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Using the latest version of CBP (6-12), Conscription (Might Policy) is not granting the free units.

EDIT: Conscription is only failing to spawn the free unit in the capital when the policy is selected. It does work properly for each subsequent city settled. I am using Exploration Continued Expanded by the way (an AMAZING mod, it adds TREMENDOUSLY to the game and the overall atmosphere).
 
Using the latest version of CBP (6-12), Conscription (Might Policy) is not granting the free units.

EDIT: Conscription is only failing to spawn the free unit in the capital when the policy is selected. It does work properly for each subsequent city settled. I am using Exploration Continued Expanded by the way (an AMAZING mod, it adds TREMENDOUSLY to the game and the overall atmosphere).

Works on my end (in capital and other cities) - sounds like a conflict with JFD's mod. I'd tell him.

G
 
My explorer was wandering around and found Istanbul. Suleiman has two settlers just sitting in his city, doing nothing. This is on turn 74 (Epic Speed). He's wasting time making settlers and then not doing anything with them, it seems.

I am playing on Emperor difficulty (lower than usual since I want to get used to the new specialists).
 
AI units (at least Polynesia's) don't seem to heal when fortified in the latest patch. CP/CBP/CSD/C4D/EUI+compatibility with more lux, E&D, info addict and really advanced setup on a tectonic map script
 
As of the 12-6 version, I am now getting a crash to Desktop. The crash to Desktop occurs after pressing start game.

The crash occurs with the following two mods loaded: Community Patch (12-6), YnAEMP (v. 23.).

The crash occurs without any of the boxes checked in the setup screen.

These two mods had on the prior version been working.

Download of crash file: http://s000.tinyupload.com/index.php?file_id=02610336600222596683
 
Barbarians aren't attacking my units. In fact they really aren't doing much.

I thought it might have been from the Exploration mod I had loaded, so I started a new game with just the CP/CBP loaded. It still happens. Barbarians aren't attacking my units (they do take workers when they're not escorted though).

I used IGE to place an archer surrounded with an army of barbarian units. The barbarians don't attack the archer.
 
its weird cause i played a game before that and it was the best civ game i had played in a long time...i just decided to restart cause i didn't like how my religion was set up.
 
its weird cause i played a game before that and it was the best civ game i had played in a long time...i just decided to restart cause i didn't like how my religion was set up.

I've just had a matching experience where after 200 turns 2 AIs only had 1 city whilst another 3 AIs only had 2. The was plenty of room and good spots to expand to.

I had the friendly barbarian experience too where I moved my units all around them but they would not attack.

Also experienced the conscription policy issues where my capital would not receive the free ranged unit but every subsequent city did.

I'm using CPP, CBP, CBP no EUI comp patch , CSD ,CIV IV DF, E&D, piety and prestige, EXCE, cultural diversity and RAS.
 
I've just had a matching experience where after 200 turns 2 AIs only had 1 city whilst another 3 AIs only had 2. The was plenty of room and good spots to expand to.

I had the friendly barbarian experience too where I moved my units all around them but they would not attack.

Also experienced the conscription policy issues where my capital would not receive the free ranged unit but every subsequent city did.

I'm using CPP, CBP, CBP no EUI comp patch , CSD ,CIV IV DF, E&D, piety and prestige, EXCE, cultural diversity and RAS.

Please report this issue to JFD. I believe ExCE is the culprit. Test games without it continue to show rapid AI settling.
G
 
Barbarians aren't attacking my units. In fact they really aren't doing much.

I thought it might have been from the Exploration mod I had loaded, so I started a new game with just the CP/CBP loaded. It still happens. Barbarians aren't attacking my units (they do take workers when they're not escorted though).

I used IGE to place an archer surrounded with an army of barbarian units. The barbarians don't attack the archer.

Same for me. I thought it's a problem with my modpack, but apparently not :D
 
Gazebo, I'm still getting the friendly barbarian issue even without any mods except CP/CBP. I've started 3 games, cleared the cache each time. Same issue.

Barbarians are not attacking anyone's units. They are taking civilian units and escorting them to camp, but not doing anything else.
 
Gazebo, I'm still getting the friendly barbarian issue even without any mods except CP/CBP. I've started 3 games, cleared the cache each time. Same issue.

Barbarians are not attacking anyone's units. They are taking civilian units and escorting them to camp, but not doing anything else.

Friendly barbs issue is fixed (turn was being processed for them before they could attack) - I'll push out a hotfix in a bit. The other issues mentioned:

  • YNAEMP: I've checked, and it works for me. Not sure what the problem is. Make sure you cleared your cache when you installed the new CP.
  • Settlers not settling: this seems to be a ExCE bug. Report to JFD. Probably has something to do with jungles/forests being impassable terrain in early game.

How's the Deal AI thus far? I redid a bunch of the code (again), so gifts should be going through, and logic should be...logical.

G
 
I've now disabled the option for Jungle Attrition in ExCE's Options SQL file, and also removed most of the changes to existing units and buildings to avoid conflicts, and commented out the Impassable Jungle code in the Terrain LUA file. I'll let you know if that fixes the settler issue and if it does I'll post my changes, once your barbarian hotfix becomes available. If that doesn't fix it I'll try to make the impassable jungles become passable at Agriculture instead of Optics (which is called Sailing now in CBP - I assume Sailing has the same Tech ID as Optics did?). If that doesn't work I'll search for any AI changes in the code and fix or remove them.

ExCE is just too good to go without now that I've tried it, so I'm willing to dive into the code and fix it myself if necessary.
 
Game freezes on Civlopedia load.

Steps to reproduce:
Load mods (as modpack? actually dont know if it happens if not as modpack).
Setup game.
Browse Civs.
Rightclick on any unit or building circly picture thingy.
Civlopedia opens weirdly, game freezes.

Not sure if known, but well. Don't do it.
 
UPDATE: Regarding the CTDs some of us are experiencing around Reneissance era, I think I am on to something!

I really need to go to bed now, but I will try removing Portuguese units 1 by 1 over the weekend to narrow it down which one is causing the CTD.

Ok, so I tried deleting groups of Portuguese units with IGE and found out that it was 2 embarked Mounted Bowmen causing the CTD. When I delete both mounted bowmen in question, the game will proceed to turn 365 without CTD. If I leave either of them in the game, I will get a CTD during the Purtuguese AI turn.

I attach a screenshot - one of the guys is next to the Barb swordsman and the other one is next to Tavira city.

Spoiler :
mounted-bowmen.jpg


Please note Portugal has another 3 mounted bowmen, but they are not embarked. They do not cause CTDs.

Gazebo, do you have any idea why these 2 mounted bowmen are causing CTDs? They are embarked and they share their tiles with naval units.

Edit(1): I re-uploaded my logs from the CTD turn

Edit(2):
I did a small experiment. After deleting the 2 Mounted Bowmen causing CTDs, I created a new Portuguese Mounted Bowman on 1-tile island with IGE, then waited until AI Portugal embarked it and then put a new Galleas on top of it with IGE. I was sort of hoping that when I press End Turn, it will cause a CTD. Well, it did not ...
 

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Game freezes on Civlopedia load.

Steps to reproduce:
Load mods (as modpack? actually dont know if it happens if not as modpack).
Setup game.
Browse Civs.
Rightclick on any unit or building circly picture thingy.
Civlopedia opens weirdly, game freezes.

Not sure if known, but well. Don't do it.
That's more of EUI bug, civilopedia technically isn't loaded at this stage.
 
I've fixed the AI expansion issue when playing with ExCE. I've attached the Options SQL file to use with Exploration Continue Enhanced. Just replace your existing file in the mod folder with this one (unzip it first). This change disables the impassable jungles, and eliminates attrition from marshes, desert and jungle. I also removed the ocean attrition to be safe. The Ocean Wind effects remain unchanged. It's a shame since I think those are all fun features of the mod. It seems the AI was fortifying to heal their units when they took attrition damage, and of course as long as they stay in that tile they continue to take damage.

I haven't been able to fix the Conscription bug that doesn't spawn an archer in your capital when you pick the policy though.
 

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