I believe town hall has a science icon and there's a couple more.

markusbeutel
Sep 02, 2011, 12:22 AM
I just started a new game and here it is turn two and "an unknown player has entered the classical era" was just announced. On turn 2? This is the second game I've played where someone AI player did this in the first few turns. What's up with that?

I'm playing prince on regular speed, BTW.

Hmmm - I've noticed this as well. As it turns out, there are a couple of techs that are currently functioning as goody hut techs from the first row of the classical era. This will be fixed in this weekends update.

markusbeutel
Sep 02, 2011, 12:25 AM
You probably also know about this already but I noticed in my last game some buildings have the wrong icon eg. Tavern is a caravel and Docks has a picture of fish, I believe town hall has a science icon and there's a couple more.

Yep - I've been merging swathes of artwork over the last few updates to get the mod small enough for the ModBrowser, and in the process a few of the building icons are now showing incorrect icons. This will be fixed as well in v9.9.

Thanks for pointing out the Docks icon - didn't notice that one myself. :)

rurogar
Sep 02, 2011, 08:41 AM
Hello very good, my congratulations for the MOD I have been following it when I have been able xD.
In the last version I have a problem with the screens, so much that of the technological tree as that of culture do not open completely as if they were working on screen of 21 " and me in 17 ". I'm sorry for another post, you can eliminate it. Thks

markusbeutel
Sep 02, 2011, 09:06 AM
Hello very good, my congratulations for the MOD I have been following it when I have been able xD.
In the last version I have a problem with the screens, so much that of the technological tree as that of culture do not open completely as if they were working on screen of 21 " and me in 17 ". I'm sorry for another post, you can eliminate it. Thks

Hmm - this is usually a case of having a resolution that's too low. If increasing your resolution does not solve the problem, try the following:

2. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
3. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
4. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
5. Make sure your game is up to date with Patch 1.0.1.383!

Hopefully this helps. :)

OrionNebulae
Sep 02, 2011, 11:34 AM
I found a strange behaviour with a monastery in my capital: It seems that instead of granting +2 culture per worked wine resource it actually deducted 2 culture points no matter if or not the resources are worked on. Selling the building resulted then in an increase of the actual culture output.
I'm not sure however if the monastery works properly with civ 5 vanilla ...

markusbeutel
Sep 02, 2011, 11:42 AM
I found a strange behaviour with a monastery in my capital: It seems that instead of granting +2 culture per worked wine resource it actually deducted 2 culture points no matter if or not the resources are worked on. Selling the building resulted then in an increase of the actual culture output.
I'm not sure however if the monastery works properly with civ 5 vanilla ...

I won't be able to look at this until I get home from work - but it's possible it has something to do with today's hotfix, as this building was working properly in
my last test games.

Gorhaax
Sep 02, 2011, 11:43 AM
I decided to gift a unit of swordsmen to two city-states because Germany was attacking them. Unfortunately I have no idea if they got there.

I do hope this is fixed because I love playing the indirect wars :)

markusbeutel
Sep 02, 2011, 11:52 AM
I decided to gift a unit of swordsmen to two city-states because Germany was attacking them. Unfortunately I have no idea if they got there.

I do hope this is fixed because I love playing the indirect wars :)

It's a fun part of the game for sure.:) And it should be working, as I'm not currently modding anything to do with this mechanic.

Gorhaax
Sep 02, 2011, 12:01 PM
The Circus Maximus requirement is for all cities to have a Granary. When you hover over the building in your list, it says that it still need "3 Coliseums" then lists the cities without them and doesn't even look at the Granaries.

Gorhaax
Sep 02, 2011, 12:02 PM
It's a fun part of the game for sure.:) And it should be working, as I'm not currently modding anything to do with this mechanic.

Just realized, could be the fact that they stopped going to war?

markusbeutel
Sep 02, 2011, 12:17 PM
The Circus Maximus requirement is for all cities to have a Granary. When you hover over the building in your list, it says that it still need "3 Coliseums" then lists the cities without them and doesn't even look at the Granaries.

Hmm - it should still be buildable - I'll have to track down this tooltip and change it to granaries.

markusbeutel
Sep 02, 2011, 12:19 PM
Just realized, could be the fact that they stopped going to war?

They stopped going to war in your current game, or altogether in the mod?

Gorhaax
Sep 02, 2011, 01:00 PM
They stopped going to war in your current game, or altogether in the mod?

They stopped for a bit then started again, lost my game anyways. Made some bad decisions and Bismark totalled me with superior unit.

Wallabulla
Sep 02, 2011, 03:15 PM
Don't know if this has been up before. But in my latest game there still came new barbarian archers into play long after I got the Archery tech..

markusbeutel
Sep 02, 2011, 03:19 PM
Don't know if this has been up before. But in my latest game there still came new barbarian archers into play long after I got the Archery tech..

I've noticed this as well - my worry is that i've read how that works incorrectly, and that every Civ in the game needs to
have the tech to obsolete the unit.

If this is the case I may add an element of tech diffusion to the mod.

OrionNebulae
Sep 03, 2011, 01:06 AM
I found a strange behaviour with a monastery in my capital: It seems that instead of granting +2 culture per worked wine resource it actually deducted 2 culture points no matter if or not the resources are worked on. Selling the building resulted then in an increase of the actual culture output.
I'm not sure however if the monastery works properly with civ 5 vanilla ...

I have to correct myself a little: The culture added by a monastery is correct - it is just not displayed in the terrain but added as a building bonus instead (where it is not displayed as well). However destroying the monastery has some strange effects. I played around a little and got the following behaviour:
the city had 4 sources of wine, a monastery and a total culture rating of 43 from buildings
selling the monastery results in the city having a culture rating of 49 from
I also had the free religion policy which worked as expected (the policy bonus got reduced by 1 when racing)buildings
buying the monastery again in the same turn results in a culture rating of 59 for buildings in the city (+8 from tiles and +2 from the building itself)

markusbeutel
Sep 03, 2011, 01:34 AM
I have to correct myself a little: The culture added by a monastery is correct - it is just not displayed in the terrain but added as a building bonus instead (where it is not displayed as well). However destroying the monastery has some strange effects. I played around a little and got the following behaviour:
the city had 4 sources of wine, a monastery and a total culture rating of 43 from buildings
selling the monastery results in the city having a culture rating of 49 from
I also had the free religion policy which worked as expected (the policy bonus got reduced by 1 when racing)buildings
buying the monastery again in the same turn results in a culture rating of 59 for buildings in the city (+8 from tiles and +2 from the building itself)


That seems strange. :crazyeye: But the Monastery is one of the buildings I don't currently alter from it's vanilla version, so I'm not sure what could be causing these results. Sometimes yields/values don't update until the end of the turn / start of the next turn. Did these yield values change at by the start of the next turn?

OrionNebulae
Sep 03, 2011, 01:42 AM
That seems strange. :crazyeye: But the Monastery is one of the buildings I don't currently alter from it's vanilla version, so I'm not sure what could be causing these results. Sometimes yields/values don't update until the end of the turn / start of the next turn. Did these yield values change at by the start of the next turn?

No the change is persistent.

markusbeutel
Sep 03, 2011, 01:52 AM
No the change is persistent.

Hmm - alright - possibly something conflicting with policies then... I'll look into it. Although I guess it's better this way than if you were losing culture. Did you build anything at all that turn, and/or adopt any policies, or work any specialists?

OrionNebulae
Sep 03, 2011, 02:14 AM
Hmm - alright - possibly something conflicting with policies then... I'll look into it. Although I guess it's better this way than if you were losing culture. Did you build anything at all that turn, and/or adopt any policies, or work any specialists?

No this bug appears any turn no matter when I build the monastery or when I do raze it - I'll try this out in a vanilla game later today to check if this is broken there as well.

rurogar
Sep 03, 2011, 05:32 AM
Hmm - this is usually a case of having a resolution that's too low. If increasing your resolution does not solve the problem, try the following:

2. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
3. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
4. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
5. Make sure your game is up to date with Patch 1.0.1.383!

Hopefully this helps. :)
Ok, thanks.

OrionNebulae
Sep 03, 2011, 07:04 AM
No this bug appears any turn no matter when I build the monastery or when I do raze it - I'll try this out in a vanilla game later today to check if this is broken there as well.

Well I tried this with vanilla and it does not even give me the option to sell a monastery at all for some reason. I tried modern/industrial games with my capital or another city close to wine and every time I could not click the monastery to sell it ...

markusbeutel
Sep 03, 2011, 12:27 PM
Well I tried this with vanilla and it does not even give me the option to sell a monastery at all for some reason. I tried modern/industrial games with my capital or another city close to wine and every time I could not click the monastery to sell it ...

Okay - that's because it doesn't have a maintenance cost in vanilla CIV V - so that would be what I'm changing for that building. If a building doesn't carry a maintenance cost, then it can't be sold.

dasvidania
Sep 05, 2011, 02:38 PM
Hi guys , i have these problems:

1. Mechanic infantry not available
2. Missing 1 unit to complete space victory, i can't build it
3. Problem with aircraft:
3.1 when attack it seems that aircraft moved on target cell and it can be destroyed
3.2 when i rebase an aircraft the number on city does not refresh correctly


I use last patch via Steam an no other mod. Cache deleted an no game crash during whole game.

Thanks

markusbeutel
Sep 05, 2011, 02:55 PM
Hi guys , i have these problems:

1. Mechanic infantry not available
2. Missing 1 unit to complete space victory, i can't build it
3. Problem with aircraft:
3.1 when attack it seems that aircraft moved on target cell and it can be destroyed
3.2 when i rebase an aircraft the number on city does not refresh correctly


I use last patch via Steam an no other mod. Cache deleted an no game crash during whole game.

Thanks

1) The Mech Infantry is currently not included in the latest version of the mod - neither is the Giant Death Robot. The Mech Infantry might still be added, but not until I add a few more techs. (The amount of units starts to bottleneck in the later eras and buildings/wonders have been added in their place).

2) Hmm - Could this be the SS Engine? It's unlocked with the Satellites Tech, while the other three are unlocked with Robotics.

3) There's a few bugs regarding free promotions and aircraft in the later eras. (These are compounded if you have an earlier version than 9.8). I'm currently working on fixing this/these bugs and should have an update released to CivFanatics sometime today.

4) No crashes is good. :) There haven't really been any reported since early builds of v9.

Damo30
Sep 05, 2011, 03:45 PM
My game runs fine, however when I enable the NiGHTS mod (no other mods enabled) I get an error that pops up around 5 times for the file "SocialPoliciesBranchBlackMask.dds". Has anyone else experienced this error?

markusbeutel
Sep 05, 2011, 03:53 PM
My game runs fine, however when I enable the NiGHTS mod (no other mods enabled) I get an error that pops up around 5 times for the file "SocialPoliciesBranchBlackMask.dds". Has anyone else experienced this error?

Are you updated for the latest patch through Steam? Because these files were added in one of the more recent patches. If you verify the integrity of your cache through Steam, it should solve this problem. If that doesn't work, try the following:

Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData

Gyromancer
Sep 05, 2011, 04:34 PM
Just loaded up the mod for the first time (v99c) on steam. Nice mod!

FYI, I'm seeing that the graveyard is not giving the promised +2 culture per worked stone.

markusbeutel
Sep 05, 2011, 04:39 PM
Just loaded up the mod for the first time (v99c) on steam. Nice mod!

FYI, I'm seeing that the graveyard is not giving the promised +2 culture per worked stone.

Thanks Gyromancer :) - updated versions will be posted here on CivFanatics in the Downloads section before I post them to the Browser.

The worked stone should be giving the culture bonus - at least it was in my test game earlier today. You've build a Quarry on it and aren't just working it straight up without the improvement?

Zyxpsilon
Sep 06, 2011, 03:01 PM
Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
[/LIST]

Probably what caused Onni's CivWillard to pop its diplo screen upon starting yours.

EDIT; Nope, still somehow incompatible... willing to bet you're sharing some instance tables. ;)
EDIT2; The first 7 of your Social Policies "backgrounds" are resilient through deactivation of the mod... cache resetting issue.

Gyromancer
Sep 07, 2011, 01:55 AM
Thanks Gyromancer :) - updated versions will be posted here on CivFanatics in the Downloads section before I post them to the Browser.

The worked stone should be giving the culture bonus - at least it was in my test game earlier today. You've build a Quarry on it and aren't just working it straight up without the improvement?

No, actually I checked that. There are two worked stone with quarries and a graveyard in the capital.

gazius
Sep 07, 2011, 02:48 AM
I'm not entirely sure if this is a bug, but otherwise seems like a really bad choice: Refinement II at the bottom of the patronage branch says minimum influence is further reduced to 5. Refinement I increases it to 20 with all city states, is this supposed to be increasing it to 25?

markusbeutel
Sep 07, 2011, 02:56 AM
I'm not entirely sure if this is a bug, but otherwise seems like a really bad choice: Refinement II at the bottom of the patronage branch says minimum influence is further reduced to 5. Refinement I increases it to 20 with all city states, is this supposed to be increasing it to 25?

That's just poor wording on my part - it should probably read "reduced to 20" and then further "reduced to 5."

Lower is better in this case, as the amount of influence required is less than normal, which is a good thing.

gazius
Sep 07, 2011, 03:16 AM
Wouldn't it be increased though if you have a minimum of 20 influence? It makes more sense than the amount needed to reach ally status is reduced by 20. At least to me, maybe I'm crazy.

markusbeutel
Sep 07, 2011, 11:31 PM
Wouldn't it be increased though if you have a minimum of 20 influence? It makes more sense than the amount needed to reach ally status is reduced by 20. At least to me, maybe I'm crazy.

Turns out that I've been misinterpreting this policy for awhile. You're right in that it sets a minimum level of influence, while I thought it reduced the amount of influence needed to reach a level. I'll make the tool-tip easier to understand, (for people like me), in a small update.

Thanks for pointing this out. :)

Menacra
Sep 08, 2011, 06:26 AM
I was finishing a 9.9c game before moving to 9.9d (using Perfectworld 3 script).

For ages, there was a Babylonian ship inside the Iroquois capital, not sure how it got there. At first I thought it was a graphical glitch. But when I decided to take their capital, it would force war upon me.
Not that it bothers me a lot, because the Babylionians are on my "to-do-list" as well.

Great mod by the way! A huge improvement over vanilla.

Revollt
Sep 08, 2011, 12:07 PM
Hi. I tried the latest version of this mod and there is a big problem: Im not able to build any building in my cities. Just allowed to build a monument at the start of the game and after that there are no options for other buildings :) So... its impossible to play the game this way. Any ideas?

markusbeutel
Sep 08, 2011, 06:38 PM
I was finishing a 9.9c game before moving to 9.9d (using Perfectworld 3 script).

For ages, there was a Babylonian ship inside the Iroquois capital, not sure how it got there. At first I thought it was a graphical glitch. But when I decided to take their capital, it would force war upon me.
Not that it bothers me a lot, because the Babylionians are on my "to-do-list" as well.

Great mod by the way! A huge improvement over vanilla.



Happy to hear you're enjoying it. :)

I'm not sure why the ship would be inside the capital - hopefully a graphical glitch as I've never seen that happen myself.

Hi. I tried the latest version of this mod and there is a big problem: Im not able to build any building in my cities. Just allowed to build a monument at the start of the game and after that there are no options for other buildings :) So... its impossible to play the game this way. Any ideas?

Are you updated for the latest patch? Also, try verifying the integrity of your cache and defragging your files through Steam, as graphical bugs like this usually clear up if you follow these steps.

DigitalD_
Sep 09, 2011, 11:08 AM
cant use custom maps with the 2 latest version of this mod -> c++ runtime error

since the last steam update i think

custom map w/o mod works, mod w/o custom map too

cleared the modcache, verifyed steam files, all other mods are off - perhaps cause i got 2 versions in mod lib?

markusbeutel
Sep 09, 2011, 11:47 AM
cant use custom maps with the 2 latest version of this mod -> c++ runtime error

since the last steam update i think

custom map w/o mod works, mod w/o custom map too

cleared the modcache, verifyed steam files, all other mods are off - perhaps cause i got 2 versions in mod lib?

Possibly - try deleting and reinstalling the mod. I haven't changed anything that would have caused a problem like this and no one else has mentioned anything like this yet, so it's probably something isolated on your end.

Also try deleting the contents of your ModUserData folder along with a defrag through Steam.

Revollt
Sep 09, 2011, 01:07 PM
Are you updated for the latest patch? Also, try verifying the integrity of your cache and defragging your files through Steam, as graphical bugs like this usually clear up if you follow these steps.

Hi Markus. Well i had problems with other MODS too so i tought "there is something wrong". I reinstalled the game, cleared up and now everything is working.

gazius
Sep 09, 2011, 01:37 PM
Is the Burial Tomb building supposed to have a maintenance cost associated with it? Currently it has none.

Is educated Elite busted in 9.9D? In 9.9C I got a few great people in this game, but I've been playing for a LONG time now, and I have yet to receive a single great person. Does it only apply to cultural states? That's the only city-state type not in my game. Though I could have sworn I've gotten great people from maritime states as well.

markusbeutel
Sep 09, 2011, 07:27 PM
Hi Markus. Well i had problems with other MODS too so i tought "there is something wrong". I reinstalled the game, cleared up and now everything is working.

Good to hear. :)

Is the Burial Tomb building supposed to have a maintenance cost associated with it? Currently it has none.

Is educated Elite busted in 9.9D? In 9.9C I got a few great people in this game, but I've been playing for a LONG time now, and I have yet to receive a single great person. Does it only apply to cultural states? That's the only city-state type not in my game. Though I could have sworn I've gotten great people from maritime states as well.

The Burial Tomb doesn't carry a maintenance cost as it's a unique building and that's a part of its bonus, (this is the same in vanilla CIV V).

As for Educated Elite, I had a look at the XML and it should be working. It applies to all City-States, but they have to be allied with you.

Soduka
Sep 09, 2011, 09:02 PM
Spelling mistake for the Porcelain Town

Says something like: "Obsoletes with Copmuters.

markusbeutel
Sep 09, 2011, 09:17 PM
Spelling mistake for the Porcelain Town

Says something like: "Obsoletes with Copmuters.

Nice find - that's one of worst basic spelling errors reported so far. :)

I'll have it fixed for the weekend update.

Gorhaax
Sep 09, 2011, 10:46 PM
Bronze Working isn't giving me the ability to build Spearmen

EDIT: nvm it was my own stupidity of forgetting to delete the cache

maceman121
Sep 10, 2011, 07:17 AM
Philanthropy is broken. Not sure if mentioned for 9.9d yet or not, but normal games you start with getting 30/60 rep for the 500/1000 gold trades, but unless I am missing something, I now only get 20/50 in the game I have Philanthropy in. Could be settings I suppose, and I don't have a prior save to go back to in order to check before that policy (should have saved prior and double checked after) but seems to do the exact opposite. I remember the V version to have it 20/50 and with the patronage tree you got it to 25/60 etc.

EDIT: Graveyard, as noted by another player seems not to be working with the stone. I have a worked quarry but am not getting the +2 culture from it, only the +1 from the graveyard base.
EDIT 2: Monastery is not working as intended either. It seems that no building that grants additional X for nearby resources worked are working. (Got two wines nearby, but gaining no culture from it. These revelations are making my cultural game much harder XD, especially with city state part not working as OP states)

markusbeutel
Sep 10, 2011, 10:21 AM
Philanthropy is broken. Not sure if mentioned for 9.9d yet or not, but normal games you start with getting 30/60 rep for the 500/1000 gold trades, but unless I am missing something, I now only get 20/50 in the game I have Philanthropy in. Could be settings I suppose, and I don't have a prior save to go back to in order to check before that policy (should have saved prior and double checked after) but seems to do the exact opposite. I remember the V version to have it 20/50 and with the patronage tree you got it to 25/60 etc.

EDIT: Graveyard, as noted by another player seems not to be working with the stone. I have a worked quarry but am not getting the +2 culture from it, only the +1 from the graveyard base.
EDIT 2: Monastery is not working as intended either. It seems that no building that grants additional X for nearby resources worked are working. (Got two wines nearby, but gaining no culture from it. These revelations are making my cultural game much harder XD, especially with city state part not working as OP states)

The influence values you're getting for your gold from City-States are correct at 20/50 - as these have been scaled back in part to the increased levels that your economy can get to in the mod.

As for the Graveyard - this was posted before by someone else, but it turned out he didn't have a quarry built. It sounds like you do, so you should be getting the bonus, (as I'm getting it in my test game right now - along with the bonus from the Monastery). I'm assuming you have a plantation on the Monastery as well?

If neither of these bonuses are working, I'd suggest manually deleting your cache folder, (C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache), as well as the contents of your ModUserData folder, (C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData).

Gyromancer
Sep 10, 2011, 11:15 AM
I realized I had a really old version of Nights installed as well, so I deleted everything (following your directions in the main thread) and installed 99d. Started up a new game and ran into the same problem with stone not giving the 2 culture bonus with a graveyard. (See the attached game.)

markusbeutel
Sep 10, 2011, 11:50 AM
I realized I had a really old version of Nights installed as well, so I deleted everything (following your directions in the main thread) and installed 99d. Started up a new game and ran into the same problem with stone not giving the 2 culture bonus with a graveyard. (See the attached game.)

For some reason it seems to take a few turns to kick in the culture bonus from Stone, and if you sell the building, you'll get a 1-turn surplus of Culture - and then the turn after that everything will be back to normal. :crazyeye:

Until I figure out if this is something specific in regards to the Graveyard, or if it's perhaps a bug in vanilla itself, this particular bonus won't be in the next version. (I'll probably boost it's military unit production ability instead).

Dormantus
Sep 10, 2011, 12:18 PM
First of all thank you for such amazing mod. I was quite content with vanilla civ V, but this is just unbeliavably great from what i had opportunity to see. :goodjob:

And here we get to problem i encountered. It is not truly a bug or error, but...
I think that mod screens for tech tree and social policies is not optimalized for 1024*768 resolution which is only option I have on my PC (unsolvable problem with graphic driver for Win 7 and my current monitor - and insuficient funds to buy new one :lol:).
So right now i cannot see whole picture for policies (two policy branches are "out of monitor") and periphery of tech tree screen (what is minor issue).
Is there any posibility to change setting in xml source, so i can see all policy branches even on my humble video setting? Pretty please. :bowdown:

markusbeutel
Sep 10, 2011, 03:19 PM
First of all thank you for such amazing mod. I was quite content with vanilla civ V, but this is just unbeliavably great from what i had opportunity to see. :goodjob:

And here we get to problem i encountered. It is not truly a bug or error, but...
I think that mod screens for tech tree and social policies is not optimalized for 1024*768 resolution which is only option I have on my PC (unsolvable problem with graphic driver for Win 7 and my current monitor - and insuficient funds to buy new one :lol:).
So right now i cannot see whole picture for policies (two policy branches are "out of monitor") and periphery of tech tree screen (what is minor issue).
Is there any posibility to change setting in xml source, so i can see all policy branches even on my humble video setting? Pretty please. :bowdown:

Unfortunately the only solution to this at the moment is a higher resolution. Eventually I'd like to add a scroll bar which would solve this issue, but it's not something I'm looking into at the moment while features are still being added to the mod.

maceman121
Sep 10, 2011, 04:07 PM
Did a few checks, cleared all the files and folders as stated and still no dice on these culture bonuses. The graveyard comment was to confirm Gyro statement since it seems to work on some systems and not others. No dice with the monastery even turns later. Are you using incense or wine to get the bonus? Mine is wine, perhaps that is the issue? Not sure.

As to the influence points, by normal I meant standard speed. Tried a new Epic and saw that it was the 20/45/90 option which is good, means that policy doesn't hurt, but means it doesn't do anything either. Philanthropy doesn't get me the 25% boost to the value of my gold (same 20/45/90 that I have in brand new epic games with same country).

Attached my save game so you can see what I am talking about. Not all that far into it (turn 174) but I am a turtle player (hence the whole CS method of advancing XD)

Dormantus
Sep 11, 2011, 06:16 AM
Unfortunately the only solution to this at the moment is a higher resolution. Eventually I'd like to add a scroll bar which would solve this issue, but it's not something I'm looking into at the moment while features are still being added to the mod.
Oh, that is really unfortunate. :sad:
I know that you already answered, but to be sure. Is there no option I can manually change setting in source .xml or elsewhere, in the way policy screen would be smaller? I suppose there must be vertical and horizontal dimensions for the picture and placement of individual policy buttons. If you can direct me where it is in source, i believe i can make whole thing smaller, so it fits my monitor resolution. :smug:

Balerune
Sep 11, 2011, 06:17 AM
The diplomatic overview still shows "text key minor civ protect" which always overlaps whatever civ pledged to protect them. ;)

jamman1991
Sep 11, 2011, 09:54 AM
Hi

Great Mod, most fun I have had playing CiV

I found a weird glitch or Bug where my Stealth Bombers kept coming up as "Move Stacked Unit" or whatever it says so every turn I had to rebase them - In the end I just deleted them

Also The British Ship Of The Line has only 17 range strength making it fair inferior to the Frigates, its like a unique punishment - makes them not useless but rubbish compared to what everyone else can build

markusbeutel
Sep 11, 2011, 08:59 PM
Oh, that is really unfortunate. :sad:
I know that you already answered, but to be sure. Is there no option I can manually change setting in source .xml or elsewhere, in the way policy screen would be smaller? I suppose there must be vertical and horizontal dimensions for the picture and placement of individual policy buttons. If you can direct me where it is in source, i believe i can make whole thing smaller, so it fits my monitor resolution. :smug:

There's no option to change this through XML unfortunately - unless you re-write the code itself. Even if you did that, you'd then have to photoshop the artwork so it fits in a smaller resolution. The file itself is UI/SocialPolicyPopup.xml if you want to try.

The diplomatic overview still shows "text key minor civ protect" which always overlaps whatever civ pledged to protect them. ;)

Knew I missed something :) - did some digging and I think this is the result of certain mod components conflicting with one another. A fix won't be included in the current release.

Hi

Great Mod, most fun I have had playing CiV

I found a weird glitch or Bug where my Stealth Bombers kept coming up as "Move Stacked Unit" or whatever it says so every turn I had to rebase them - In the end I just deleted them

Also The British Ship Of The Line has only 17 range strength making it fair inferior to the Frigates, its like a unique punishment - makes them not useless but rubbish compared to what everyone else can build

I'll get the Stealth Bomber bug fixed for when I upload v10, (10.1 actually), to the ModBrowser, (and Civfanatics), later tonight - thanks for pointing this out. :)

Also, nice find with the BSOFL - it should have a ranged strength of 27 and not 17, this will be also included in 10.1. Don't think I want to start giving units unique punishments. :lol:

Zyxpsilon
Sep 12, 2011, 12:28 AM
Alright... i'll ask once again.

Can the newest version be made compatible with CivWillard as it once was?

markusbeutel
Sep 12, 2011, 12:36 AM
Alright... i'll ask once again.

Can the newest version be made compatible with CivWillard as it once was?

Not yet unfortunately as I haven't been able to track down whatever component is causing the incompatibility. It's high on my priority list though as I really enjoy that mod.

maceman121
Sep 12, 2011, 05:35 AM
Question, as markusbeutel already knows the issue, is anyone else having issues with the monastery giving the culture boost from the wine resource? I deleted the cache and modUserData as well as did the verify and debug, so if someone got it working, I would love to know how.

Also, Philanthropy doesn't seem to be working at all, anyone else notice this, or just me? Playing epic and unless gold becomes less valuable to CS later in the eras, I am still only getting the same value as I do when I start a brand new Nights Game with the same leader. Might be missing something since I haven't seen any other posts about it though.

thadian
Sep 12, 2011, 01:53 PM
I didnt check to see if its already known/posted but when you do air strikes, it moves the air unit to the tile it bombarded, and can get stuck permanently.

markusbeutel
Sep 12, 2011, 06:08 PM
I didnt check to see if its already known/posted but when you do air strikes, it moves the air unit to the tile it bombarded, and can get stuck permanently.

Hmm - try deleting your cache folder and the contents of your ModUserData folder. Also make sure you don't have multiple copies of NiGHTS installed as this can cause problems. I haven't seen this specific bug before regarding air strikes so there's a good chance doing the above will solve this problem. (Either that or it's a vanilla bug).

ilike2
Sep 14, 2011, 08:31 PM
Seeeing Double in Select Tech Interface

I'm currently seaching for the solution and experiencinge a lot of trial and ERROR. For now can someone please give me a quick answer. Should I be be seeing double when selecting a tech, not from the tree itself, but from the interface after selecting tech in the upper left corner. Double meaning most techs are listed twice....

If so How come I couldnt build immortals after bronze working.....or a library after writing?

I went through the install steps fine except for the verify integrity part(steam)...

I would like to reinstall CIV 5/but steam is in the way...

markusbeutel
Sep 14, 2011, 08:38 PM
Seeeing Double in Select Tech Interface

I'm currently seaching for the solution and experiencinge a lot of trial and ERROR. For now can someone please give me a quick answer. Should I be be seeing double when selecting a tech, not from the tree itself, but from the interface after selecting tech in the upper left corner. Double meaning most techs are listed twice....

If so How come I couldnt build immortals after bronze working.....or a library after writing?

I went through the install steps fine except for the verify integrity part(steam)...

I would like to reinstall CIV 5/but steam is in the way...

This happens if you have multiple versions of the mod installed. Delete any older versions of NiGHTS and that should solve the problem. If it doesn't, then verify your cache through Steam - and of course if you don't have Steam, the mod will not function properly. ;)

ilike2
Sep 14, 2011, 08:48 PM
I have steams it only seems to be in the way however...
I've attempted to remove all mods unseccesfully and can't find anything about integity...
Thanks for the quick response...your game rocks, I want to play...

markusbeutel
Sep 14, 2011, 08:52 PM
I have steams it only seems to be in the way however...
I've attempted to remove all mods unseccesfully and can't find anything about integity...
Thanks for the quick response...your game rocks, I want to play...

Click the Library tab in Steam -> right-click CIV V -> click properties -> Local Files tab -> verify integrity of game cache.

To delete mods, (note that you can't delete the scenarios that come with the game), find your MODS folder wherever you installed the game and delete the folders of other mods that are there.

Hopefully this helps. :)

ilike2
Sep 14, 2011, 09:06 PM
Mod folder contents include "civilization__nights__v_100.civ5mod" only
I will try the interity thing and check back...Thanks

ilike2
Sep 14, 2011, 09:08 PM
last post should have said Mod folder, NOW, has...

ilike2
Sep 14, 2011, 09:54 PM
Got it....
once content is removed from MOD folder I needed to install http://forums.civfanatics.com/forumdisplay.php?f=450

Then install from MOD module(watch files extract) and didn't forget to enable...

thanks Markus for the help and especially the MOD...

markusbeutel
Sep 14, 2011, 10:17 PM
Got it....
once content is removed from MOD folder I needed to install http://forums.civfanatics.com/forumdisplay.php?f=450

Then install from MOD module(watch files extract) and didn't forget to enable...

thanks Markus for the help and especially the MOD...

No problem - glad you got it working properly. :)

bayushikira
Sep 15, 2011, 02:46 AM
Something odd happened during trading, I am unable to remove items from the AI's side. Assuming they offer "Open Borders" and I tried to click to remove it from their side of the table, it is not possible, I have to back out of the trade to restart again. Am I the only one facing this? Thanks.

markusbeutel
Sep 15, 2011, 02:55 AM
Something odd happened during trading, I am unable to remove items from the AI's side. Assuming they offer "Open Borders" and I tried to click to remove it from their side of the table, it is not possible, I have to back out of the trade to restart again. Am I the only one facing this? Thanks.

This is a known bug - it appears to be a side effect of resource tabs being automatically opened in NiGHTS.

bayushikira
Sep 15, 2011, 03:58 AM
This is a known bug - it appears to be a side effect of resource tabs being automatically opened in NiGHTS.

Oops. sorry... Will read up more the next time! :O

maceman121
Sep 15, 2011, 06:11 AM
Looking at Xenocracy and was wondering why it says my unmet requirements are Scientific Revolution and Guild Hall when I have the policy and also have a few guild halls in some cities. Nice government to take sometimes, but it is blocked to me. At least it acknowledges I don't have Town Hall, though that is odd since town hall is focused on science and you need to be at least somewhat down the science policy branch for this government.

Edit: On a different game, two questions. First is the great wall supposed to give ALL cities a wall, like stone hedge does with monuments, or only that one city? If only the one, ok, works, but if all, doesn't. Second, the policy that increases city range strength 100% doesn't do anything. Deals same amount of estimated and actual damage with and without it.

Edit 2: Happiness buildings. They seem to only give 5, is that correct, or is it supposed to be 10? Reads +5 and than in text says grants an additional +5 to those citizens but that seems not to do anything overall. Am I reading this wrong?

markusbeutel
Sep 15, 2011, 07:08 PM
Looking at Xenocracy and was wondering why it says my unmet requirements are Scientific Revolution and Guild Hall when I have the policy and also have a few guild halls in some cities. Nice government to take sometimes, but it is blocked to me. At least it acknowledges I don't have Town Hall, though that is odd since town hall is focused on science and you need to be at least somewhat down the science policy branch for this government.

Edit: On a different game, two questions. First is the great wall supposed to give ALL cities a wall, like stone hedge does with monuments, or only that one city? If only the one, ok, works, but if all, doesn't. Second, the policy that increases city range strength 100% doesn't do anything. Deals same amount of estimated and actual damage with and without it.

Edit 2: Happiness buildings. They seem to only give 5, is that correct, or is it supposed to be 10? Reads +5 and than in text says grants an additional +5 to those citizens but that seems not to do anything overall. Am I reading this wrong?

I haven't noticed that with the guild halls but I'll check it out. As for the Great Wall, it's functioning correctly, (giving just that particular City a free Wall), but I'll tweak the tool-tip so it's more clear. The city-ranged strength policy is a bug and will be fixed in tomorrows update.

The Happiness buildings are also only supposed to give +5, (not +10). Again, worded a little bit poorly on my part.

wcbarney
Sep 16, 2011, 06:16 AM
I posted this once on the general discussion thread, but really do believe it's a bug. I've built work boats & they wouldn't go onto ocean tiles, even though I was in the Industrial & Modern Era and had researched all the seagoing techs eons ago.

JIntegrity
Sep 16, 2011, 10:20 AM
Will you be making the mod playable on smaller screens in the near future? I play on a laptop, and the max resolution I can achieve is 1366x768. This makes me currently unable to play your mod, which is saddening because the little of it I did play before I found out the mod would be unplayable for me was really fun.

markusbeutel
Sep 16, 2011, 01:18 PM
I posted this once on the general discussion thread, but really do believe it's a bug. I've built work boats & they wouldn't go onto ocean tiles, even though I was in the Industrial & Modern Era and had researched all the seagoing techs eons ago.

Are work boats able to go into ocean tiles in the vanilla game? If so, this seems like a strange, isolated bug. Have you deleted your cache, the contents of your ModUserData folder - and then verified your files through Steam? Also make sure that you only have one copy of NiGHTS installed.

Will you be making the mod playable on smaller screens in the near future? I play on a laptop, and the max resolution I can achieve is 1366x768. This makes me currently unable to play your mod, which is saddening because the little of it I did play before I found out the mod would be unplayable for me was really fun.

It's on my to-do list... No ETA on when it will be functional for smaller resolutions, though.

wcbarney
Sep 16, 2011, 03:30 PM
I posted this once on the general discussion thread, but really do believe it's a bug. I've built work boats & they wouldn't go onto ocean tiles, even though I was in the Industrial & Modern Era and had researched all the seagoing techs eons ago.
Are work boats able to go into ocean tiles in the vanilla game? If so, this seems like a strange, isolated bug. Have you deleted your cache, the contents of your ModUserData folder - and then verified your files through Steam? Also make sure that you only have one copy of NiGHTS installed.

Yes, yes, yes, yes & yes.

Yes -- vanilla work boats can go onto ocean tiles once you've got the Astronomy tech.
Yes -- cache deleted before installing NIGHTS
Yes -- ModUserData folder contents deleted before installing NIGHTS
Yes -- file integrity verified through steam
Yes -- only one copy of NIGHTS installed

markusbeutel
Sep 16, 2011, 04:11 PM
Yes, yes, yes, yes & yes.

Yes -- vanilla work boats can go onto ocean tiles once you've got the Astronomy tech.
Yes -- cache deleted before installing NIGHTS
Yes -- ModUserData folder contents deleted before installing NIGHTS
Yes -- file integrity verified through steam
Yes -- only one copy of NIGHTS installed

Alright - turns out there's a simple answer to this: You need the Compass tech, not the Astronomy tech. Compass is an either/or prerequisite for Physics - so you probably haven't researched it in your game, (as taking Mathematics instead of Compass to get to Physics is a shorter research cost path, which the game always prioritizes if you don't manually select each specific tech).

If you have researched Compass, then I'll have to do some more digging to find out what the exact problem is - but I'm betting this is it.

Chyet
Sep 17, 2011, 08:33 AM
It seems that after building the new wonder Petra, I get an additional 3 iron every turn that passes since it finished. As you can see in the savegame I have over 250 iron available.

I assume it it only meant to give 3 iron total.

Gyromancer
Sep 17, 2011, 10:51 AM
Seeing the same happen in my game

markusbeutel
Sep 17, 2011, 11:22 AM
It seems that after building the new wonder Petra, I get an additional 3 iron every turn that passes since it finished. As you can see in the savegame I have over 250 iron available.

I assume it it only meant to give 3 iron total.

Seeing the same happen in my game

Yep - that's a bug. :crazyeye: Looking into it, will get a fix up shortly.

maceman121
Sep 17, 2011, 09:27 PM
Not sure if this a bug with Nights or main game, but it seems that most of my puppet cities don't use all their population. I have one with 14 people and using 9, and another with 7 people and only using 3, plenty of other plots to put them and with improvements as well. Any ideas? Don't want to annex most of them cause of the culture hit, but wasting my people if not used.

markusbeutel
Sep 17, 2011, 11:14 PM
Not sure if this a bug with Nights or main game, but it seems that most of my puppet cities don't use all their population. I have one with 14 people and using 9, and another with 7 people and only using 3, plenty of other plots to put them and with improvements as well. Any ideas? Don't want to annex most of them cause of the culture hit, but wasting my people if not used.

I think this is probably a bug with the main game - having said that, you could build Courthouses and regain some of the lost culture there.

It might not even be a bug - perhaps it's just an incentive from vanilla CIV 5 to annex over puppeting in regards to maximizing overall efficiency of the City itself.

Ewigan
Sep 18, 2011, 08:18 AM
Hi Markus,

i just tried your Mod, after the Rockpapershotgun article and so far.... it is activated but how do i KNOW that i am actually playing it?
the policies screen for example looks as usual... :(

edit: as additional info, i am playing an hotseat game

technomancer
Sep 18, 2011, 11:17 AM
Mausoleum gives culture but no production bonus (tested with 10.1a, though the game was started with 10.1)

KaiserKevin
Sep 18, 2011, 11:31 AM
When I play Archipelago maps the AI almost never settles off their original island, I think it has to do with galley spam. They make so much their entire island is surrounded by the crappy units and nothign can get out. If they get a larger island to start on they will, which I only saw happed once in the 5 times I played so far :/

Chyet
Sep 18, 2011, 11:43 AM
Right around the time I got riflemen, all my allied military states started giving me warriors. This happened in 10.1b.

I don't have a save game showing it though.

markusbeutel
Sep 18, 2011, 12:06 PM
Hi Markus,

i just tried your Mod, after the Rockpapershotgun article and so far.... it is activated but how do i KNOW that i am actually playing it?
the policies screen for example looks as usual... :(

edit: as additional info, i am playing an hotseat game

Unfortunately, mods aren't yet compatible with Hotseat, or any form of multiplayer for that matter.

Mausoleum gives culture but no production bonus (tested with 10.1a, though the game was started with 10.1)

This is probably because you started with 10.1 and then moved onto 10.1a. There's a few bugs in both of those versions - so I'd suggest getting 10.1b here on CivFanatics as it's the newest version so far, (and it's newer than the version currently on the ModBrowser).

When I play Archipelago maps the AI almost never settles off their original island, I think it has to do with galley spam. They make so much their entire island is surrounded by the crappy units and nothign can get out. If they get a larger island to start on they will, which I only saw happed once in the 5 times I played so far :/

The AI is inept regarding archipelago maps on vanilla CIV V as well. As for the galleys, turns out there was a error in their flavor ratings which is way they're so rampant at the moment. This has been fixed in the latest upload here on CivFanatics. (The version on the ModBrowser, while also 10.1b, lacks this change - and will continue to do so as re-uploading to there would increase the version number to 10.2 and I'd like to avoid this for now).

Right around the time I got riflemen, all my allied military states started giving me warriors. This happened in 10.1b.

I don't have a save game showing it though.

Strange. :crazyeye: But probably isolated - especially if you started a game in an earlier version and carried it over to 10.1b. If this isn't the case and this is still happening, a clean install of the mod, (following the installation instructions), would be best

technomancer
Sep 18, 2011, 12:22 PM
Mausoleum gives culture but no production bonus (tested with 10.1a, though the game was started with 10.1)

Ok, did a clean install of 10.1b, started a new game and the Mausoleum still gives no production bonus (neither to wonders nor units or buildings)

markusbeutel
Sep 18, 2011, 12:31 PM
Ok, did a clean install of 10.1b, started a new game and the Mausoleum still gives no production bonus (neither to wonders nor units or buildings)

Try the following steps:

1. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
2. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
3. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
4. Make sure your game is up to date with Patch 1.0.1.383!

And then do another re-install.

Ewigan
Sep 18, 2011, 01:13 PM
No Mods for HotSeat?

ANd there i was, thinking i finally foudn a solution for the crappy Civ 5 AI, gameplay... you name it. :(

Guess i'll be back to Civ IV CCV soon...

technomancer
Sep 18, 2011, 03:23 PM
Try the following steps:

1. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
2. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
3. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
4. Make sure your game is up to date with Patch 1.0.1.383!

And then do another re-install.

Markus,

I did all that, still the same result, the 15 % production bonus is not working so I checked the xml code:
Are you sure "<Building_ResourceYieldModifiers>" instead of the usual
"<Building_YieldModifiers>" works in this case ?

markusbeutel
Sep 18, 2011, 03:55 PM
Markus,

I did all that, still the same result, the 15 % production bonus is not working so I checked the xml code:
Are you sure "<Building_ResourceYieldModifiers>" instead of the usual
"<Building_YieldModifiers>" works in this case ?

That tag has worked in the past - but looking through the core XML, none of the vanilla buildings seem to be using it at the moment, so there's a chance it just doesn't work anymore. I'll change the yield bonus from a % modifier to a flat + modifier.

Thanks for pointing this out.

OrionNebulae
Sep 19, 2011, 12:37 AM
Just started another game as Siamese and two things appeared odd to me:
- The Wat seems to be worse than the normal University (33% science compared to 40%) - only a tooltip issue?
- I'm not sure since I haven't met all the other players yet but it seems that researching the "Education" tech with another free tech prevents one from getting the free tech promised - however I'm not sure how to really verify this one.

markusbeutel
Sep 19, 2011, 01:44 AM
Just started another game as Siamese and two things appeared odd to me:
- The Wat seems to be worse than the normal University (33% science compared to 40%) - only a tooltip issue?
- I'm not sure since I haven't met all the other players yet but it seems that researching the "Education" tech with another free tech prevents one from getting the free tech promised - however I'm not sure how to really verify this one.

Unfortunately not - it should be getting 50% Science instead of 40%, as well as a maintenance discount compared to normal Universities. I'll make sure to get this into the next update.

I haven't seen the Education bug yet - but I know there's a few things like this in vanilla CIV V where it's possible to string together multiple free techs through the timing of mouse clicks. (You can read up on it here: http://realmsbeyond.net/forums/showthread.php?t=5025&page=2 around half way down the page). So it wouldn't surprise me if something like this could be bugged as well in certain situations.

OrionNebulae
Sep 19, 2011, 01:45 AM
Just started another game as Siamese and two things appeared odd to me:
- The Wat seems to be worse than the normal University (33% science compared to 40%) - only a tooltip issue?
- I'm not sure since I haven't met all the other players yet but it seems that researching the "Education" tech with another free tech prevents one from getting the free tech promised - however I'm not sure how to really verify this one.

I think I can take back the second point - just met another player and he is ahead of me in tech - so he may have had the tech already when I got it by turn 190 on marathon.

markusbeutel
Sep 19, 2011, 01:57 AM
I think I can take back the second point - just met another player and he is ahead of me in tech - so he may have had the tech already when I got it by turn 190 on marathon.

Ahh - that makes sense. (One other thing I forgot to mention in the update notes is that the first Civ to circumnavigate the globe gets a +2 movement bonus to it's naval units).

jamman1991
Sep 19, 2011, 04:34 AM
Another Bug - Cultural Revolution System
I took an enemy city that was having the cultural revolution, then the cultural revolution system seemed to crash, it got stuck with 1 turn to go.
-------------------

also, It may be beneficial to compile known bugs on the first post or something similar that way people dont have to check all posts to see if a bug has been reported

sparker
Sep 19, 2011, 08:47 AM
Anyone else having an issue after the latest update with technologies appearing twice in the "Choose your Research" panel?

I thought it was just a UI quirk at first, but it turns out that both separate listings for a technology can be researched independently and may not grant you the desired effects. For instance, I had two listings for Agriculture, researched one, but still could not create pastures until I had researched the other Agriculture too.

I upgraded from 100 to 102, and used the in-game mod browser for both if that helps.

markusbeutel
Sep 19, 2011, 03:18 PM
Another Bug - Cultural Revolution System
I took an enemy city that was having the cultural revolution, then the cultural revolution system seemed to crash, it got stuck with 1 turn to go.
-------------------

also, It may be beneficial to compile known bugs on the first post or something similar that way people dont have to check all posts to see if a bug has been reported

I've never seen this happen regarding CR's, and it seems like it would be difficult to replicate. Has anyone else noticed this? Also, good point point about a common bugs list - I'll get started created one of those. :)

Anyone else having an issue after the latest update with technologies appearing twice in the "Choose your Research" panel?

I thought it was just a UI quirk at first, but it turns out that both separate listings for a technology can be researched independently and may not grant you the desired effects. For instance, I had two listings for Agriculture, researched one, but still could not create pastures until I had researched the other Agriculture too.

I upgraded from 100 to 102, and used the in-game mod browser for both if that helps.

If you have multiple versions of the mod installed, this is the most common bug that crops up. Delete version 10.0 (100), and see if that solves the problem. If not, do the following:

1. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
2. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
3. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
4. Make sure your game is up to date with Patch 1.0.1.383!

jamman1991
Sep 19, 2011, 03:41 PM
I've never seen this happen regarding CR's, and it seems like it would be difficult to replicate. Has anyone else noticed this? Also, good point point about a common bugs list - I'll get started created one of those.

Thanks
Ye I agree I wanted to test it to see exactly what happed but my autosave is quite a bit before the incident and haven't had much free time since, but i will see if i can may be replicate it.

birkett83
Sep 20, 2011, 02:17 AM
Itsukushima Shrine does not appear to give culture from fish resources. I have not tested pearls, whales or oil fields. Is this intended?

markusbeutel
Sep 20, 2011, 02:43 AM
Thanks
Ye I agree I wanted to test it to see exactly what happed but my autosave is quite a bit before the incident and haven't had much free time since, but i will see if i can may be replicate it.

Sounds good - I'll attempt this as well in my test games this week.

Itsukushima Shrine does not appear to give culture from fish resources. I have not tested pearls, whales or oil fields. Is this intended?

There have been some issues with the particular XML tag that handles this bonus - I've had it work/not work in multiple games. I've re-uploaded a version here to Civfanatics that, for now, replaces the culture bonus to sea resources and replaces it with a +1 food bonus.

Thanks for bringing this up.

conjurous
Sep 20, 2011, 09:08 AM
When I play Archipelago maps the AI almost never settles off their original island, I think it has to do with galley spam. They make so much their entire island is surrounded by the crappy units and nothign can get out. If they get a larger island to start on they will, which I only saw happed once in the 5 times I played so far :/

Playing on Archipelago atm and none of the civs leave there starting island, one civ has 1 city but all have alot of galleys, seems they can't embark to other islands for some reason even though theres plenty of room to move off.

markusbeutel
Sep 20, 2011, 02:53 PM
Playing on Archipelago atm and none of the civs leave there starting island, one civ has 1 city but all have alot of galleys, seems they can't embark to other islands for some reason even though theres plenty of room to move off.

I've heard conflicting reports on this. I'll test this out some more this week and make sure the AI chooses the appropriate techs that enable embarking. (They could be beelining other techs at the moment - and this of course can vary from game to game).

technomancer
Sep 20, 2011, 03:07 PM
RESOURCE_COTTON is missing from the temple building.

markusbeutel
Sep 20, 2011, 03:15 PM
RESOURCE_COTTON is missing from the temple building.

Thanks for finding this. :) Will be included in the next update.

wcbarney
Sep 21, 2011, 06:19 AM
I posted this once on the general discussion thread, but really do believe it's a bug. I've built work boats & they wouldn't go onto ocean tiles, even though I was in the Industrial & Modern Era and had researched all the seagoing techs eons ago.
Alright - turns out there's a simple answer to this: You need the Compass tech, not the Astronomy tech. Compass is an either/or prerequisite for Physics - so you probably haven't researched it in your game, (as taking Mathematics instead of Compass to get to Physics is a shorter research cost path, which the game always prioritizes if you don't manually select each specific tech).

If you have researched Compass, then I'll have to do some more digging to find out what the exact problem is - but I'm betting this is it.
OK, I didn't test this again 'til after I had downloaded V10.2. In the game I played I didn't even need work boats to enter ocean tiles, but built one anyway towards the end of the game when I was researching Future Tech (i.e., every other tech on the tech tree -- including Compass --had been researched already). Result: The work boat still couldn't go on ocean tiles.

I haven't played a vanilla game for awhile, but do remember that you could get work boats across ocean tiles -- unless this was messed up in the last patch??

markusbeutel
Sep 21, 2011, 06:13 PM
OK, I didn't test this again 'til after I had downloaded V10.2. In the game I played I didn't even need work boats to enter ocean tiles, but built one anyway towards the end of the game when I was researching Future Tech (i.e., every other tech on the tech tree -- including Compass --had been researched already). Result: The work boat still couldn't go on ocean tiles.

I haven't played a vanilla game for awhile, but do remember that you could get work boats across ocean tiles -- unless this was messed up in the last patch??

I couldn't say for sure as I don't ever really play vanilla anymore. The Compass Tech in NiGHTS gives the same bonuses that Astronomy does in vanilla CIV, and that's (according to the xml), the tech that would supposedly give workboats the ocean-faring ability in vanilla - so there shouldn't be a discrepancy here - unless that ability just doesn't exist anymore or never existed in the first place.

bayushikira
Sep 22, 2011, 08:27 AM
Not sure if this has been reported, but is mechanized infantry supposed to be unlocked at the Electronics tech?

markusbeutel
Sep 22, 2011, 06:39 PM
Not sure if this has been reported, but is mechanized infantry supposed to be unlocked at the Electronics tech?

Definitely not supposed to happen. :crazyeye: Do you have any other mods, (or previous versions of NiGHTS) installed? If so, disable/delete those. Then follow the install instructions and reinstall the mod - which should clear up the problem.

black213
Sep 23, 2011, 03:23 AM
Markus are you sure that the Expansive trait works correctly? I didn't see a +30% modifier in my capital's city screen and didn't see if it growed faster or not.

markusbeutel
Sep 23, 2011, 03:29 AM
Markus are you sure that the Expansive trait works correctly? I didn't see a +30% modifier in my capital's city screen and didn't see if it growed faster or not.

That particular trait works the same way as a Granary - where it carries over +30% of food after citizen growth. Check your food bar after growth - as this is probably the only way to see it's effect. I'll reword that trait so it's more clear in v10.3.

conjurous
Sep 23, 2011, 01:01 PM
I am sure the AI cheats, i started near an AI, i found him within 7 turns and by then he had a worker out and that worker had made a farm on a tile. How is that possible?

markusbeutel
Sep 23, 2011, 01:18 PM
I am sure the AI cheats, i started near an AI, i found him within 7 turns and by then he had a worker out and that worker had made a farm on a tile. How is that possible?

The AI gets bonuses - bonuses that it needs in order to compete. A free starting Worker is one of these bonuses. The AI is terrible when it comes to tactical combat, and it cannot possibly string together rational policy/tech/building/unit choices under the current flavor system. In all the of these areas of the game, (both in NiGHTS and in vanilla CIV V), the player has a huge advantage that more the makes up for not starting the game off with a Worker - which the AI generally loses to a war or barbarians at some point.

wcbarney
Sep 23, 2011, 04:18 PM
OK, I didn't test this again 'til after I had downloaded V10.2. In the game I played I didn't even need work boats to enter ocean tiles, but built one anyway towards the end of the game when I was researching Future Tech (i.e., every other tech on the tech tree -- including Compass --had been researched already). Result: The work boat still couldn't go on ocean tiles.

I haven't played a vanilla game for awhile, but do remember that you could get work boats across ocean tiles -- unless this was messed up in the last patch??
I couldn't say for sure as I don't ever really play vanilla anymore. The Compass Tech in NiGHTS gives the same bonuses that Astronomy does in vanilla CIV, and that's (according to the xml), the tech that would supposedly give workboats the ocean-faring ability in vanilla - so there shouldn't be a discrepancy here - unless that ability just doesn't exist anymore or never existed in the first place.
Just for giggles I played a vanilla game just to see if the work boats could go on ocean tiles after researching Astronomy. They can!:) So I think there must be something missing from Nights, because the Nights work boats can't go on ocean tiles.

markusbeutel
Sep 23, 2011, 04:24 PM
Just for giggles I played a vanilla game just to see if the work boats could go on ocean tiles after researching Astronomy. They can!:) So I think there must be something missing from Nights, because the Nights work boats can't go on ocean tiles.

Good to know - I'll look into this some more.

bayushikira
Sep 23, 2011, 11:35 PM
Definitely not supposed to happen. :crazyeye: Do you have any other mods, (or previous versions of NiGHTS) installed? If so, disable/delete those. Then follow the install instructions and reinstall the mod - which should clear up the problem.

Maybe let me rephrase my questions. Where is mechanized infantry suppose to be unlocked? On the civilopedia, it states that it would be unlocked in the Electronics tech but when I looked at the tech tree, it seemed to be missing altogether. Sorry for the confusion earlier. Thanks.

markusbeutel
Sep 23, 2011, 11:56 PM
Maybe let me rephrase my questions. Where is mechanized infantry suppose to be unlocked? On the civilopedia, it states that it would be unlocked in the Electronics tech but when I looked at the tech tree, it seemed to be missing altogether. Sorry for the confusion earlier. Thanks.

Ahhh - okay I see what you're trying to say. Currently that unit isn't in the mod, and it won't be until I start expanding the future era as there's not really a good spot for it right now on the tech tree. It's listed under a vanilla tech in the Civilopedia, (all vanilla techs have been disabled), and all vanilla techs have been replaced with custom techs in NiGHTs.

This was done to help "patch-proof" the mod, as patches were constantly adding connectors/buildings and rearranging techs, which would in turn cause crashes in mods unless fixed. Even though they're disabled, they still appear in the Civilopedia - and until I know for certain that CIV V isn't getting any more patches/expansions/dlc, I won't delete them. (If I do, the can of worms gets reopened as added content will look for and reference these techs which = crashes and bugs and conflicts between other mods).

Bottom line, don't bother looking up info in the tech tree. All the info you need should be in the tool-tips provided throughout the mod.

bayushikira
Sep 24, 2011, 06:00 AM
Ahhh - okay I see what you're trying to say. Currently that unit isn't in the mod, and it won't be until I start expanding the future era as there's not really a good spot for it right now on the tech tree. It's listed under a vanilla tech in the Civilopedia, (all vanilla techs have been disabled), and all vanilla techs have been replaced with custom techs in NiGHTs.

This was done to help "patch-proof" the mod, as patches were constantly adding connectors/buildings and rearranging techs, which would in turn cause crashes in mods unless fixed. Even though they're disabled, they still appear in the Civilopedia - and until I know for certain that CIV V isn't getting any more patches/expansions/dlc, I won't delete them. (If I do, the can of worms gets reopened as added content will look for and reference these techs which = crashes and bugs and conflicts between other mods).

Bottom line, don't bother looking up info in the tech tree. All the info you need should be in the tool-tips provided throughout the mod.

Right, so at least I know that mechanized infantry is out, which will force me to explore other infantry types.

Thanks for the game it has been really challenging. Balancing money/happiness/expansion/military has been most interesting I would say. Keep up the good work.

markusbeutel
Sep 24, 2011, 06:11 AM
Right, so at least I know that mechanized infantry is out, which will force me to explore other infantry types.

Thanks for the game it has been really challenging. Balancing money/happiness/expansion/military has been most interesting I would say. Keep up the good work.

Thanks Bayushikira. :) v10.3 is really coming along so don't start any new games in v10.2 unless you can finish them - as saves will definitely not carry over. Lots of interesting changes regarding Governments and UI are coming - and the AI has gotten a lot of work as well regarding their naval aptitude and general unit purchases. You'll see a far greater variety of AI troops in combat, and they'll really focus more on embarking compared to v10.2.

I'll release to Civfanatics later today - the ModBrowser on Sunday after initial feedback.

bayushikira
Sep 24, 2011, 07:53 PM
Thanks Bayushikira. :) v10.3 is really coming along so don't start any new games in v10.2 unless you can finish them - as saves will definitely not carry over. Lots of interesting changes regarding Governments and UI are coming - and the AI has gotten a lot of work as well regarding their naval aptitude and general unit purchases. You'll see a far greater variety of AI troops in combat, and they'll really focus more on embarking compared to v10.2.

I'll release to Civfanatics later today - the ModBrowser on Sunday after initial feedback.

Yeah, I am holding off starting any, all the games were uncompleted with the new patches that were coming through fast and furious. So I only managed to complete my first win on 10.2/Prince/Continents.

So far it seems that military at the start had been really difficult. I am constantly on defense with 3+ units versus the hordes of the AI army. Using terrain and tactics to defeat them more often than not. I was only able to start fielding a more respectable army only around the point of gunpowder.

Been quite a challenge with the wonders as well. Initially it was easier but mid way the AIs are really quick at building wonders. The superb point was there also all the civilizations were able to complete 1 if not more wonders, so the race is heart racing for me. Finally only my capital city was able to build wonders to be in pace with them about 5 ~ 10 turns for a wonder to complete.

On the point of navies, could all the naval tech be put together? Just a thought... Since of them are related to each other, it seemed odd that ironclad could be built without the earlier naval techs. Maybe that would give a good branching out of the tech i.e. land based (France) versus naval based (England)?

On policies, so far, it was an improvement over the vanilla Civ but will 10.3 change it more such that there will not be repeats on different trees? Examples are the +1 culture in all cities and the +1 hammer and increase national borders?

Just some thoughts!

markusbeutel
Sep 25, 2011, 03:38 AM
Yeah, I am holding off starting any, all the games were uncompleted with the new patches that were coming through fast and furious. So I only managed to complete my first win on 10.2/Prince/Continents.

So far it seems that military at the start had been really difficult. I am constantly on defense with 3+ units versus the hordes of the AI army. Using terrain and tactics to defeat them more often than not. I was only able to start fielding a more respectable army only around the point of gunpowder.

Been quite a challenge with the wonders as well. Initially it was easier but mid way the AIs are really quick at building wonders. The superb point was there also all the civilizations were able to complete 1 if not more wonders, so the race is heart racing for me. Finally only my capital city was able to build wonders to be in pace with them about 5 ~ 10 turns for a wonder to complete.

On the point of navies, could all the naval tech be put together? Just a thought... Since of them are related to each other, it seemed odd that ironclad could be built without the earlier naval techs. Maybe that would give a good branching out of the tech i.e. land based (France) versus naval based (England)?

On policies, so far, it was an improvement over the vanilla Civ but will 10.3 change it more such that there will not be repeats on different trees? Examples are the +1 culture in all cities and the +1 hammer and increase national borders?

Just some thoughts!

Some of the naval techs/units are getting shifted around a bit - and embarking now comes with Sailing so most AI should get it pretty quickly as well. As for policies, they're in the middle of an overhaul of sorts, (various ones are getting shifted around to better coincide with the branch focus). The major change in v10.3 will be the replacement of unlocked Governments with synergy buildings for the appropriate policies, (as Governments now unlock with Techs).

v10.4 should include the tweaks to policies themselves - although certain double-ups will remain in place.

endymon
Sep 25, 2011, 05:07 PM
I could be wrong about this, but it looks like pikeman are exactly the same as spearman, except pikeman cost a great deal more shields.

I like the great deal of free promotions units can get from buildings. I did notice another issue with this though, it seems that some units are getting the siege promotion when they are not ranged units. The building (armory??) specifically says the bonus should only apply to siege type units, but freshly built infantry had the upgrade as well.

Love the mod in general. I wish the CSD mod could be used with this though.... gifting gold is such a stupid mechanic.

markusbeutel
Sep 25, 2011, 05:15 PM
I could be wrong about this, but it looks like pikeman are exactly the same as spearman, except pikeman cost a great deal more shields.

I like the great deal of free promotions units can get from buildings. I did notice another issue with this though, it seems that some units are getting the siege promotion when they are not ranged units. The building (armory??) specifically says the bonus should only apply to siege type units, but freshly built infantry had the upgrade as well.

Love the mod in general. I wish the CSD mod could be used with this though.... gifting gold is such a stupid mechanic.

Hmm - I'll take a look at the armory and see what's happening there - thanks for noticing that. :)

As for Pikemen - that bugs been fixed in the latest version of v10.3a currently uploaded. They now have a strength of 12 compared to 9 for Spearmen, (and 10 for the early UA Spearmen). AI expansion/aggression has also been toned down - as the initial version of v10.3 had some of my test settings active where the AI was focusing on domination victories.

endymon
Sep 25, 2011, 07:45 PM
I thought of another somewhat annoying issue (maybe fixed in 10.3... if so ignore this)

Most of the time (maybe all the time) when a popup notifications happens saying "such and such has entered ERA" the text for the era is black, making it nearly impossible to read.

markusbeutel
Sep 25, 2011, 08:05 PM
I thought of another somewhat annoying issue (maybe fixed in 10.3... if so ignore this)

Most of the time (maybe all the time) when a popup notifications happens saying "such and such has entered ERA" the text for the era is black, making it nearly impossible to read.

Yep - unfortunately this is necessary with how I've set up the UI for the policies screen. I've essentially placed the "adopt" button on top of the name of the Government, and to hide this, I've had to use black text. The game references this text tag in pop-ups as well, which is why it's black. The alternative would be to have an adopt button below the name of the Government, and that makes the policies screen feel a little bit cluttered. (It would also remove the effect of "stamping" your Government's name onto the screen when you adopt it).

bayushikira
Sep 25, 2011, 08:48 PM
Yep - unfortunately this is necessary with how I've set up the UI for the policies screen. I've essentially placed the "adopt" button on top of the name of the Government, and to hide this, I've had to use black text. The game references this text tag in pop-ups as well, which is why it's black. The alternative would be to have an adopt button below the name of the Government, and that makes the policies screen feel a little bit cluttered. (It would also remove the effect of "stamping" your Government's name onto the screen when you adopt it).

On this topic, would it be possible for us to see on the diplomatic screen which era each civilization is in? In the summary page that is...

btterthanastick
Sep 26, 2011, 07:23 AM
Hey all, wonderful mod, just one issue that's seriously affecting my playability, and sorry ahead of time if this issue has already been addressed.

Using DX9 mode, with minimal graphics settings, my tech tree won't scroll; there's no scroll bar at the bottom, so I can't see past ancient techs. The problem is not present if I play Civ V in vanilla singleplayer mode, and Nights is the only mod I've got installed. I've already tried fiddling with different resolutions/windowed mode, but haven't found a solution on my own yet. Thanks ahead of time for any suggestions.

Here's a dump of my dxdiag:

------------------
System Information
------------------
Time of this report: 9/26/2011, 20:31:05
Machine name: KENJI-LAPTOP
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.110622-1506)
Language: English (Regional Setting: English)
System Manufacturer: ASUSTeK Computer Inc.
System Model: UL30VT
BIOS: Default System BIOS
Processor: Genuine Intel(R) CPU U7300 @ 1.30GHz (2 CPUs), ~1.3GHz
Memory: 4096MB RAM
Available OS Memory: 4062MB RAM
Page File: 1851MB used, 6268MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 32bit Unicode

------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Input Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

---------------
Display Devices
---------------
Card name: NVIDIA GeForce G210M
Manufacturer: NVIDIA
Chip type: GeForce G210M
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0A74&SUBSYS_1AF21043&REV_A2
Display Memory: 2248 MB
Dedicated Memory: 474 MB
Shared Memory: 1774 MB
Current Mode: 1366 x 768 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: unknown
Monitor Id: AUO102C
Native Mode: 1366 x 768(p) (60.016Hz)
Output Type: Internal
Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,n vwgf2um,nvwgf2um
Driver File Version: 8.15.0011.8688 (English)
Driver Version: 8.15.11.8688
DDI Version: 10.1
Driver Model: WDDM 1.1
Driver Attributes: Final Retail
Driver Date/Size: 8/28/2009 11:12:21, 9493504 bytes
WHQL Logo'd: Yes
WHQL Date Stamp:
Device Identifier: {D7B71E3E-4934-11CF-0352-F93A02C2C535}
Vendor ID: 0x10DE
Device ID: 0x0A74
SubSys ID: 0x1AF21043
Revision ID: 0x00A2
Driver Strong Name: oem7.inf:NVIDIA_SetA_Devices.NTamd64.6.1:Section01 0:8.15.11.8688:pci\ven_10de&dev_0a74&subsys_1af21043
Rank Of Driver: 00E60001
D3D9 Overlay: Supported
DXVA-HD: Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled

markusbeutel
Sep 26, 2011, 07:41 AM
[QUOTE=btterthanastick;10917298]Hey all, wonderful mod, just one issue that's seriously affecting my playability, and sorry ahead of time if this issue has already been addressed.

Using DX9 mode, with minimal graphics settings, my tech tree won't scroll; there's no scroll bar at the bottom, so I can't see past ancient techs. The problem is not present if I play Civ V in vanilla singleplayer mode, and Nights is the only mod I've got installed. I've already tried fiddling with different resolutions/windowed mode, but haven't found a solution on my own yet. Thanks ahead of time for any suggestions.

If you don't have any issues seeing the full policy screen than your resolution isn't the problem.

Try the following steps:

1. Delete your cache folder (located wherever you installed CIV V).
2. Delete the contents of your ModUserData folder (same location).
3. Verify the integrity of your CIV V cache through Steam.
4. Defrag your CIV V files through Steam.
5. Make sure only one copy of NiGHTS is installed.
6. Make sure you have the latest patch for CIV V installed.

This should solve your scroll bug. :)

btterthanastick
Sep 26, 2011, 08:02 AM
[QUOTE=btterthanastick;10917298]Hey all, wonderful mod, just one issue that's seriously affecting my playability, and sorry ahead of time if this issue has already been addressed.

Using DX9 mode, with minimal graphics settings, my tech tree won't scroll; there's no scroll bar at the bottom, so I can't see past ancient techs. The problem is not present if I play Civ V in vanilla singleplayer mode, and Nights is the only mod I've got installed. I've already tried fiddling with different resolutions/windowed mode, but haven't found a solution on my own yet. Thanks ahead of time for any suggestions.

If you don't have any issues seeing the full policy screen than your resolution isn't the problem.

Try the following steps:

1. Delete your cache folder (located wherever you installed CIV V).
2. Delete the contents of your ModUserData folder (same location).
3. Verify the integrity of your CIV V cache through Steam.
4. Defrag your CIV V files through Steam.
5. Make sure only one copy of NiGHTS is installed.
6. Make sure you have the latest patch for CIV V installed.

This should solve your scroll bug. :)


hrm...I already confirmed 1~5 when I did a fresh install for 10.3a, and my version is 1.0.1.383. Sorry to bother you with this minor UI issue.

edit: actually...can you show me a screenshot of exactly what the "full" policy screen should look like? Nothing important seems to be missing, but it's hard to be sure without something to compare against.

edit2: Blah...forget it, I'm just going to uninstall civ V and fresh install. After initially validating and then defragging when I installed 10.3a, once I start the game and quit out, and then go back to validating, it says a file needs to be reacquired, every time I perform this sequence (validate->defrag->start->quit->validate)...given that others aren't having the same problem it's probably an issue on my end, not with your mod. thanks anyway.

markusbeutel
Sep 26, 2011, 11:15 AM
[QUOTE=markusbeutel;10917329]


hrm...I already confirmed 1~5 when I did a fresh install for 10.3a, and my version is 1.0.1.383. Sorry to bother you with this minor UI issue.

edit: actually...can you show me a screenshot of exactly what the "full" policy screen should look like? Nothing important seems to be missing, but it's hard to be sure without something to compare against.

edit2: Blah...forget it, I'm just going to uninstall civ V and fresh install. After initially validating and then defragging when I installed 10.3a, once I start the game and quit out, and then go back to validating, it says a file needs to be reacquired, every time I perform this sequence (validate->defrag->start->quit->validate)...given that others aren't having the same problem it's probably an issue on my end, not with your mod. thanks anyway.

The full screen should consist of 7 branches - none of which are cut off by the side of the screen, (which would be the case if this was a resolution issue). Also, when verifying through Steam - 1 file always needs to be reacquired, strange as that may be. :crazyeye:

Hopefully a reinstall fixes things for you. :)

btterthanastick
Sep 27, 2011, 06:28 AM
[QUOTE=btterthanastick;10917383]

The full screen should consist of 7 branches - none of which are cut off by the side of the screen, (which would be the case if this was a resolution issue). Also, when verifying through Steam - 1 file always needs to be reacquired, strange as that may be. :crazyeye:

Hopefully a reinstall fixes things for you. :)

So the fresh install hasn't changed anything. It seems that I wasn't paying enough attention to the policy screen. I'm not sure about the sides, but the top and bottom are most definitely cut off for me. The bottom only goes about halfway up the "close" button, and the top just above the "Advanced View" toggle. The problem is still absent in vanilla singleplayer. :(

markusbeutel
Sep 27, 2011, 06:55 AM
[QUOTE=markusbeutel;10917796]

So the fresh install hasn't changed anything. It seems that I wasn't paying enough attention to the policy screen. I'm not sure about the sides, but the top and bottom are most definitely cut off for me. The bottom only goes about halfway up the "close" button, and the top just above the "Advanced View" toggle. The problem is still absent in vanilla singleplayer. :(

Unfortunately this means it's your monitor resolution and not actually a bug... Can you increase the resolution at all by going into Video Options?

btterthanastick
Sep 27, 2011, 06:59 AM
[QUOTE=btterthanastick;10920050]

Unfortunately this means it's your monitor resolution and not actually a bug... Can you increase the resolution at all by going into Video Options?

Nope. The resolutions I have available to me in-game are 1366/1360/1280/1024 by 768; I've tried them all but to no avail (1366x768 is my nat. res). Is it possible to force a higher res in graphicssettingsdx9.ini?

edit: Trying to force a higher res through the graphicssettings .ini file and through Steam launch options; had no effect... :(

edit2: I guess I'll just have to stick with an "immersive" experience and not queue techs. Thanks anyway.

markusbeutel
Sep 27, 2011, 08:02 AM
[QUOTE=markusbeutel;10920083]

Nope. The resolutions I have available to me in-game are 1366/1360/1280/1024 by 768; I've tried them all but to no avail (1366x768 is my nat. res). Is it possible to force a higher res in graphicssettingsdx9.ini?

edit: Trying to force a higher res through the graphicssettings .ini file and through Steam launch options; had no effect... :(

edit2: I guess I'll just have to stick with an "immersive" experience and not queue techs. Thanks anyway.

Sorry about that - it appears that 1440 X 900 is indeed the minimum resolution required to see everything correctly. The mod should still be perfectly playable with 1366 X 768, (and for that matter, queuing techs could cause you to run into trouble with NiGHTS because there are either/or prerequisites for some techs). The game automatically picks the shortest paths based on research cost, so this could lead to certain techs being avoided that you originally planned on researching.

technomancer
Sep 27, 2011, 09:40 AM
Teotihuacan can be built though the required tech (Metal Casting) hasn't been researched yet.
Great Lighthouse promotion for ships shows "+1 movement" though it is actually +3.

markusbeutel
Sep 27, 2011, 12:55 PM
Teotihuacan can be built though the required tech (Metal Casting) hasn't been researched yet.
Great Lighthouse promotion for ships shows "+1 movement" though it is actually +3.

Thanks - these will be fixed for when I release v10.3a to the ModBrowser.

technomancer
Sep 27, 2011, 02:48 PM
- RESOURCE_IVORY is missing from the temple building (but you fixed cotton :-)
- The "Close"-button from the government selection window is misleading: If you click it, the window is gone and you do not get any government at all
(the government ist listed as ? in the summary). You also can not get the window back so I suggest you remove the close-button and keep only the "Select Government" one
- Several Display Bugs with ancient and classic era tech descriptions (for example "feudalism" says "unlocks machu pichu" which it is actually unlocked by calendar)
- National Theatre says "Great Artists", I assume you mean simply artist

markusbeutel
Sep 27, 2011, 05:57 PM
- RESOURCE_IVORY is missing from the temple building (but you fixed cotton :-)
- The "Close"-button from the government selection window is misleading: If you click it, the window is gone and you do not get any government at all
(the government ist listed as ? in the summary). You also can not get the window back so I suggest you remove the close-button and keep only the "Select Government" one
- Several Display Bugs with ancient and classic era tech descriptions (for example "feudalism" says "unlocks machu pichu" which it is actually unlocked by calendar)
- National Theatre says "Great Artists", I assume you mean simply artist

Nice find with the Ivory - will be fixed for the ModBrowser release as will some additional tool-tip bugs that have come up since Governments were shifted over to Techs.

The Government screen is a work-in-progress and there will probably be constant minor updates to this in each release.

Gerse
Sep 28, 2011, 09:54 AM
Just downloaded the mod (and followed the instructions to the letter), and I seem to have run into an issue where none of my citizens are being counted towards my civ's happiness. I was at the point where I had multiple cities of 12+ people, and the happiness dropdown was still showing 0 from citizens.

markusbeutel
Sep 28, 2011, 06:25 PM
Just downloaded the mod (and followed the instructions to the letter), and I seem to have run into an issue where none of my citizens are being counted towards my civ's happiness. I was at the point where I had multiple cities of 12+ people, and the happiness dropdown was still showing 0 from citizens.

Hmm - were you running any other mods? Also, was the mod activated? It's easy to activate the mod and then back out into the non-modded single player screen. Was the policy screen different from vanilla?

Also, make sure you're updated for the latest patch.

finejam
Sep 29, 2011, 04:40 PM
Hi!

Shouldn't Great Library provide a free tech? In my game it aktually provided a free politic... :(

Apart from that: Civ Nights is great!!

markusbeutel
Sep 29, 2011, 06:11 PM
Hi!

Shouldn't Great Library provide a free tech? In my game it aktually provided a free politic... :(

Apart from that: Civ Nights is great!!

It's functioning correctly. Compared to some other Wonders it does feel a bit weak at the moment so I might tweak this one for this weekends v10.4.

Glad you're enjoying the mod. :)

Gerse
Sep 29, 2011, 08:48 PM
Also, make sure you're updated for the latest patch.

That'll do it. Thanks.
Really fun mod!

Paiea
Sep 30, 2011, 07:14 AM
Hello,

Just wanted to report a bug and get some advice. I started a game late last night after I saw an update to your Mod in the in-game browser. I believe I was playing America on King, standard map size, marathon, continents. I noticed that as I was playing, a few of the beginning techs I had to research twice. I believe I researched mining, agriculture, roads, and masonry twice. Was this put in the game for a gameplay reason? I noticed I still had another Mod enabled (R.E.D).

Also started a new game as Japan and disabled the other mod. Same thing happened. If this is part of the game than no problem, I tried to find info on the forums but couldn't find any.

I appreciate your help.
Thanks

markusbeutel
Sep 30, 2011, 08:08 AM
Hello,

Just wanted to report a bug and get some advice. I started a game late last night after I saw an update to your Mod in the in-game browser. I believe I was playing America on King, standard map size, marathon, continents. I noticed that as I was playing, a few of the beginning techs I had to research twice. I believe I researched mining, agriculture, roads, and masonry twice. Was this put in the game for a gameplay reason? I noticed I still had another Mod enabled (R.E.D).

Also started a new game as Japan and disabled the other mod. Same thing happened. If this is part of the game than no problem, I tried to find info on the forums but couldn't find any.

I appreciate your help.
Thanks

This generally happens if you have multiple versions of the mod installed. Deleting older versions should solve this bug. If it still occurs after doing this, try verifying your cache through Steam.

Paiea
Sep 30, 2011, 08:25 AM
Wow, I can't believe the solution was that simple. Thank you so much. I will try that tonight.

Has anyone experienced any problems playing this mod with R.E.D, Regiment, Ethnic, Diversity. I know the mod adds some new units and changes the look of units, but it states that it doesn't alter gameplay at all. Just wondering.

Thanks again markusbeutel

technomancer
Sep 30, 2011, 03:47 PM
- Are Ironclads supposed to have a ranged strength of 50 ?
(Destroyers have 40, Battleships 60)

- PONT DU GARD gives 33 % growth bonus but the description says 50 %

wcbarney
Oct 01, 2011, 06:32 AM
Is this a bug?? I find that I don't get the +1 :c5happy: with discovery of natural wonders. I know this is no big deal, since in this mod happiness is rarely an issue (except very early in the game).

markusbeutel
Oct 01, 2011, 06:40 AM
- Are Ironclads supposed to have a ranged strength of 50 ?
(Destroyers have 40, Battleships 60)

- PONT DU GARD gives 33 % growth bonus but the description says 50 %

Ironclads now give +35 instead of +50 in v10.4. I either missed your point about the Pont Du Gard or you posted it later, but this still hasn't been fixed as of v10.4. Nice find though. :)

Is this a bug?? I find that I don't get the +1 :c5happy: with discovery of natural wonders. I know this is no big deal, since in this mod happiness is rarely an issue (except very early in the game).

NiGHTS never gave that bonus. You get +5 :c5happy: if a Natural Wonder is inside of your borders, and that's it. Free Happiness off the bat is too much of an early bonus, while an amount like +1 :c5happy: isn't really worth implementing. Natural Wonders make up for their lack of Happiness by having much higher base yields.

technomancer
Oct 01, 2011, 03:42 PM
- Train Station actually requires 2 coal but description says 3
- Factory actually requires 4 coal but description says 5

markusbeutel
Oct 01, 2011, 07:00 PM
- Train Station actually requires 2 coal but description says 3
- Factory actually requires 4 coal but description says 5

Not sure how I missed these - thanks again. :)

Flying Bread
Oct 01, 2011, 07:05 PM
I've run into a problem with v10.4, every time I try and load a custom map's scenario the game crashes, it's only with v10.4 and it doesn't matter what map it is, I even made a very basic one featuring nothing but grassland and two starting points and it still crashed.

Also in the map editor there's two of every terrain type and two settlers under units if I try making a scenario with the mod loaded.

P.S. I wasn't having any of these problems with v10.2

EDIT:

I fixed it, I think, I ended up reinstalling Civ V (I was having a few non-mod related problems) and it fixed it, custom scenarios work now for me.

markusbeutel
Oct 01, 2011, 10:49 PM
I've run into a problem with v10.4, every time I try and load a custom map's scenario the game crashes, it's only with v10.4 and it doesn't matter what map it is, I even made a very basic one featuring nothing but grassland and two starting points and it still crashed.

Also in the map editor there's two of every terrain type and two settlers under units if I try making a scenario with the mod loaded.

P.S. I wasn't having any of these problems with v10.2

EDIT:

I fixed it, I think, I ended up reinstalling Civ V (I was having a few non-mod related problems) and it fixed it, custom scenarios work now for me.

Good to hear - usually if you have multiple versions of the same mod installed, weird bugs like this can pop up.

Flying Bread
Oct 02, 2011, 01:22 AM
Good to hear - usually if you have multiple versions of the same mod installed, weird bugs like this can pop up.Yeah, I forgot to uninstall v10.2. :(

technomancer
Oct 02, 2011, 12:46 PM
- The Storehouse itself becomes obsolete with Electricity (and so can not be built anymore) though the description says otherwise.
- Public school synergy description says "+ 2 Science" but you actually get +4 (the policy description is correct).
- Oil Refinery should state "Requires Combustion" to make it more clear when you can build it.

wcbarney
Oct 02, 2011, 03:27 PM
Is this a bug or an Easter egg (or Christmas gift)? In my last game up 'til well into the medieval era I seemed to get extra (i.e. "gifted" or free) techs. For example, I was actually researching Rifling, and when it popped I also got another tech -- Dynamite, I think. It wasn't caused by a completed RA. The only thing different in this game was that I managed to build the Magellan's Voyage wonder which is supposed to give you a discount on techs already discovered by other civs; does it give you those techs free instead??

markusbeutel
Oct 02, 2011, 05:32 PM
- The Storehouse itself becomes obsolete with Electricity (and so can not be built anymore) though the description says otherwise.
- Public school synergy description says "+ 2 Science" but you actually get +4 (the policy description is correct).
- Oil Refinery should state "Requires Combustion" to make it more clear when you can build it.

The Storehouse/Oil refinery descriptions are worded poorly at the moment - I'll make these tool-tips more clear in the next update. Good find on the PS synergy - will be fixed as well.

Is this a bug or an Easter egg (or Christmas gift)? In my last game up 'til well into the medieval era I seemed to get extra (i.e. "gifted" or free) techs. For example, I was actually researching Rifling, and when it popped I also got another tech -- Dynamite, I think. It wasn't caused by a completed RA. The only thing different in this game was that I managed to build the Magellan's Voyage wonder which is supposed to give you a discount on techs already discovered by other civs; does it give you those techs free instead??

That ability works a bit different than what I originally thought, (it's an undocumented xml tag - probably left over from CIV IV). Instead of an overall 15% discount on techs others have discovered, it's a cumulative 15% discount for each Civ that has discovered a Tech that you haven't - which can indeed lead to some free techs. At the moment it'll be over-powered on higher difficulty levels where the AI techs fast, but on lower difficulty levels the payoff won't be nearly as great.

I'll adjust this ability for the next update, so for now - it can be an early Christmas gift... that I'll be re-gifting in a week or so. :)

technomancer
Oct 03, 2011, 02:02 AM
- Solar Plant synergy bonus (+4 gold from organized labor) does not work
- Research Lab synergy bonus (+5 gold from microeconomics) does not work
- Hydro Plant synergy bonus ( +5 production from macroeconomics) does not work

markusbeutel
Oct 03, 2011, 09:27 AM
- Solar Plant synergy bonus (+4 gold from organized labor) does not work
- Research Lab synergy bonus (+5 gold from microeconomics) does not work
- Hydro Plant synergy bonus ( +5 production from macroeconomics) does not work

Thanks again technomancer. :) I accidentally used the buildingtype instead of buildclasstype for these tags, but luckily most games probably won't reach the point where these are even built as they come later in the Tech Tree. Will be fixed for v10.5.

IxI
Oct 03, 2011, 12:16 PM
10.3a
with Industrialism I see Oil and can build Wells, but I can not "use" these Oil until the research of Combustion. I'm in a position where I have many oil wells but can not build an aitport because I have not researched combustion.

And why do you design synergys which you don't expect to be used? :)

Balerune
Oct 03, 2011, 12:17 PM
On turn 369 a city state I was allied with gifted me a warrior. I hope this is a bug. I made friends with the city state in order to get free units and I was happy as peaches to get this unit.:lol:

technomancer
Oct 03, 2011, 12:24 PM
- TEOTIHUACAN again, you corrected the TECH_MCASTING requirement but set it to BLUE_MOSQUE :-)
- Great Lighthouse promotion tooltip (the icon tooltip on a ship) isn't fixed yet
- RESOURCE_IVORY is still missing from the temple building

markusbeutel
Oct 04, 2011, 02:27 AM
10.3a
with Industrialism I see Oil and can build Wells, but I can not "use" these Oil until the research of Combustion. I'm in a position where I have many oil wells but can not build an aitport because I have not researched combustion.

And why do you design synergys which you don't expect to be used? :)

I guess it all has to do with how you choose your tech paths and planning in advance for these sorts of situations. As for synergies not being used - what I meant was that most games are over by the time the more powerful synergies would come into play. They're there for the games that last into these later eras - ensuring that later buildings feel substantial compared to early/mid era buildings. (Although nothing beats Granaries). :)

On turn 369 a city state I was allied with gifted me a warrior. I hope this is a bug. I made friends with the city state in order to get free units and I was happy as peaches to get this unit.:lol:

Well I hope you put that Warrior to good use! :lol: This seems pretty random and hasn't been reported yet, so hopefully it's just a one-off on the part of the City-State AI.

- TEOTIHUACAN again, you corrected the TECH_MCASTING requirement but set it to BLUE_MOSQUE :-)
- Great Lighthouse promotion tooltip (the icon tooltip on a ship) isn't fixed yet
- RESOURCE_IVORY is still missing from the temple building

You're like the NiGHTS XML proofreader - my thanks again. :)

Teotihuacan/Ivory will be fixed for v10.5 - although what exactly is wrong with the promotion tool-tip for the Great Lighthouse?

technomancer
Oct 04, 2011, 09:00 AM
although what exactly is wrong with the promotion tool-tip for the Great Lighthouse?

The tooltip says 1 sight/1 speed though it is actually 1 sight/3 speed (not really gamebreaking but as as german I am pedantic by nature :-)

markusbeutel
Oct 05, 2011, 01:51 AM
The tooltip says 1 sight/1 speed though it is actually 1 sight/3 speed (not really gamebreaking but as as german I am pedantic by nature :-)

Ahh - okay, I'll make sure to change that. :)

rayss8
Oct 05, 2011, 09:58 PM
Since I haven't downloaded the 10.4, I played with 10.3 and used Babylon. A free scientist is not granted when "writing" is researched. Is it a bug or it's modification in Night Version? Thanks

markusbeutel
Oct 06, 2011, 05:57 AM
Since I haven't downloaded the 10.4, I played with 10.3 and used Babylon. A free scientist is not granted when "writing" is researched. Is it a bug or it's modification in Night Version? Thanks

None of the UA's from vanilla CIV V have carried over into NiGHTS - as all the leaders have new custom traits.

Gorhaax
Oct 07, 2011, 08:33 AM
Playing version 10.4 as France and in Orleans I was building a trireme. When I researched Republic my trireme stopped building and i then had to restart building with the caravel. Shouldn't my production carry over from the trireme carry over to the caravel?

markusbeutel
Oct 07, 2011, 10:28 AM
Playing version 10.4 as France and in Orleans I was building a trireme. When I researched Republic my trireme stopped building and i then had to restart building with the caravel. Shouldn't my production carry over from the trireme carry over to the caravel?

You'd think it should - but unfortunately this is how CIV V deals with obsoleting units/buildings. The transition between Triremes and Caravels is closer together in NiGHTS, which makes situations like this more noticeable than in vanilla CIV V.

technomancer
Oct 07, 2011, 11:39 AM
BUILDING_TAX COLLECTORS OFFICE: YIELD_GOLD is 10 but description says 20

markusbeutel
Oct 07, 2011, 11:56 AM
BUILDING_TAX COLLECTORS OFFICE: YIELD_GOLD is 10 but description says 20

I'm not seeing this one. Is this in v10.4, or v10.3a? This particular building has an assortment of modifiers in that it generates +10% through a policy, +10% on it's own, and +1 for every 5 population in a City. (The +1 is written as (20) in the XML as it functions as 20/100 or 1 for every 5 population.

technomancer
Oct 07, 2011, 03:08 PM
I'm not seeing this one. Is this in v10.4, or v10.3a? This particular building has an assortment of modifiers in that it generates +10% through a policy, +10% on it's own, and +1 for every 5 population in a City. (The +1 is written as (20) in the XML as it functions as 20/100 or 1 for every 5 population.

10.4, without counting the synergy bonus (which actually pointed me in the direction of the bug because I only got 20 % gold bonus after constructing the building instead of 30 % though I already had the policy). This is the code from my 10.4's buildings.xml:

<Building_YieldModifiers>
<Row>
<BuildingType>BUILDING_TAX COLLECTORS OFFICE</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>10</Yield>
</Row>
</Building_YieldModifiers>

markusbeutel
Oct 07, 2011, 04:04 PM
10.4, without counting the synergy bonus (which actually pointed me in the direction of the bug because I only got 20 % gold bonus after constructing the building instead of 30 % though I already had the policy). This is the code from my 10.4's buildings.xml:

<Building_YieldModifiers>
<Row>
<BuildingType>BUILDING_TAX COLLECTORS OFFICE</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>10</Yield>
</Row>
</Building_YieldModifiers>

Isn't this correct though? +10% initially, and an additional +10% for the policy for +20% total.

technomancer
Oct 08, 2011, 02:48 AM
Isn't this correct though? +10% initially, and an additional +10% for the policy for +20% total.

ok, i finally know what was going on, sorry for having bothered you. If you have a policy which increases an already existing value of a building (gold in this case) the "description" (the number % after the gold icon) changes to the combined value (base + policy) but not immediately, you need to reload the game first. I did not not expect this behavior and as so I assumed a bug with the building.
Display changes after reloads (I just double-checked with fire tuner) are slightly confusing, my bad :-(

technomancer
Oct 08, 2011, 11:12 AM
- "Conservatism" policy synergy description is missing (but the synergy bonus works)
- "Docks" do not work with ocean-based oil resources, is this by design ?
- "Bell Foundry": The promotion does not work (replacing it with PROMOTION_SENTRY works btw so there might be something wrong with the Extra Sight promotion)

markusbeutel
Oct 08, 2011, 11:28 AM
- "Recycling Plant" synergy description is missing from the "Conservatism" policy description (but works)
- "Docks" do not work with ocean-based oil resources, is this by design ?

I missed adding oil to work with that particular building - will be fixed in v10.5. As for the synergy description, the RP synergy actually comes from the Conservationism policy, not the Conservatism policy. ;) Although it might be a good idea to change the name of one of those... :crazyeye:

maceman121
Oct 08, 2011, 01:07 PM
I am sure it has been noted before, but the great library should offer a free science, and the oracle should offer a free policy, as opposed to the other way around as it is now.

technomancer
Oct 08, 2011, 08:54 PM
As for the synergy description, the RP synergy actually comes from the Conservationism policy, not the Conservatism policy

Bloody, you've really got me there :blush:

technomancer
Oct 08, 2011, 10:31 PM
Is it possible that policy changes to buildings only work on the "normal" version of the building, not the "free" one granted from wonders ?
In my game I have a bank (free) in the capital and acquired the "Capitalism" policy which works but not on the free bank. The tooltip of the bank actually shows 45 % instead of 30 % but it is not calculated in the main screen.
I reloaded the save to verify it is not a display error ;), same result.

Greller
Oct 09, 2011, 11:14 AM
When I rebase a fighter, the 1 above the city name indicating an air unit present remains in every city the fighter has been to, even after it's left. When I click the 1, it selects the fighter (which is in the proper city), but the number never seems to disappear. I current have four cities showing a fighter present, with only one fighter built (it has traveled to each of those cities).

Game version 1.0.1.383 (Steam), CIVILIZATION__NIGHTS_HD version 104 (NiGHTS Extended Edition). No other mods active.

Update: Ghosts disappear on save/reload.

markusbeutel
Oct 09, 2011, 11:26 AM
Is it possible that policy changes to buildings only work on the "normal" version of the building, not the "free" one granted from wonders ?
In my game I have a bank (free) in the capital and acquired the "Capitalism" policy which works but not on the free bank. The tooltip of the bank actually shows 45 % instead of 30 % but it is not calculated in the main screen.
I reloaded the save to verify it is not a display error ;), same result.

I wouldn't be surprised if this is the case considering the state some of the base code is in at the moment. I'll have to take a look at this for v10.6 and make sure none of the "free" buildings conflict with potential policy choices.

When I rebase a fighter, the 1 above the city name indicating an air unit present remains in every city the fighter has been to, even after it's left. When I click the 1, it selects the fighter (which is in the proper city), but the number never seems to disappear. I current have four cities showing a fighter present, with only one fighter built (it has traveled to each of those cities).

Game version 1.0.1.383 (Steam), CIVILIZATION__NIGHTS_HD version 104 (NiGHTS Extended Edition). No other mods active.

Update: Ghosts disappear on save/reload.

Hmm - I'm not sure what could be causing this at the moment, and it does seem strange that a reload fixes the problem. Has anyone encountered this in vanilla CIV V?

technomancer
Oct 11, 2011, 01:11 PM
Hmm - I'm not sure what could be causing this at the moment, and it does seem strange that a reload fixes the problem. Has anyone encountered this in vanilla CIV V?

yes, though it has been patched a few months ago, since then I did not encounter it.

Small bug encountered with 10.5a: Petra can be built without the stone requirement met.

Balerune
Oct 11, 2011, 02:33 PM
I keep getting warrior units gifted from Tyre in the mid game when they are already building riflemen for themselves. I've cleared everything out of the game and only have infoaddict running but haven't tried re-installing the game. Anyone else having this problem? (I had 2 in a row this last game as England.):(

Thanks.

markusbeutel
Oct 11, 2011, 06:03 PM
yes, though it has been patched a few months ago, since then I did not encounter it.

Small bug encountered with 10.5a: Petra can be built without the stone requirement met.

Are you sure you didn't have any Stone? Stone anywhere in your empire counts as this isn't a local requirement, (and bonus resources can also be hard to track). I'll word this better in v10.6.

I keep getting warrior units gifted from Tyre in the mid game when they are already building riflemen for themselves. I've cleared everything out of the game and only have infoaddict running but haven't tried re-installing the game. Anyone else having this problem? (I had 2 in a row this last game as England.):(

Thanks.

I personally haven't had this happen yet and I'm not sure what could be causing this... Anyone else have this happen to them?

technomancer
Oct 12, 2011, 09:07 AM
Are you sure you didn't have any Stone? Stone anywhere in your empire counts as this isn't a local requirement, (and bonus resources can also be hard to track). I'll word this better in v10.6.

That explains it, I had stone somewhere but not local.

technomancer
Oct 12, 2011, 12:26 PM
The Florence Cathedral starts a golden age (which is not part of the description)

wcbarney
Oct 13, 2011, 03:34 PM
Is this a bug or an Easter egg (or Christmas gift)? In my last game up 'til well into the medieval era I seemed to get extra (i.e. "gifted" or free) techs. For example, I was actually researching Rifling, and when it popped I also got another tech -- Dynamite, I think. It wasn't caused by a completed RA. The only thing different in this game was that I managed to build the Magellan's Voyage wonder which is supposed to give you a discount on techs already discovered by other civs; does it give you those techs free instead??
... That ability works a bit different than what I originally thought, (it's an undocumented xml tag - probably left over from CIV IV). Instead of an overall 15% discount on techs others have discovered, it's a cumulative 15% discount for each Civ that has discovered a Tech that you haven't - which can indeed lead to some free techs. At the moment it'll be over-powered on higher difficulty levels where the AI techs fast, but on lower difficulty levels the payoff won't be nearly as great. I'll adjust this ability for the next update, so for now - it can be an early Christmas gift... that I'll be re-gifting in a week or so. :)
I just finished a game with V10.5a, after you adjusted the Magellan wander to provide only a 1% cumulative discount on techs that others have discovered. Turns out I won quite easily with a science victory (America, Emperor, standard PerfectWorld map, standard time), but during the early period I still got a few "free" techs because of Magellan. Later on I had such a wide tech lead that none of the AIs were within 12 techs of discovering anything before me. For that reason I refused to sign any RAs either.

markusbeutel
Oct 13, 2011, 03:47 PM
I just finished a game with V10.5a, after you adjusted the Magellan wander to provide only a 1% cumulative discount on techs that others have discovered. Turns out I won quite easily with a science victory (America, Emperor, standard PerfectWorld map, standard time), but during the early period I still got a few "free" techs because of Magellan. Later on I had such a wide tech lead that none of the AIs were within 12 techs of discovering anything before me. For that reason I refused to sign any RAs either.

Yep - It's still OP'd and will get a new ability in v10.6 this weekend.

technomancer
Oct 15, 2011, 12:47 PM
The "Castle" bonus does not stack with Bazaar, is this intended ?
(This would severely weaken Arabia's UB)

dwaxe
Oct 15, 2011, 09:30 PM
Oil Refinery requires improved oil around city. But you can't build it if it's from an offshore platform.

IxI
Oct 15, 2011, 11:37 PM
10.6
The Florence Cathedral still gives free Knight

markusbeutel
Oct 16, 2011, 12:49 AM
Oil Refinery requires improved oil around city. But you can't build it if it's from an offshore platform.

True... I'll adjust this so that a global source of oil is required instead of a local source.

10.6
The Florence Cathedral still gives free Knight

I'll post a quick update within the next few minutes that fixes this as well.

IxI
Oct 16, 2011, 06:35 AM
10.6
"Police State" in the Honor tree does not work, the hammer cost of courthouses are not halfed and there are no more jails in the game.

IxI
Oct 16, 2011, 08:19 AM
10.6
Bug with the symbol for Kongo:
in the first screen you can see instead of the kongo symbol the ottoman symbol is used for towns
http://cloud.steampowered.com/ugc/558670781049716572/3828AD90CDEF505253CA5F9FFDFCE371839C2B5D/
second screenshot from same game shows diplo with kongo and the correct symbol
http://cloud.steampowered.com/ugc/558670781049708348/57DC9ED5C0891C94E727F31D5058FA1D518E9AD0/

IxI
Oct 16, 2011, 08:38 AM
10.6
Bug: Guild Hall does not increase the production of Cotton.

technomancer
Oct 16, 2011, 11:08 AM
True... I'll adjust this so that a global source of oil is required instead of a local source.



I'll post a quick update within the next few minutes that fixes this as well.

The oil refinery can be built quite fine with sea-based oil only. But you need combustion for it (as with land-based oil, no difference from my point of view)

Canabrava
Oct 16, 2011, 11:25 AM
I don't know if this there were reported:

Guild Hall don't give me +2 production on luxury resources like said.

edit:

I'm late, i was using 10.3 but you can check this on the newest version too.

markusbeutel
Oct 17, 2011, 12:29 AM
10.6
"Police State" in the Honor tree does not work, the hammer cost of courthouses are not halfed and there are no more jails in the game.

Missed that - it's not firing because Jails have been removed as of the last few versions. I'll make sure to get this fix into v10.7 next weekend.

10.6
Bug with the symbol for Kongo:
in the first screen you can see instead of the kongo symbol the ottoman symbol is used for towns
http://cloud.steampowered.com/ugc/558670781049716572/3828AD90CDEF505253CA5F9FFDFCE371839C2B5D/
second screenshot from same game shows diplo with kongo and the correct symbol
http://cloud.steampowered.com/ugc/558670781049708348/57DC9ED5C0891C94E727F31D5058FA1D518E9AD0/

Thanks for finding this. :) That's a strange one I probably wouldn't have noticed on my own - again, it'll be a v10.7 fix.

10.6
Bug: Guild Hall does not increase the production of Cotton.

3/3. :goodjob: Will be in the next update.

The oil refinery can be built quite fine with sea-based oil only. But you need combustion for it (as with land-based oil, no difference from my point of view)

Yep - Although I figured it'd be easier to avoid this scenario altogether as opposed to adding the tool-tip explanation. The Oil Refinery now requires a global source of Oil - but one should be more selective when building it as it only gets it's Gold bonus if the Oil is indeed local.

I don't know if this there were reported:

Guild Hall don't give me +2 production on luxury resources like said.

edit:

I'm late, i was using 10.3 but you can check this on the newest version too.

It was missing the bonus for Cotton - it should be giving the bonus for other luxury resources.

morganja
Oct 17, 2011, 11:31 PM
I am playing as the Inca. I can't build terraces on hills with the wheat resource. Is this intended?

markusbeutel
Oct 18, 2011, 12:25 AM
I am playing as the Inca. I can't build terraces on hills with the wheat resource. Is this intended?

Are you using an Indentured Servant? I forgot to give them the ability to build terrace Farms and Moai Statues, (and this will be fixed for next weeks v10.7). If you're using a regular Worker this shouldn't be happening and I'd suggest clearing out your cache and the contents of your ModUserData folder.

morganja
Oct 18, 2011, 01:49 PM
I just cleared my cache and moduserdata and ran the experiment again. The worker can build terraces on non-wheat hills, but not on hills with wheat on them.

morganja
Oct 18, 2011, 02:27 PM
Mystery solved. In the vanilla game they can't be built on any other resource, best I can tell. If built on a horse before they are revealed, it becomes non-functional after they do appear, even though it is still present in the hex as an improvement. Strange.

So much for maize in the Andes.

StrangeKiwi
Oct 18, 2011, 10:30 PM
I'm not sure if it's been mentioned, or even if I'm right(!), but the Order upgrade that allows cities to train settlers at 50% faster doesn't seem to do so. That is, I haven't noticed any change after selecting it.

markusbeutel
Oct 19, 2011, 01:27 AM
I'm not sure if it's been mentioned, or even if I'm right(!), but the Order upgrade that allows cities to train settlers at 50% faster doesn't seem to do so. That is, I haven't noticed any change after selecting it.

It is functioning correctly. If you hover over the production icon in your City, a tool-tip should pop up telling you you're getting the bonus. If not, then I'd ask if you're running any other mods? Have you cleared your cache and moduserdata folder?

malcolm01234
Oct 20, 2011, 09:48 PM
Many government types that are said to be in this mod don't show up such as Anarchy and Autocracy, are these supposed to be in it?