list of issues in 1.13

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Another thing I noticed - can anyone explain the new Scholasticism to me? I had 8 allied CSs and one friend, I think, and the science per turn went up from 304 to 308. Shouldn't it have been 24+ (spread between my cities)?

Edit: Maybe infoaddict is being messed with here?
 
A list of (possible bugs) I observed in my games during the last 2-3 weeks.
(Some of this maybe fixed in the latest version)

The commerce opener gives 15% of the National Surplus.
Production focus chooses unemployed citizens in greater cities (if manual specialist control is off) even if there are better tiles. Seen it more often (per spy) in big AI cities.
Faith total in city screen shows wrong numbers.
"Feed the world"-belief gives +3 food from buildings and +3 food from religion for every shrine and temple(?).
Flavian Amphitheatre (240) is cheaper than Arena (280).
Arena (4) costs more maintenance than Publisher (3). Intended?
+4 gold from trade routes with only capital.
Vanguard units give +15% for every/per adj. unit. Intended?
Culture from CS is added twice. Once it is added to the national culture total (see top-bar) and once distributed over your cities. So a CS generating e.g. 20 culture adds 40 (+modificators). Is this intended?
 
Arena (4) costs more maintenance than Publisher (3).
- Typo. It's spelled theatre in the game but theater in the file.

The trade routes are intended to have one with the capital itself now, which in return meant the removal the capital trade route modifier from other trade route calculations. (you get an extra trade route, but somewhat less value per route now).

The vanguard bonus for every adjacent? Is that also happening with the discipline promotion? It should stack with that at least, but not with multiple adjacent.
 
A few possible bugs I've noticed from a playthrough today with the latest version of the mod:

1. Some tiles that are clearly displayed as mountains are noted as being grassland and are traversable. One even had an incense luxury resource on it.

2. I acquired marble however there was no pop up notification of it.

3. Napoleon greeting text bug: should say the most feared general in all the world.

4. I was received trade income from trade routes with my capital even though I had only one city.

5. The list of happiest civs identified all civs (including me) of having the exact same amount of happiness (4 in this case).
 
The addition of city health overlays was a nice touch.... but it appears that on reloading, it resets the HP to default and no bonus from walls or palaces are counted.
 
Feed the World doesn't add +3 food to the Shrines. Will update if I find out whether it works with Temples or not.

edit: Guruship (+4 Science if specialist) doesn't work either.
 
@Brannock, I tested out Feed the World on IGE and even though it isn't reflected in the tooltip it is giving me +3 food and +3 culture with Ancestor Worship.

Anyway, that got me thinking and via IGE I confirmed that Peace Gardens is indeed working, but not, obviously, with a tooltip. Part of the problem, I think, is the issue the infobar etc. currently have where the changes are not made automatically.
 
More bugs:

+40 influence on CS after "impressing them with culture". Intended? Was only +10 in previous version. (Best remove these kind of quests completely.)

Happiness display in top-bar:
+ x from national happy from CS (with wrong numbers)
+ x from CS

Fulfilled quest for CS to weaken an enemy without fighting their enemy.

Puppets have 2x -25% gold and 2x -100% science and -25% science.

Swords to plowshares does not work.

Diplo-screen shows all AIs get +548 gold (they didn't get, but it is displayed).

Gold income is much lower than displayed on top-bar. Only gold from cities, internal trade and diplomacy works. From open borders, commerce opener and Arabian UA is not accounted.
 
More bugs:
Gold income is much lower than displayed on top-bar. Only gold from cities, internal trade and diplomacy works. From open borders, commerce opener and Arabian UA is not accounted.

I had to quit last 3 games because I suddenly started losing lots of money without any apparent reason.

In my 2nd game it happened at early industrial era: I was getting roughly 55 gold / turn and the numbers in the top-bar were matching my real income. Then in 1 turn my real income suddenly dropped to something around 10 gold / turn without any apparent reason, while the top-bar numbers did not change. I kept playing for about 10 turns and I was still getting about 40 gold / turn less then I was supposed to.

I was not getting any money from other civs, I did not have open borders with anyone, nothing significant happened in the game at that time.

I deleted the Cache folder, validated Civ5 files, deleted all MODs and reinstalled CivUP and GEM and started the 3rd game. And it happened again around turn 105. Again, no apparent reason. Instead of getting +4 gold / turn, I was losing like 11 (while the top bar was still showing +4). I did a little experiment and sold all my buildings and disbanded all my units and I was still losing money. With 3 small empty underdeveloped towns, I think I should have been getting at least +10 gold / turn from the free income and a few farms around river on Emperor level.

Is anyone else experiencing the same problem? I can pin-point the exact turn and post saves "before" and "after" tomorrow.
 
Air units now have the choice of both Air Repair and March.

Overfixed that one I guess. :)

Feed the world (+3 from shrines/temples) appears to be counting double (once on building, once on "religion'")

Many tooltips on buildings are still incomplete from religious effects, as well as happiness from barracks policy didn't show up.

Confirm the +40 influence from minor quests is back.
 
@vyyt, no, I don't have those kinds of (extreme) problems. I do know the infobar has trouble staying current - entering a city and exiting usually refreshes it.

There's also those weird moments where the game is obviously refreshing the yields etc. in between turns and for a moment your research (in the big icon area) will go from, say, 15 turns to 56.

...

Recently had an at-war AI civ launch a successful coup one of my city states - did not know they could do that while at war. Pretty sure we can't, can we?
 
Overfixed that one I guess. :)
Heh, yeah. Not a big deal and most importantly it works now.

Feed the world (+3 from shrines/temples) appears to be counting double (once on building, once on "religion'")
Hadn't noticed that when I was checking it earlier, but you're right about FtW and +3:c5food: x2. On the other hand, Ancient Worship, for example, gives the correct yield of +3:c5culture: on shrines.

(I've also noticed +40 influence on city state minor quests, e.g. tech leader).
 
Sorry for being such a pian but this thread is becoming a mess of poorly documented bugs: No version numbers posted, poor explanations, no screenshots, log files etc :eek:

How can we ever expect Thal to fix anything from this thread? I've followed every single post in the thread and have completely lost overview.

So, how can we do this in the future to keep things well documented and organized for Thal? We already know bug fixing isn't the most fun part of modding and that he's going to spend less time on the project so these kind of bug reports is probably going to mean that some bugs aren't going to be fixed simply because he's going to spend all his time responding to bugs that have already been solved, could have been avoided by clearing cache, etc.

I don't know if this would be the best solution but for one thing I suggest making seperate bug reports for seperate bugs. That way a bug can be closed and the thread that goes along with it "inactivated" - case closed!
 
That, skodkim, or mystikx adjusts the title of this thread to reflect the current GEM version (and a new one is started for each subsequent version [unsolved bugs can carry over]) and as we confirm individual bugs the OP is also edited in a list format to reflect this. Of course, detailed reports of bugs would be welcome as we go.

If you have a quick look at some of the bug threads that have been started, some are in worse shape even than what's in this thread! :eek:
 
The thing is that right now Thal has to sort posts in a very long thread and
  • (I suspect) bug reports are from all kind of different sub versions of 1.13
  • version numbers are in most cases missing
  • some bugs have been solved already but are still listed in the thread
  • there's almost 40 posts with info of very varying use
  • some bugs may be caused by things that could simply be solved by looking in the Common checklist
  • most people tend not to include logs (OK - in many cases they won't include info, but look in them before you post.
  • and a lot more...

I guess what I'm saying is Please keep this organized for Thales sake (and for all of us)!

I think this thread should be inactivated and new separate well documented bug reports made - otherwise nothing is ever gong to be solved (I work with this kind of thing and I know how impossible it is to solve bugs based on these kind of bug reports).

And again, I don't mean to be rude or anything but think of all the hours Thal voluntarily puts in this project. We at least owe it him to make it easy for him to find the bugs if we expect him to fix them :)

\Skodkim
 
The solved bugs that I posted have a fixed status next to them or in the post.
Most of the ones I identified since are still active, are typos or flavor related, and don't show up in logs. Fortunately that usually makes them simpler to fix.

I will see if we can lock this thread (I requested a moderator lock the thread down) and start one with a new summary of the current existing issues, possibly sticky/lock it so when the bug sweep of minor issues is needed, they're all in one place.

I can think of two critical bugs I've seen relating to city health and one to surrendered cities (a vanilla bug), plus a number of easy issues (some related to building tooltips which should have gone in that thread).
 
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