Beta & Bug Reports

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I released a new version of Custom Notifications which will allow you to properly implement your overrides.
 
I'm using the newest beta and I've encountered a problem. Research agreements provide no research benefit at all. Both civilizations almost certainly have discovered philosophy and are friends. Other mods I'm using: civ willard, info addict, specialized barbarian units. I also experienced a bug where after loading a saved game my city info screens were void of almost all information. I couldn't build anything. I exited to windows and restarted the game. That seemed to fix the city problem.
 
I downloaded the Balance Combined v4. from the In-game Mod browser. Played a game as Rome, and can't request Research Agreements even in the Medieval Age. Has Philosophy been shifted? Also, can I check if Tech Diffusion is integrated into the mod and if TreeGrowth and Satellites Reveal Map are compatible?
 
@antdog
Could you check if those civs are indicating any science bonuses in the tuner? The steps to do this are described in the Reporting Bugs thread. Just start the tuner, end your turn, and copy-paste whatever appears in the output.

The city view problem sounds like a cache issue, which is probably why restarting windows fixed the problem.


@Geppenguin
To double-check I re-downloaded v4 from the mod browser. I'm able to sign research agreements normally:

attachment.php


It might be another mod disabling research agreements. What mods do you have installed?

  • Satellites Reveal Map is obsolete, Firaxis included it in the core game in patch 1.0.1.135.
  • Tech Diffusion will be a part of this mod in the next public release v5. Tech Diffusion hasn't worked on its own since patch 135 (and actually had a bug where it gave too much research).
  • TreeGrowth should be compatible with this mod.
 

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The research agreement thing worked itself out. Maybe clearing the cache folder had something to do with it or Mongolia finally researched Philosophy.
 
Number of bugs in v36:

Policies
  • I'm getting *all* the effects of the new vanilla post-patch policies in Tradition in addition to the ones described. Monarchy - gained 1:c5happy:/2:c5citizen:; Legalism - getting free Monument in new cities; and Tradition gives the free 3:c5culture: in capital and border expansion.
  • Landed Elite, however, is affecting city food *after* consumption, which is not how the mechanic works in vanilla. Not sure if this is intentional.
  • Also, Liberty shows 1:c5culture: for opener, but Representation gives 2:c5culture: - seems redundant, I'm assuming this is a mistake.
  • Got a free SP upon entering Classical era. I thought this mechanic was getting removed?

UI
  • Shows TXT_KEY_[etc] for Sanitation tech, Temple tooltip description, Agra Fort title
  • Baths' called Circus Maximus, tooltip says Colloseums in all cities when in fact it requires Aqueducts in 80%
  • City bombard action panel not fully visible. (Screenshot attached)

Miscellaneous
  • Aqueduct on Engineering, not Sanitation
I'll update the post if I see more.:)
 

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Are we posting the new patch notes here?

If so, I also had the undocumented free-monument buff, and the Sanitation title garbled in the tech tree.

Washington declared war on me twice (in the same war) but that's probably a vanilla glitch.

I had a couple of other kinks that oddly disappeared after a few turns.
 
@Seek
The buggy effects you're describing were just simple compatibility things I took care of last night. I downloaded v4.36 beta again to check, installed, and it's working properly. It's puzzling v4.33 is the version your CiV's running if v4.36 is what's installed... which is why I brought up the cache question. Maybe it's a download issue? Try the version I've attached to this post and tell me how it turns out.

I haven't removed the free policy per era yet because I'm still uncertain how to deal with Honor tree culture.

The reason you saw odd stuff like that in the pre-patch version is, for example... they added Granary help text to the game, which I'd already added, so the two entries conflict and the whole text file gets ignored (which also included stuff like the sanitation text). I checked through the patch notes line by line, then checked the tooltip of each building in the game, so any major issues should be gone.

attachment.php



@Txurce
The patch notes are posted in the normal spot on the Beta v4.X - General Discussion thread. :)
 

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The Polynesian UU Promotion is lost with Upgrade

I just picked it up, along with Babylon. Do we need to make a mod adjustment like we did with Spain and the Inca? By this I mean a manual one - I can already see that the TBC tech changes (Trapping on Archery, etc) don't yet apply.
 
A few, actually. Now that Thal has changed action icons, the Build icons for Moai also seem to be missing.
 
And I JUST got things working with the patch! :lol:

The changes necessary to update to the DLC were rather simple though, I got it done in a few minutes and now it just needs testing. The actionicons.lua file is badly coded, when I have time I'm going to sit down and fix it to read from the data files like they should have done in the first place. Same sort of deal as with building tooltips... :badcomp:

I can already see that the TBC tech changes (Trapping on Archery, etc) don't yet apply.
Could you give some details? It's working okay for me:

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Could you give some details? It's working okay for me:

attachment.php

The mods were disabled. It's odd, because I had them enabled for my prior game (the Apollo one) and accepted the mod waiver, as usual. So I assumed everything was as per last game. The downloading of the DLC may have caused the disabling. I just enabled them mid-game, but they are having no effect (i.e., there are still RA's, etc.). Is that par for the course?
 
You can hide that mod waiver by the way... it was months ago so I don't remember exactly where I found it, but there's files you can drop in the civ folder to skip the time-wasting mod waiver, legal screen, and opening video. It's probably not too important for playing the game... but as someone who might go past that screen 100-200 times a day it was vital for me! :lol:

Enabling mods mid-game has always been iffy.
 
You can hide that mod waiver by the way... it was months ago so I don't remember exactly where I found it, but there's files you can drop in the civ folder to skip the time-wasting mod waiver, legal screen, and opening video. It's probably not too important for playing the game... but as someone who might go past that screen 100-200 times a day it was vital for me! :lol:

No kidding! I've gotten rid of the movie, but didn't know about the legal screen and mod waiver. I'll look for them.
 
I remembered where I saw it:

Copasetic UI Tweaks

It's separate from the mod itself so it can't be automatically packaged together... but I should probably include it in the download with a readme providing instructions. I'll put it on my todo list.
 
Thanks for all the hard work on v5, looks great!

With regards to the removal of the policy per era, I noticed that the SP screen still says that Utopia Project requires 6 trees. Is this intentional? Even with the free policy per era, 6 trees is very hard to fill, let alone without them.
 
Thanks for all the hard work on v5, looks great!

With regards to the removal of the policy per era, I noticed that the SP screen still says that Utopia Project requires 6 trees. Is this intentional? Even with the free policy per era, 6 trees is very hard to fill, let alone without them.

Hmm, I suspect that is an oversight. Fortunately the fix is very simple. Open the Balance - Policies folder, then the BP - General.xml in a word editor, then change the CultureBranchesRequired to five and save it:
Code:
    <Projects>
        <Update>
            <Where Type="PROJECT_UTOPIA_PROJECT" />
            <Set CultureBranchesRequired=[B]"6"[/B] />
        </Update>
 
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