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Hi !

A bug (maybe already reported) that occured several times in my last game : the diplomatic screen when a AI civilization wants to say/ask something is blank, except the background. And I'm apparently unable to click anywhere.
The only solution is to press the "esc" key to exit.
 
At no point have I guaranteed that the CBP sans-happiness system will function correctly

I would argue that the happiness system has become a core part of the mod, and that its not feasible to include it as an "optional piece"
 
Hi !

A bug (maybe already reported) that occured several times in my last game : the diplomatic screen when a AI civilization wants to say/ask something is blank, except the background. And I'm apparently unable to click anywhere.
The only solution is to press the "esc" key to exit.

Using Civ IV Diplomacy Mod? If not, did you disable support for it?
G
 
If the options are not supposed to be used, add a comment to the file saying so.
 
EDIT: I've been googling and have found some older posts which suggest this is a CIV V core bug when playing on slower game speeds. I'm new to Civ V... has this really not been fixed?

I am getting a bug where deals are not expiring. On the diplomacy overview->Global politics screen, they are listed as negative turns left eg "Friends with you (-27 turns left)". The deal is not listed at all under the "Deal History" tab

I'm using the latest version of the mod with all the recommended sub mods from the CP "How to install" post.
 
Using Civ IV Diplomacy Mod? If not, did you disable support for it?
G

Ho, I see ... I did not unable this mod, neither did I downloaded it. I guess that's part of the problem :lol:
I'm starting a new game with those mods enabled and installed.

Edit : First turn, first bug : I build my city, and can't build anything in it (clicking on the icons to set up the production does nothing). I tried to save and load, same problem. I'll clear my cache and try again.
 
I can confirm the bug with the "what will make this deal work" not working anymore. playing with just CP, CSD and smart AI ( civ 4 df disabled ) I asked bismarck what he wanted for open borders and he said no way. I offered a couple units of coal and he accepted.
 
Another bug : after several turn of siege (my units attacking the ennemy city) my opponent city just stopped attacking my troops.

Edit : Well, I think it's a targeting issue. I had a crossbowman attacking the city at the very beginning, and the city targeted him. After 2 turns, I pulled him back to my territory, and in the meantime the city stopped attacking. Half a dozen turns after, I bringed him back on the front (healed) and the city started attacking him again.

Edit : Another thing, pretty frustrating : I'm in war against a AI civ. A 3rd AI has put one of his worker in my ennemy city. Conquering it would mean declaring war on the 3rd AI.... I just lost my entire army hoping this 3rd would move its worker.
 
Another bug : after several turn of siege (my units attacking the ennemy city) my opponent city just stopped attacking my troops.

Edit : Well, I think it's a targeting issue. I had a crossbowman attacking the city at the very beginning, and the city targeted him. After 2 turns, I pulled him back to my territory, and in the meantime the city stopped attacking. Half a dozen turns after, I bringed him back on the front (healed) and the city started attacking him again.

Edit : Another thing, pretty frustrating : I'm in war against a AI civ. A 3rd AI has put one of his worker in my ennemy city. Conquering it would mean declaring war on the 3rd AI.... I just lost my entire army hoping this 3rd would move its worker.

For the second problem just use "No more civilian traffic jam" mod on top of the others. It'll solve this and any similar problem :

http://www.picknmixmods.com/mods/288691cc-ec7c-455a-aab5-46e2d91725e3/mod.html
 
For the second problem just use "No more civilian traffic jam" mod on top of the others. It'll solve this and any similar problem :

http://www.picknmixmods.com/mods/288691cc-ec7c-455a-aab5-46e2d91725e3/mod.html

"Civilians can enter foreign cities if not at war." < That's exactly what happens, and what seems to create a problem.
And, if I'm not wrong, I have the impression this mod is already enabled. I'm 100% positive that I capture 2 workers who were on the same tiles.
 
It is enabled, yeah. I left it on by accident in the latest version. I was testing for compatibility and left it on. It has problems, and I'm not sure I like it tbh.

The diplo screen problem is a consequence of not disabling Civ 4 Diplomacy support if you aren't using that mod.

Regarding targeting, what other units did you have around the city? Any other mods?
G
 
The Smart AI module is enabled, and the only other mod is R.E.D, so should not alter the gameplay.

I could not reproduce this with later siege.

Edit : Here is an happiness bug. Total happiness = -4


Apparently, I don't have any malus due to this.
 
Okay, I'm not sure if it's bug or not.

I'm using just Community Patch (without balance patch, CSD etc) and bunch of other mods:

AI - Smart (v 2)
Community Patch (v 57.1)
Workable Mountains (v 1)
More Luxuries (v 152)
Extended Eras (v 10)
UI - Trade Routes Enhancements (v 6)
Promotions - Ancient Ruins Choice (v 2)

In first World Congress, every civilization (8 civs) made their proposal, instead of usual 2 (me and that "delegate" from AI). Is it intended or not?

Also, non-military units (workers, settlers etc) are able to go through any units and can stack in one tile. Intended?
 
The Smart AI module is enabled, and the only other mod is R.E.D, so should not alter the gameplay.

I could not reproduce this with later siege.

Edit : Here is an happiness bug. Total happiness = -4


Apparently, I don't have any malus due to this.

Seen this happen a lot, but it usually fixes itself if you enter and leave your cities.
 
Okay, I'm not sure if it's bug or not.

I'm using just Community Patch (without balance patch, CSD etc) and bunch of other mods:

AI - Smart (v 2)
Community Patch (v 57.1)
Workable Mountains (v 1)
More Luxuries (v 152)
Extended Eras (v 10)
UI - Trade Routes Enhancements (v 6)
Promotions - Ancient Ruins Choice (v 2)

In first World Congress, every civilization (8 civs) made their proposal, instead of usual 2 (me and that "delegate" from AI). Is it intended or not?

Also, non-military units (workers, settlers etc) are able to go through any units and can stack in one tile. Intended?

Did you turn off CSD support in the CP's options.sql file? Also, the latter is because No More Civilian Traffic Jams was left enabled by me by accident. Is normal.

Edit : Here is an happiness bug. Total happiness = -4

That's just a lua oddity which I need to look at (the game sometimes doesn't like changing yields in a city during the middle of a turn, and I'm not sure why). It does not affect gameplay.
G
 
Did you turn off CSD support in the CP's options.sql file? Also, the latter is because No More Civilian Traffic Jams was left enabled by me by accident. Is normal.

Nope, never looked into that file. It enabled by default. Oh, stupid me, I need to read installation guides more thoroughly.

Is it safe to disable it? I mean, how would that affect my save game?

edit: rolled back to the pre-congress save with the new options. Seems fine, only 2 proposals this time. Also, I forgot to add, that City States sometimes pop messages like START_WAR_QUEST.TXT etc (text is not accurate, but it looks like that). It stems from CSD support option, yes?
 
Nope, never looked into that file. It enabled by default. Oh, stupid me, I need to read installation guides more thoroughly.

Is it safe to disable it? I mean, how would that affect my save game?

edit: rolled back to the pre-congress save with the new options. Seems fine, only 2 proposals this time. Also, I forgot to add, that City States sometimes pop messages like START_WAR_QUEST.TXT etc (text is not accurate, but it looks like that). It stems from CSD support option, yes?

Yep.

G
 
The tip for Global Hegemony mentions that you need a World Ideology to get it.

However, you also need the United nations, which is not mentioned.
 
I keep getting a CTD running Community Patch (v57.1) with AI-Smart (v2) and AI-Secondary (v1)Workers (whoward69 mods). The CTD happens within the 1st or 2nd turns.

The Community Patch works with just AI_Smart, so Secondary Workers must be causing the problem.

I may be running the mod incorrectly... I do not make any alterations to CommunityOptions.sql from the defaults (even though I am not running any of the mods set to default associations).

Otherise, here is the dump file:

View attachment CvMiniDump.zip

Thank-you.
 
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