Bug: 2-3 bugs from various unknown mods

Sporally

Prince
Joined
Jul 25, 2005
Messages
462
Location
Denmark, EU.
I've been playing some Civ5 with mods, and find them all interesting. However, I'm expierencing 2-3 bugs (don't know if one of my observations is a bug).

  1. When going to the city screen it doesn't show me any of my gains with the exception of production. The rest are just empty and I need to mark them to get further info.
  2. When conquering ruins most of them doesn't give anything. Not only doesn't it show the pop-up, but when checking what I could have gained (gold, faith, technology, map, barbarian encampments) I find that nothing changed. Only once I found a tech and other times I've received an upgrade to my unit.
  3. Playing around 80 turns I'm surpriced I've managed to build all wonders so far. Could it just be because they can't see the ressources (due to the Prehistoric Era-mod) and they then don't find the wonders interesting enough as most of them are based on ressources? I'm playing emporer on a huge map with 12 civs currently in the prehistoric era. I recall I had a game like half a year ago with most of the same mods - and I found it exceptional easy to conquer the cities. It's as if the AI can't play with one specific mod.

So can anyone pinpoint which mods could be the reason for this?

Can someone confirm that there are some bugs where the AI don't play well and they are easy to be in the wonder race / conquest game. I also noted, according to the demographics screen, that I was number one in both science and production (production was at 10 while some where at 1 quite early in the game).

Oh, and another bug I noticed. I played as the Khmer and started off with agriculture (and thereby a palace - first reason for gaining some big bonuses). Restarting the game several times I noted some would start with Primitive tools and therefore a unit, while others (like with Khmer) would start with agriculture and the palace. One could then choose to research ancient techs or "go back" and research prehistoric techs. My estimate is that it was around 50/50 for each start.
 
Hi Sporally

Im not experienced enough to say anything about your specific problem but as you probably know, not all mods affect savegames and many of those mods can be disabled before loading. This has helped me find "problematic mods".
 
Yeah ok. Could try that. Thank you for your reply.
 
Sounds like you have some custom civs and an pre-ancient tech tree extension - and from the description it sounds like some of the civs are loading before the tech tree mod and some after. Those loading BEFORE the tech tree mod will be being updated by it (eg, removing Agriculture and gaining pre-Ancient starting techs) whereas those loading AFTER the tech tree mod won't be losing the Agriculture tech which will allow them to start "in the middle" of the tech tree. Load order is a PITA - try flushing the cache and then selecting all the Civs and finally the tech-tree mod - it may work, it may not. Otherwise you'll need to manually edit all the civ .modinfo files and make them "reference" the tech tree mod
 
Interesting. Is there a way the devs can choose for themselves in which order it should load, or is it a thing in the origianal development of the game?

Yes, I am using custom civs. Didn't notice whether it only goes for them or not - I believe it is (sort of) random. I hope those kind of bugs will get fixed by the devs so the popular mods will work together.
 
Which mods are you using? We might be able to pinpoint any incompatibilities or known bugs depending on the mods.
 
Sorry, forgot all about this thread :)

I've tried several different mods. The last game I played I didn't have the above stated issues. However, in my last game there was an issue, where I couldn't choose my production. It didn't matter if I accessed the city or clicked the button which hinders you from clicking the the next turn-button.

I used the following mods:
Enhanced User Interface
Events and decisions
Health and Plague for BNW
Slave Trade
 
Back
Top Bottom