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City States aren't using their workboats, them workboats are just sitting at their city, not doing anything

Mods that I'm using; CP, CBP, CSD, C4DF and CBP(No-EUI)
 
Is there any caveat regarding isolation and trade routes? I connected two cities with an internal trade route. One of them was connected to my capital, the other wasn't. I thought doing this would get rid of the isolation unhappiness but it didn't.

Was I mistaken or is it something else?
 
Is there any caveat regarding isolation and trade routes? I connected two cities with an internal trade route. One of them was connected to my capital, the other wasn't. I thought doing this would get rid of the isolation unhappiness but it didn't.

Was I mistaken or is it something else?

You have to directly connect to the capital with the trade route for it to matter.

G
 
Oh, so that's not possible with oversea cities if your capital is inland... That's something I'll take into consideration next time :p
 
Overpowered reward should be disabled in the late game.

yeah, ancient ruins should be for early games only. We had to race for them. By the way, i would be surprising if all ancient ruins were not discovered by classical era. It's not really neccessary to scale them with eras.
 
Oh, so that's not possible with oversea cities if your capital is inland... That's something I'll take into consideration next time :p
Is Whoward's Global- Air Routes incoprporated into CBP? If yes, we could solve this issue when airports are built.
 
Shouldn't be- I don't mess with map generation at all. Post your LUA log please.

G

[2043.223] columns StrategicViewType, TileType are not unique
[2043.223] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[2054.392] no such table: ContentPackage.LocalizedText
[2055.500] no such table: ContentPackage.LocalizedText
[2058.183] columns StrategicViewType, TileType are not unique
[2058.183] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[2059.618] no such table: ContentPackage.LocalizedText
[2064.548] Validating Foreign Key Constraints...
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2067.387] Failed Validation.
 

Attachments

The AI will initiate a trade and when I go to accept they ask for more (see attached.) I had this happen on the last version also.

Also I find it very hard to make peace with the AI. In regard to the above they offered peace then refused so I always end up having to completely obliterate them as I can't get them to agree to peace.
 

Attachments

yeah, ancient ruins should be for early games only. We had to race for them. By the way, i would be surprising if all ancient ruins were not discovered by classical era. It's not really neccessary to scale them with eras.

Maybe on Pangea type maps, but I regularly find several ruins in industrial or later on huge continents type maps on immortal.
 
The AI will initiate a trade and when I go to accept they ask for more (see attached.) I had this happen on the last version also.

Also I find it very hard to make peace with the AI. In regard to the above they offered peace then refused so I always end up having to completely obliterate them as I can't get them to agree to peace.

Using latest version?
G
 
As Venice, puppets don't build barracks, it seems, or at least not when I invest in them, making it impossible for me to buy any advanced unit in them since they require a barrack to be bought. It gimps gameplay pretty heavily.

I'm curious why can't Venice buy plots in puppets as well. Sounds like it would be logical, given their gameplay.
 
So, I checked out the various logs (I have put all logs in a rar file), and I found a few error messages in xml.log about failing validation checks, but nothing seemed to really relate to this bug. However, in net_message_debug.log (also attached), it seems like there is something going on with *several* of the AI's units...The following sorts of messages appear throughout the log for several of the AI:

Spoiler :
Code:
[434773.008] DBG: UpdateMoves() : player.AI_unitUpdate() called for player 1 Elizabeth
[434773.008] DBG: GAME HANG - Please show Ed and send save. Stuck units will have their turn ended so game can advance. [DETAILS: Player 1 Elizabeth. First stuck unit is Settler at (56, 27)]
...
[434997.306] DBG: UpdateMoves() : player.AI_unitUpdate() called for player 4 Genghis Khan
[434997.306] DBG: GAME HANG - Please show Ed and send save. Stuck units will have their turn ended so game can advance. [DETAILS: Player 4 Genghis Khan. First stuck unit is Khan at (6, 9)]

Yeah, I have seen these errors in my logs too (my AI turns seem alright though).
 
Hi, i noticed some things that could be bugs or just missing features.
- The Ai does not pillage any tiles while invading (barbarians do though)
- When trading luxuries in late game, I sometimes get offered too much from AIs I'm friendly with.
I.e. i get offered: 1 lux + 3 gpt for 1 lux
Note that this is from my experience playing with 6-7.
 
assuming this is a bug. Picked the pantheon open sky and I still got the +1 culture after i improved the tile...you should loose it right??
 
As Venice, puppets don't build barracks, it seems, or at least not when I invest in them, making it impossible for me to buy any advanced unit in them since they require a barrack to be bought. It gimps gameplay pretty heavily.

I'm curious why can't Venice buy plots in puppets as well. Sounds like it would be logical, given their gameplay.

Venice is a bit broken IMO - If you invest gold into a building of a puppet city, it won't always complete it, as the AI tends to keep them on gold/arts production (sometimes it switches next turn, sometimes not). If you invest gold in a building, it really should always give it top priory.
 
I'm unable to start a game with the latest patch (9/6) with YNAEMP (JFD). Please help!
 

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assuming this is a bug. Picked the pantheon open sky and I still got the +1 culture after i improved the tile...you should loose it right??

Yep, was a silly SQL bug on my part. Enjoy it!

Venice is a bit broken IMO - If you invest gold into a building of a puppet city, it won't always complete it, as the AI tends to keep them on gold/arts production (sometimes it switches next turn, sometimes not). If you invest gold in a building, it really should always give it top priory.

The puppet city AI knows to heavily favor buildings that are invested in.

[2043.223] columns StrategicViewType, TileType are not unique
[2043.223] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[2054.392] no such table: ContentPackage.LocalizedText
[2055.500] no such table: ContentPackage.LocalizedText
[2058.183] columns StrategicViewType, TileType are not unique
[2058.183] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[2059.618] no such table: ContentPackage.LocalizedText
[2064.548] Validating Foreign Key Constraints...
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2064.548] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[2067.387] Failed Validation.

These aren't unique to the CP/CBP - they're in base BNW as well.

- The Ai does not pillage any tiles while invading (barbarians do though)
- When trading luxuries in late game, I sometimes get offered too much from AIs I'm friendly with.
I.e. i get offered: 1 lux + 3 gpt for 1 lux

The AI won't pillage if it hopes to capture, and friendly civs want you to like them, so they offer a bit more. Normal.
G
 
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