BUG REPORT, F.A.Q. and known issues

<Nexus>

Traveler of the Multiverse
Joined
Jan 23, 2014
Messages
5,557
Location
In a constant brainstorm...
This is the thread to post discovered bugs and problems regarding CoM.

Important: When you report a bug, try to be as specific as possible. It's good if you can also post screenshots and SAVEFILES.



Known issues
  • You CANNOT change terrain settings using the Launcher. You can change terrain manually:
    • go to Assets folder
    • delete terrain_textures_XXX.fpk
    • open terrain_textures_YYY.tar.xz with an archiver (WinRAR for example) and copy the terrain_textures_YYY.fpk to Assets folder
  • Closing the Launcher results in an error massage in many cases (it is safe to ignore, though annoying)
  • Aggressive and Ruthless AI options are known to hurt the AI more than helping it.
  • There some other options (Great Commanders, Surround and Destroy) that the AI doesn't understand and should be avoided for a better experience.
  • There is an issue with the construction of Tunnels with "Hide unavailable worker actions" AND "Hide obsolete worker actions" in BUG options. If one is checked, tunnels will show up as build option, but you can't build it. If both are checked, no option to build the tunnel will show up.


F.A.Q.
  • Q: Do I need Rise of Mankind: A New Dawn too?
  • A: No, now it's a stand-alone version. You can have both mods installed separately.
  • Q: Does the AND Mega Pack work as intended with Chronicles of Mankind?
  • A: Well, sort of. More recent changes of the mod make it more and more different from AND2. E.g. with CoM1.2 MegaPack will throw many harmless but annoying error massages.
    • More music on the other hand is fully compatible.
  • Q: Will future AND2 changes also be implemented in this modmod?
  • A: Yes, that's the plan. I will keep this modmod updated to AND via pathces. Bugs will also be fixed in patches and new features will be added too. No, at least not likely, for two reasons: 1) AND2's development has essentially stopped. 2) Since version 1.2 we are using a new dll, thanks to @Inthegrave.
  • Q: Movement Limit option doesn't seem to work.
  • A: Sometimes it's buggy and reported. It's a feature in the dll introduced by 45. There is a workaround for it: Just delete the .ini file in your \Documents\My Games\Beyond the Sword folder.
  • Q: Some tiles are pink. Graphics seem to be missing.
  • A: Try this fix: CoM Fix Purple terrain and bug init error.7z
  • Q: Is and2_checker.exe fully functional?
  • A: No, some features are not working. E.g. "Fix Installation - Check files again" and "Fix Installation - Reset mod to default state" were designed to work with AND2 SVN (unfortunately I cannot remove these options). It is safe to use the launcher to turn modules ON/OFF easily and to start the mod.


TO DO:

 
Last edited:
Ok, not sure if this is a bug, but I am curious.
As far as I am aware, I don't have flexible difficulty active ( I've updated to latest rev plus patch), but I keep getting these alerts:
Am I missing a check box somewhere?
 

Attachments

  • Difficulty.JPG
    Difficulty.JPG
    216.6 KB · Views: 43
  • Settings 1.JPG
    Settings 1.JPG
    166 KB · Views: 46
  • Settings 2.JPG
    Settings 2.JPG
    167.1 KB · Views: 50
  • No unhappiness breaks slave hurrying to be more OP than Architect until the end of time
  • Agricultural trait +1 food isn't reset and gets multiplied with each recalc
  • Vicinity boni are dead after some turns or the moment you use recalc and never come back
  • With slider disabled 50% commerce is wasted, creating a science gap - especially bad with maintenance eating commerce on top of it.
  • Slave creation chance stacks upon recalc (maybe in other cases), eventually reaching 100%
  • AI overvalues slaves in Advanced Diplomacy
  • Savannah disables attrition
  • Tech cost is increased by techs that are supposed to speed other up/maybe it just doesn't work and techs increase cost with each tech researched. Unless it's a hidden modifier like in vanilla? I only recently discovered it was a thing and hasn't played since then.
  • Free climate promos increase defense even in cities on their terrain
  • Free specialists from improvements provided by Tower of Babel and Public Transportation line need to come at a cost. Please make a building tag for specialist yields/commerce to be affected locally or modify the city food calculation formula to substract food per each - it's already quite OP that you spend minimal time growing those.
Am I missing a check box somewhere?
It's literally "AI use flexible difficulty" on 3rd screenshot.
 
Last edited:
Ok, not sure if this is a bug, but I am curious.
As far as I am aware, I don't have flexible difficulty active ( I've updated to latest rev plus patch), but I keep getting these alerts:
Am I missing a check box somewhere?
You have 'AI use flexible difficulty'. I never knew butt looks like 'Flexible Difficulty' is not a prerequisite.
 
  • No unhappiness breaks slave hurrying to be more OP than Architect until the end of time
  • Agricultural trait +1 food isn't reset and gets multiplied with each recalc
  • Vicinity boni are dead after some turns or the moment you use recalc and never come back
  • With slider disabled 50% commerce is wasted, creating a science gap - especially bad with maintenance eating commerce on top of it.
  • Slave creation chance stacks upon recalc (maybe in other cases), eventually reaching 100%
  • AI overvalues slaves in Advanced Diplomacy
THX for collecting these. Will see what I can do...

Savannah disables attrition
What do you mean?
Tech cost is increased by techs that are supposed to speed other up/maybe it just doesn't work and techs increase cost with each tech researched. Unless it's a hidden modifier like in vanilla? I only recently discovered it was a thing and hasn't played since then.
Again: What do you mean? I don't remember any techs modifying the cost of others.
 
Well, I feel like an idiot now :O
Figured with Flex on off, everything was ok... Oopsy.
 
Can you give an example? I can't seem to find any.
1683038485218.png

Looks like it matches OR requirements, so just a clarity touch on vanilla's hidden function.
If I add Agriculture and Hunting in WB, Preservation will have it's cost increased to 64 over 8 turns, so doesn't look like there's a hidden multiplier.
1683039297344.png

Check out how in Vanilla you get a discount with an extra OR tech.
 
Last edited:
View attachment 661037
Looks like it matches OR requirements, so just a clarity touch on vanilla's hidden function.
If I add Agriculture and Hunting in WB, Preservation will have it's cost increased to 64 over 8 turns, so doesn't look like there's a hidden multiplier.
View attachment 661038
Check out how in Vanilla you get a discount with an extra OR tech.
I see now. I never noticed though. I think it is something in the dll.
 
Ok, lol, we're back to the "mysterious" tunnel situation again. I whipped up a modern map just to see if the new update and patch fixed my tunnel angst :gripe:
Nope. Lol, still have the angst. I'm going to drop a few SS's on you, and would you please tell me what senior moment I'm currently having?
As you can see from the SS's, I have the req techs, the req rezzies, and tunnels are checked in the BUG settings. But the MWB will not let me build tunnels, at any location, let alone from the 2 positions I've shown in the SS's.
Lol, I'll have another cup of coffee and play my other save while I patiently wait for you to tell me where I'm missing the obvious. Or have Mr. Smith point it out to me so I can face palm again :mischief:
 

Attachments

  • MWB 2.JPG
    MWB 2.JPG
    263.3 KB · Views: 48
  • MWB 1.JPG
    MWB 1.JPG
    263.9 KB · Views: 40
  • Tech 2.JPG
    Tech 2.JPG
    203.3 KB · Views: 33
  • Tech 1.JPG
    Tech 1.JPG
    194.9 KB · Views: 26
  • Rez.JPG
    Rez.JPG
    141.6 KB · Views: 26
  • Settings.JPG
    Settings.JPG
    185.5 KB · Views: 28
  • Sea Tunnels.JPG
    Sea Tunnels.JPG
    181.5 KB · Views: 41
Ok, lol, we're back to the "mysterious" tunnel situation again. I whipped up a modern map just to see if the new update and patch fixed my tunnel angst :gripe:
Nope. Lol, still have the angst. I'm going to drop a few SS's on you, and would you please tell me what senior moment I'm currently having?
As you can see from the SS's, I have the req techs, the req rezzies, and tunnels are checked in the BUG settings. But the MWB will not let me build tunnels, at any location, let alone from the 2 positions I've shown in the SS's.
Lol, I'll have another cup of coffee and play my other save while I patiently wait for you to tell me where I'm missing the obvious. Or have Mr. Smith point it out to me so I can face palm again :mischief:
That's curious...
Could you upload the related save file too? And pack your XML folder into RAR or ZIP and send it also? THX
 
Yuppers. May be a bit. I got to remember how to zip a file.
Work schedules also wonky. I'll try tonight after work.
 
View attachment 661037
Looks like it matches OR requirements, so just a clarity touch on vanilla's hidden function.
If I add Agriculture and Hunting in WB, Preservation will have it's cost increased to 64 over 8 turns, so doesn't look like there's a hidden multiplier.
View attachment 661038
Check out how in Vanilla you get a discount with an extra OR tech.
Okay, I tried what @45°38'N-13°47'E said and I believe it is at least partly related to Realistic Timeline.
When I turned off RT the tech cost didn't increase.

EDIT:
Did another quick test. Without RT the tech cost doesn't increase but neither does it decrease.
Or... how should it work? Should it decrease tech cost or add :science: to it?
 
Last edited:
That's curious...
Could you upload the related save file too? And pack your XML folder into RAR or ZIP and send it also? THX
Ok, finally have a couple days off.
On the XML folder, it's been forever since since I've done that. Do I need to make a copy of the folder first? Or do I just use WinZip, click on the folder, and do what ever?
 
Ok, finally have a couple days off.
On the XML folder, it's been forever since since I've done that. Do I need to make a copy of the folder first? Or do I just use WinZip, click on the folder, and do what ever?
You have some mess in your folders:
1683669152907.jpeg


After you use Win Zip everything is packed up nicely but you also have the same mess still :D
1683669264226.jpeg
1683669152907.jpeg


So yes, if you use WinZip, your original files will stay intact, don't worry ;)
Than the archive you got you just have to attach here in a post.
 
Not sure if I did the XML correctly, let me know if I didn't plz.
 

Attachments

  • XML.rar
    10.5 MB · Views: 12
  • COM- Lizzie, MOD.CivBeyondSwordSave
    1.1 MB · Views: 8
Not sure if I did the XML correctly, let me know if I didn't plz.
Okay, I checked your XML files, and they seem to be okay.
I also checked your save and it would let me build a Tunnel:
Civ4ScreenShot0275.JPG


Sorry but I have to ask this dumb question: Are you sure that Tunnels are enabled in BUG? :dunno:

Civ4ScreenShot0274.JPG
 
The only thing I see different from your settings compared to mine is in the center column. I have the hide options checked.
If you compare your BUG SS to mine in the above posts, that's the only difference I see. And yes, you can see that I have sea tunnels checked :crazyeye: .
I'll uncheck those "hide" boxes and see what that does. Get back to you soonish.
 
Top Bottom