Beta & Bug Reports

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I've noticed that river tiles no longer give any gold yield. This makes it difficult to have a decent economy and military in the beginning of the game. This is particularly problematic at the King difficulty setting. Was this by design or am I experiencing a bug? I think they're may be a better way of addressing the late game gold surplus balance issue.

This is a game decision for the beta. The gold was removed and is put back once a watermill is built in the city. I think currently its ok but the watermill costs way too much to be feasible, especially with 3 gold maintenance, but thats just my opinion.
 
Ill get the livetuner thing as soon as i get a chance but my issue was almost the exact same as seek's. I also noticed that the baths said they said they req'd aqueducts, but really req'd colosseums.

I notice they say "Requires: Aqueducts" but then right below that it says "Requires: Colloseum in 80% of cities" - I'm guessing it's just a typo in the code.

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Research Oddity Update:
This time not using any unusual mods.;) (But unit buttons still not getting the correct popups.)
  • 1 DoF with Askia
  • 50.5 BPT
  • 5.35 BPT from RA
  • About to research Theocracy, cost=302, but the turn timer reports 4 turns (should be six)
  • Selected the tech, and hovering over it the popup shows 5/302 beaker progress from overflow, but the bar shows 1/4 full!
Next turn:
  • 52 BPT
  • 5.45 BPT from RA
  • Progress in Theo is 143/302 (Should be 50.5 + 5.35 + 5 = 60.85)
Next turn:
  • 53.5 BPT
  • 5.55 BPT from RA
  • Progress is 247/302 (Should be 60.85 + 53.5 + 5.35 = 119.9)
I checked the Tuner, but tech awards look normal (5.3499999046326; 5.3499999046326; 5.5500001907349 for each turn for both me and Askia)

Very odd...:confused: Maybe a number is getting doubled somewhere?
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Unfortunately I had a couple more bugs as well this game:
  • While having two Ivory, I traded one and both disappeared. The CivWillard deal popup confirms both were traded away.
  • I'm not getting the .5 happiness per connected city from Republic.

To leave on a positive note, I have not seen any wrong promotions with this build!:)
 
Also to add to this, (everything seek is saying i had the same issue) up until getting philosophy i was always reaching the next age slower then the other civs. After getting it i was through medieval before the first AI's started hitting it. This is telling me that its deff a bonus the AI is not getting. Hope that helps.
 
I doubt the 2 Ivory vanishing with one trade thing is a problem on Thal's end. I have seen the same bug in vanilla and with other mods. It is rare but you do end up with all resources of a type vanishing when you traded only one for some reason.
 
I doubt the 2 Ivory vanishing with one trade thing is a problem on Thal's end. I have seen the same bug in vanilla and with other mods. It is rare but you do end up with all resources of a type vanishing when you traded only one for some reason.

Thats a common "bug" in my games... First I thought where the ... are my resources going? I should have some remaining for trade, then I noticed in the Infodisplay from CivWillard that they all were being traded (e.g. 3 Wine <> [...]). Later I thought thats the way the game works... but now I've seen that its obviously a bug here.


One more thing I noticed... when I got a RA and my civ is in "Anarchy mode", I still get the :c5science: from the RA. On the one hand you could say, the other civ is still researching, but on the other hand my scientists are not very cooperative while in anarchy. And it looks awkward when it says some thousand turns to finish ^^


The research info in the upper left corner is always one behind. The additional research display shows the correct number. Other than that, researching worked normal and without oddities (beta 4.13).
 

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While having two Ivory, I traded one and both disappeared. The CivWillard deal popup confirms both were traded away.

Did you invoke the trade through CivWillard popup? A long time ago, I saw this same problem you described and it seemed to follow if I clicked on the resource in the "Sell" column via CivWillard (almost as if underneath the code, it traded away two even though it displays one because that's all the trade UI ever displays).

It could be FUD, but I stopped trading that way and haven't noticed it since.
 
Did you invoke the trade through CivWillard popup? A long time ago, I saw this same problem you described and it seemed to follow if I clicked on the resource in the "Sell" column via CivWillard (almost as if underneath the code, it traded away two even though it displays one because that's all the trade UI ever displays).

It could be FUD, but I stopped trading that way and haven't noticed it since.

Hmmm, I *do* do all my trades through Willard ... but I always do it by selecting the civ's name, not the resource. But I could easily have had a misclick there. Glad it's not a bug from the beta, then!

EDIT:
..other minor bugs I later noticed in the same game:
*Horsemen buildable for nearly the entire game, certainly ages after Chivalry and Military Science were teched. I think they were outdated around Rifles.

I just noticed that Horse go obsolete at Metallurgy in vanilla and here, the tech before Rifling. Nevermind:p
 
Did you invoke the trade through CivWillard popup? A long time ago, I saw this same problem you described and it seemed to follow if I clicked on the resource in the "Sell" column via CivWillard (almost as if underneath the code, it traded away two even though it displays one because that's all the trade UI ever displays).

Ehm no, I didn't even know that is possible. I just use CivWillard for the "time remaing" view, I seldomly open one of its windows. I always use the normal trade mechanic (clicking on the upper right "earth" symbol and then on the leader/CS). So it's only a Willard bug if it interferes with all trading possibilities.
 
I've noticed that river tiles no longer give any gold yield. This makes it difficult to have a decent economy and military in the beginning of the game. This is particularly problematic at the King difficulty setting. Was this by design or am I experiencing a bug? I think they're may be a better way of addressing the late game gold surplus balance issue.

River gold was moved elsewhere, but cities now give 1:c5gold: per city, and the empire itself receives an extra 2:c5gold:/turn. This means your first city is basically working 3 river tiles right away and each city after that is working 1 river tile. Coastal regions are also better, starting at 2:c5food:1:c5gold:.

This is to equalize the value of river and non-river start locations in the very early game.

After this 2:c5gold:/empire 1:c5gold:/city starting gold, there's five ways to increase gold supply:

  • Sailing if near a coast.
  • The Wheel if near rivers.
  • Trapping for trading posts.
  • Calendar for most luxuries.
  • Archery for camp luxuries.
  • Masonry for marble.

@Seek
I found and fixed the problem preventing Republic from giving happiness, thank you.

Still not sure what could be the cause of odd diplomacy events, nothing I do alters diplomacy directly (only general AI tendencies like building large armies or allying with citystates).

Thank you for the help with the research bug. Knowing the display is correct means it must be a problem with the way I'm giving the science, somehow. I patterned it off Afforess's Tech Diffusion, so I know the general principle works, I've just got to find where the bug is.


@Kirschi
Thank you for pointing out the anarchy thing, I've added a check for that.

I found and fixed the bug with the top-left display being off by one turn, thank you.
 
This is to equalize the value of river and non-river start locations in the very early game.

After this 2:c5gold:/empire 1:c5gold:/city starting gold, there's five ways to increase gold supply:

  • Sailing if near a coast.
  • The Wheel if near rivers.
  • Trapping for trading posts.
  • Calendar for most luxuries.
    [*]Archery for camp luxuries.
  • Masonry for marble.

@Seek
Thank you for the help with the research bug. Knowing the display is correct means it must be a problem with the way I'm giving the science, somehow. I patterned it off Afforess's Tech Diffusion, so I know the general principle works, I've just got to find where the bug is.

Were camps officially changed to archery in 4.13? I cant look cause my computer is being buggy and its not noted in the beta changes. If so i think it will be an awesome change once i can play again!

As far as the science bug is it happening to anyone else or is it just an issue that me and seek had?
 
Thank you for the help with the research bug. Knowing the display is correct means it must be a problem with the way I'm giving the science, somehow. I patterned it off Afforess's Tech Diffusion, so I know the general principle works, I've just got to find where the bug is.

That makes total sense - the odd effects seemed to be mitigated in the later eras as I beelined Globalization after hitting the Industrial era. It plays just like Tech Diffusion in that early techs like archery (which I didn't get until later as usual) decreased in turn count pretty rapidly (eventually showing -3 before I got it, iirc). I should have mentioned it earlier.:p


Will the new MCS food tooltip reworking prevent the starvation notifications? I noticed in .13 that a city relying on MCS food would get them every turn - it was irksome.
 
@rhammer640
I posted v4.14 beta a few minutes ago, where I moved Camps to Archery. :)

I found and fixed one bug with science rewards, but I don't think it was the bug causing the main problem. I'll continue trying to solve the issue.

@Seek
Yeah, the starvation thing is the problem with being unable to override buggy core game functions. That notification is hardcoded into the c++ part of the game, and the problem would take me ~60 seconds to solve if we had access to it... I couldn't find a reference to the notification in the lua files. :undecide:

I might be able to hide starvation notices entirely, we do know when cities are starving after all.
 
@rhammer640
I posted v4.14 beta a few minutes ago, where I moved Camps to Archery. :)

I found and fixed one bug with science rewards, but I don't think it was the bug causing the main problem. I'll continue trying to solve the issue.

Cool, will report if it happens again.

@Seek
Yeah, the starvation thing is the problem with being unable to override buggy core game functions. That notification is hardcoded into the c++ part of the game, and the problem would take me ~60 seconds to solve if we had access to it... I couldn't find a reference to the notification in the lua files. :undecide:

I might be able to hide starvation notices entirely, we do know when cities are starving after all.

Oh well, no biggie - with Sneaks' Custom Notification mod it's easy to click them off.

Speaking of Sneaks, he mentioned in the CCMATII thread that Liberation Boost uses a variable labeled "lib" - and gets confused because of the "lib" file in FRB. Perhaps it's an easy fix?
 
Oh, I hadn't thought of that! Hmm... I'm not sure why it would cause a problem though, since the 'lib' in liberation boost is a local variable. It wouldn't hurt to try changing it though.
 
Playing without any UI mods has cleared up the unit button issue - the only problem is that I'm not playing with any UI mods!:lol: No Info Addict, Improved Notifications or CivWillard - so it must be an incompatibility with one of those. I'm also not getting the DoF/RA shenanigans but I'm not sure if it's the fix or the lack of the other mods.

But I am getting nodes with six iron.
 
About the diplomacy screen issue... I ran into it just now. Specifically, it was when the screen freezes after another player makes a demand or request without the left/right trade boxes visible.

I noticed when looking through InfoAddict that it alters the diplomacy screen file (adds a button). I reloaded an autosave without InfoAddict active and the diplomacy screen did not freeze. I'd suggest trying this for anyone encountering the issue, to figure out if it's a problem with just that mod or something that's actually a TBM bug.

To reload without InfoAddict:

  1. Edit InfoAddict (v 10).modinfo to set "AffectsSavedGames" to 0.
  2. Load, and save an autosave. It will save without the requirement to have the mod active.
  3. Load the autosave again and proceed normally to see if the freeze occurs.

I also noticed a bug with 4.14: I moved the Camp improvement but forgot to move the tech unlock for the resources it hooks in to. This is fixed for 4.15.
 
Please go over how to edit infoaddic. I'm not following. Thanks

Go into your Civ 5 Mods folder.
Open Info Addict folder.
Open InfoAddict (v 10).modinfo.
Set "AffectsSavedGames" from "1" to "0."
Load the game.
Save an autosave to Steam.
Load the Steam save.
See if it freezes again.
 
Are you able to leave the screen if you hit escape? I noticed when it happened I was able to do so.

And yes, I encountered the problem again without infoaddict so it does not appear to be a problem with that mod. Reloading just happened to fix it temporarily. The strange thing is no errors displayed in the tuner, so it thinks everything's working!

I've noticed a bug with the diplomacy screen since the release of Civ 5 in vanilla: whenever I refuse a one-sided demand, the diplomacy screen breaks until I reload. I suspect it's some sort of vanilla game bug that mods are just bringing more focus on.
 
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