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NiGHTS: Bug Reports

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.
 
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.
 
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 ...
 
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.
 
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
 
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.
 
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?
 
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
 
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.
 
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?
 
[*]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.
 
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.
 

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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?
 
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.
 
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.
 
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. :)
 
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.

 

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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?
 
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.
 
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?
 
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