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Another bug/ maybe intended feature.

When melee units attack and kill unit, they normally move and take the square. When attacking from cities (or it looks like for mounted units) it is staying in the original square.
 
I am able to purchase GW Bombers....before Oil. I didn't even take the strategic resource penalty (I don't think).
 
Another bug/ maybe intended feature.

When melee units attack and kill unit, they normally move and take the square. When attacking from cities (or it looks like for mounted units) it is staying in the original square.

That's the 'units do not advance' whoward mod I enabled but forgot to disable for release. It'll be 'official' soon enough, however. Good for the AI.
G
 
Oops I left that turned on in the mod options for the CP (NMCTJ).

Good feedback klokwerk, very helpful. Some of those issues (like vassal woes) are relics from other mods I need to look at. Same with CSD's liberate quest. Others are new to me. I'll see what I can do.

For the record, the AI can naval-invade now, and pretty competently. I've pushed them to avoid it if at all possible, however, by pre-landing in a safe place and invading from there. It works- I've seen them do it. Like any tactical change though, the AI may have the tools to do something, but they also have the tools to goof it all up. :)

G

Thanks ! That's great you did something for naval invasions, I hope I'll see that soon in my games.

Just another feedback with the AI in my game :

- at the end, when it was clear I was about to win diplomatically (after getting UN and allying the majority of CS, with CSD mod), they could have tried to stop me a bit more by trying to take some of my CS allies. I basically could ally every CS and vote myself as the winner the first time. They should have used more spies and diplomats to stop me.

It would be nice if the AI could correctly assess when a player or an AI is close to win in any victory condition and react accordingly by changing their plans (maybe not by dogpiling the player every time but at least trying to stop him from winning).

I was rigging every CS election with my spies, they didn't seem to try to do the same that much. To be fair, I had a lot of spies with England, I know you changed the civ traits but I still think it's a bug. I started with 4 spies if I remember correctly, then got 2 later, then 2 again later (how many of them was I supposed to get as England ?)... Well I had a lot of them, which made rigging elections easier. Still, combined they had lots of spies too so they could have stopped me. But 3 of them were waging war, and one was playing cultural long after it was clear it wouldn't work (10 or 15 % influence when I won).

I played 10 civs / 20 city states on a standard size map (emperor level), maybe I'll try 12 or 15 city states to make the diplomatic victory harder and balance things a bit more.

- the other trouble the AI had is they were pretty slow to take cities (sometimes it lasts dozens of turns without any progress), mostly because of the lack of siege units and because they don't attack in a single wave, but that was expected...

- Denmark won the "War Games" (or something like that) CSD diplo project but he didn't start any war nor did he anything with his military bonus during the 30 next turns. Maybe make them a bit more likely to fight somewhere when they win the big military bonus.

My final thoughts : overall, I feel cultural (and maybe domination) victories should be made easier, the game always ends either with diplomacy or science victory. CSD made great things for diplomatic victory (it's a LOT more enjoyable now with the new quests, new system, UN and so on.), and "casus belli" / war games resolutions are a step in the good direction for military victory too.

Now it would be nice if cultural victory was made easier : maybe changing the % reduction of tourism influence for having different ideologies to something like -10 %, I think it's -33% or maybe -40% I don't remember, or reducing the influence needed to win compared to opponent culture.

The influence over opponent's happiness looks ok to me though, it's just the victory is far too long to come compared to science or diplo, especially if your opponent adequately choose another ideology, so that's probable the percentage I'd lower.

Finally, just a funny thing : in my game everybody went Freedom as ideology except Babylon who chose Order and was focusing on cultural victory. Ultimately his tourism was so strong that Austria had to switch to Order with a Revolution. A few turns later the World Ideology : Freedom passed and Austria was at -46 happiness again, so they had to switch again to their previous Freedom ideology. Austria was the land of revolutions. ;)
 
Noticed a few funny things with the AI voting. For some reason the Ottomans are just grateful for everything, Cassus belli(or whatever it's called) World peace accord, Science focus, art focus. feels like they should have some kind of focus going ^^
 
Noticed a few funny things with the AI voting. For some reason the Ottomans are just grateful for everything, Cassus belli(or whatever it's called) World peace accord, Science focus, art focus. feels like they should have some kind of focus going ^^

Ah ah, I'll try to make friends with them then.
 
Ah ah, I'll try to make friends with them then.

Suleiman is a huge backstabber however, so be careful.
Just check who is grateful for what when you pick for the world congress, wasn't just the ottomans what wanted two conflicting things.
 
Klokwerk,

Some good feedback. You might make a new post for your gameplay suggestions, as they go a bit beyond 'bug reports.' :)

I'll look at adding some AI checks for the opportunities they are missing

Funak, if the AI is grateful for all of your resolutions, it either means they love you, or they're trying to deceive you.
G
 
Klokwerk,

Some good feedback. You might make a new post for your gameplay suggestions, as they go a bit beyond 'bug reports.' :)

I'll look at adding some AI checks for the opportunities they are missing

Funak, if the AI is grateful for all of your resolutions, it either means they love you, or they're trying to deceive you.
G

Oh so the AI actually pretend to be happy about suggested resolutions? That would explain suleiman considering he is a huge backstabber.
 
Klokwerk,

Some good feedback. You might make a new post for your gameplay suggestions, as they go a bit beyond 'bug reports.' :)

I'll look at adding some AI checks for the opportunities they are missing

Funak, if the AI is grateful for all of your resolutions, it either means they love you, or they're trying to deceive you.
G

You're right I'll make a new thread for the rest of my feedback. I just started a new game with the latest build. The game is crack again with your mods, I just can't stop playing.
 
You're right I'll make a new thread for the rest of my feedback. I just started a new game with the latest build. The game is crack again with your mods, I just can't stop playing.

Just think how crack it will be when it's actually done? People will forget to eat sleep and work, it will cause the collapse of society and the end of the world. If it ever get done ofcourse. =D
 
Just think how crack it will be when it's actually done? People will forget to eat sleep and work, it will cause the collapse of society and the end of the world. If it ever get done ofcourse. =D

Ah ah so true. The only thing that saves us is that a lot of people don't even know about this game.

But the sad truth is I don't even care about the collapse of society if I can play just one more turn. :crazyeye:

We're all junkies here, please don't improve the game too much.
 
Alright! Getting some CTDs randomly with just the core patch installed (plus C4D and CSD, and the same small mods I've been using for ages), disabled all the balance options in communityoptions (am I supposed to disable these if I don't use the balance patch, or are these something else?). I fired up visual studio and got you a trace.

Seems to be... quite a large amount of data that isn't where it's supposed to be!

6a0a295ee584be9df2190bc69f96f469.png


Code:
/*
_______________Community Patch for Brave New World ________________

		Thank you for downloading the Community Patch!

_______________OPTIONS FOR Community Patch____________________

All options below are preset to the default values of this mod.

-- OPTIONS --
/*
Enables Support for City-State Diplomacy Mod
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CSD_COMPATIBILITY', 1);

/*
Enables Support for Civ 4 Diplomacy Features Mod
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CIVIVDF_COMPATIBILITY', 1);

/*
Core Balance Tweaks - Changes from files in CoreBalance folder
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CORE_BALANCE', 0);

/*
Changes to Settler Behavior
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CORE_BALANCE_SETTLER_TWEAKS', 0);

/*
Changes to Military Behavior and Flavors
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CORE_BALANCE_MILITARY_TWEAKS', 0);

/*
Changes to Policy Flavors
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CORE_BALANCE_POLICY_TWEAKS', 0);

/*
Changes to City Strategy Flavors
1 = Enabled (Default)
0 = Disabled 
*/

INSERT INTO COMMUNITY (Type, Value)
VALUES ('COMMUNITY_CORE_BALANCE_CITYSTRATEGY_TWEAKS', 0);
 

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Okay, started a new game, added the balance patch, and disabled all the happiness options in the config file. The game still shows the new UI and does not use the vanilla mechanics. Really? Sorry for getting grumpy about it, but the only setup that seems to work properly at all is the default "fully enabled" setup :/
 
If you don't delete the lua files, it will show the happiness stuff. That's a consequence of how a lua overwrite works.

Please don't take this the wrong way, but getting 'grumpy' over an alpha version of a mod that you've tweaked beyond the default settings AND includes other mods aside from the CP/CBP collection is just plain silly. Right now the CBP has a development and deployment team of...one (me), and, aside from not even being in town right now, my priority is to get the full version of the CBP working as-intended. Inter- and intra-mod compatibility, as I've said multiple times, will come later, once the core is stable. At no point have I guaranteed that the CBP sans-happiness system will function correctly, as there are an enormous amount of functions and values that overlap, and disabling some causes others to fail (as I have yet to isolate them).

Let's keep bug reports related to bugs with the full, un-customized release, okay?

G

Edit: Just as an FYI, by disabling everything in the CP as you did above, you've effectively turned off the CP.
 
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