Bug Reports - Post Here!

Status
Not open for further replies.
Those of you with crashes- most valuable things you can post are your mod list and your mini dump file. I'm out of town until next week, but I will say that I have a hunch that there's a mod conflict causing this. It's most useful to me if you try just the CBP mod set. If you get a crash with that, that's where I think we'll find the bug.

G

The crashes didn't generate a minidump, but I will keep my eyes open if it should happen again. :)

By the way one other thing that came to my attention lately:

When a city of the AI is under siege and there is a strong melee unit at full health garrisoned, they attack very rarely, and most of the time they just sit in the city, being completely passive. Only when they get the chance to actually kill another unit with a single attack, there is a good chance they will do this.
The same I noticed for ranged naval units stationed at besieged cities: Even if they easily could attack adjacent enemy units, they just don't do anything.

I'm using the CP + No Followup From Cities + 3 Units Per City / 2 Per Fort, but I always did and never observed this behavior until one of the more recent versions of CP, so maybe it has something to do with the latest AI tweaks?
Might those mods be the reason, and if so is there something I could do/ change in the options of CP to improve the support for these 2 gameplay changes when not using CBP?


edit: When the combination of City Bombardment + Naval Bombardment + Melee Attack inflicts enough damage to kill a unit, the ships will fire too!
But as long as the enemy unit would survive, they will do nothing, just like the melee units.

edit 2: They also start to do something, when the city is really low on hitpoints and about to get conquered in the next turn! (fleeing + attack)
 
I am not sure if it is a bug, but it seems that AI is getting stuck/delayed in some strange loop in my game with version 9-27. I am playing on a huge ContinentsPlus map with 21 AI civs and am about to enter the Industrial era. Not sure when it started, but I estimate that about last 30 turns the turn for AI Denmark takes about 1 minute, while the turns for other AIs take 2-6 seconds. Denmark is slightly below average in all stats and even the largest civs take much less time to process, so I suspect there is something fishy going on.

Anyone else experiencing this? 1 minute is still bearable, so I will continue playing and report back if I find anything peculiar about Denmark.
 
Hello,
I've been playing with this mod for a few days now and I've been having some trouble with the tech tree. Sailing doesn't seem to appear, making an entire section of the tech tech unavailable until one clicks a technology towards the top of the tech tree that requires sailing.

The mods I'm using are:
  • C4CF
  • CBP
  • CBP - Compatility Files for EUI
  • EUI
  • Community Patch
  • CSD for CBP
  • Events and Decisions
  • JFD's Piety and Sovereignty
  • Leugi's Israel Civilization
  • More Luxuries
  • And all of JFD's Civilizations [Except Hitler] (There are too many to name.)

Here is a screenshot.

All in all, my question is, Is there a solution for this or some sort of workaround? Everything works fine with minimal crashes. The only thing bugging me is the lack of sailing.

Thank you and have a good day.
 
Hello,
I've been playing with this mod for a few days now and I've been having some trouble with the tech tree. Sailing doesn't seem to appear, making an entire section of the tech tech unavailable until one clicks a technology towards the top of the tech tree that requires sailing.

It looks like a mod conflict to me. It is a tedious task, but I think you will have to start with the basic CBP setup and then try adding a few mods at a time until the tech tree breaks. Then you will be able to pin-point the mod(s) causing it.

Good luck!
 
Hello,
I've been playing with this mod for a few days now and I've been having some trouble with the tech tree. Sailing doesn't seem to appear, making an entire section of the tech tech unavailable until one clicks a technology towards the top of the tech tree that requires sailing.

The mods I'm using are:
  • C4CF
  • CBP
  • CBP - Compatility Files for EUI
  • EUI
  • Community Patch
  • CSD for CBP
  • Events and Decisions
  • JFD's Piety and Sovereignty
  • Leugi's Israel Civilization
  • More Luxuries
  • And all of JFD's Civilizations [Except Hitler] (There are too many to name.)

Here is a screenshot.

All in all, my question is, Is there a solution for this or some sort of workaround? Everything works fine with minimal crashes. The only thing bugging me is the lack of sailing.

Thank you and have a good day.

This is just a guess, but try turning off Piety and Sovereignty. Unless one of the modded civs you have modify the tech tree, I'm thinking that's the culprit.

Why? That Priesthood tech is out of place for me. Never seen that before. It's taking up the spot where sailing should be but you knew that already. That's the only thing I can come up with.
 
It looks like a mod conflict to me. It is a tedious task, but I think you will have to start with the basic CBP setup and then try adding a few mods at a time until the tech tree breaks. Then you will be able to pin-point the mod(s) causing it.

Good luck!

Probably JFD's Piety and Sovereignty, as that (I think) is the only one that actually affects the tech-tree.


Spontaneously noticed something in the piety and sovereignty thread.
Community Balance Patch

Enable the setting: 'JFD_PIETY_COMMUNITY_BALANCE_PATCH'.

Have you done that? :D
 
On turn 245 my game is stuck on the Huns turn and won't go past it. A not crashing though, just stuck processing. Not really sure what's going on. I only have the full pack no EUI on and calypsos colored religious icons

Edit: just got past it after over 2 minutes of just sitting there, but it's happening again the next turn
 
The crashes didn't generate a minidump, but I will keep my eyes open if it should happen again. :)

By the way one other thing that came to my attention lately:

When a city of the AI is under siege and there is a strong melee unit at full health garrisoned, they attack very rarely, and most of the time they just sit in the city, being completely passive. Only when they get the chance to actually kill another unit with a single attack, there is a good chance they will do this.
The same I noticed for ranged naval units stationed at besieged cities: Even if they easily could attack adjacent enemy units, they just don't do anything.

I'm using the CP + No Followup From Cities + 3 Units Per City / 2 Per Fort, but I always did and never observed this behavior until one of the more recent versions of CP, so maybe it has something to do with the latest AI tweaks?
Might those mods be the reason, and if so is there something I could do/ change in the options of CP to improve the support for these 2 gameplay changes when not using CBP?


edit: When the combination of City Bombardment + Naval Bombardment + Melee Attack inflicts enough damage to kill a unit, the ships will fire too!
But as long as the enemy unit would survive, they will do nothing, just like the melee units.

edit 2: They also start to do something, when the city is really low on hitpoints and about to get conquered in the next turn! (fleeing + attack)

I can confirm all your findings here in regards to city garrison AI behavior. I see the exact same issues.
 
re long turn times: did the AI have a large navy? because naval formations take ages to compute.

re non-attacking units: it can happen if the unit is in an army. they are allowed to "break rank" for a projected kill, but not for simple attrition of enemy units. that's not a new behavior though. nevertheless i'm thinking about how to improve it.
 
re long turn times: did the AI have a large navy? because naval formations take ages to compute.

This could be the case, however I would expect more AI civs than 1 having a large navy and causing delays. I will check with IGE when I have a chance and let you know.
 
Oh good to know, so the mods aren't the reason! :)
Are you using CBP?

Both in my own mod, which is a CBP replacement (not public yet), and in CBP, and on that score it's probably a CP issue (DLL).
 
re non-attacking units: it can happen if the unit is in an army. they are allowed to "break rank" for a projected kill, but not for simple attrition of enemy units. that's not a new behavior though. nevertheless i'm thinking about how to improve it.

Sure I can see that. But if a land unit or naval unit is parked in the city just holding steady(especially if these are ranged units) than they are hurting the AI's survival by not taking a crack at the units that are performing city siege. They should be delivering an attack every turn while under the safe protection of the city and then bailing on the turn they see the city will be taken (the latter they do).

Another thing to note is that I really don't see the sense of urgency enough from the AI once they are at war especially when the scale starts to tip in human favor. They should be pumping units relentlessly to tip the balance, which is something a human player would do if losing a war.
 
basicly Im able to place a settler but am unable to interact with the building ui or research ui.

Mods:
Units - Steampunk Airships (v 11)
Units - Subs Immune Under Ice (v 2)
Units - Visible Trade Units (v 1)
2eae4b52-7f26-473a-8690-2cd073526e80 (v 1)
9bfe702c-19fd-4592-9f53-7eb2a6ca23ac (v 6)
27a83af6-1344-4595-9e90-71c8f61b2842 (v 3)
53ebe2ad-3765-477d-a739-af569b271cf8 (v 4)
AI - Secondary Workers And Settlers (v 1)
AI - Smart (v 2)
Ayyubid Civilization (v 2)
Buildings - Goldsmith (v 3)
Buildings - Guilds Great Work Displays (v 2)
Buildings - Lighthouse Near Sea (v 2)
Buildings - Mill Changes (v 5)
Buildings - Storage Yard and Stockpile (v 1)
Buildings - Textile Mill (v 3)
City Limits (v 7)
Civ IV Diplomatic Features
Community Balance Patch
Community Balance Patch - Compatibility Files (EUI)
Community Patch
CSD for CBP
fd215022-7075-4742-9499-e5d83ce2a055 (v 10)
Global - 2 Units Per Fort (v 1)
Global - 3 Units Per City (v 1)
Global - Air Routes (v 1)
Global - Allies Block Blockades (v 3)
Global - City Bombard Range (v 2)
Global - City Forest Bonus (v 3)
Global - City State Airbases (v 3)
Global - City Working Distance (v 7)
Global - Civilians Move After Purchase (v 2)
Global - Coastal Waters Only (v 1)
Global - Grateful Settlers (v 2)
Global - Great Work Research (v 3)
Global - Great Work Vaults (v 2)
Global - Local Generals (v 2)
Global - National Wonders Exclude Razing (v 1)
Global - Naval Nearest Water (v 2)
Global - Passable Forts (v 3)
Global - Pro-rata Buildings Purchase (v 2)
Global - Religious Settlers (v 1)
Global - Separate Great Admiral (v 1)
Global - Spice Islands (v 1)
Global - Truly Free Great People (v 1)
Improvement - Airbases (v 12)
Improvement - Pontoon Bridge (v 2)
JFD's The Anglo-Saxons (v 1)
JFD's The Commonwealth of Iceland (v 2)
JFD's The Commonwealth of Poland-Lithuania (v 2)
JFD's The Confederation of Switzerland (v 4)
JFD's The County of Flanders (v 1)
JFD's The Dominion of New Zealand (v 1)
JFD's The Duchy of Milan (v 2)
JFD's The Duchy of Normandy (v 1)
JFD's The Empire of Byzantium (Alexios I Komnenos) (v 3)
JFD's The Empire of Germany (Hitler) (v 9)
JFD's The Empire of Great Britain (v 4)
JFD's The Empire of Japan (Meiji) (v 1)
JFD's The Empire of Japan (Tojo) (v 3)
JFD's The Empire of Russia (Nicholas II) (v 3)
JFD's The Empire of Russia (Peter the Great) (v 3)
JFD's The Empire of Sweden (v 1)
JFD's The Germans (v 2)
JFD's The Grand Duchy of Lithuania (v 1)
JFD's The Grand Principality of Muscow (v 1)
JFD's The Holy Roman Empire (v 2)
JFD's The Khazar Khaganate (v 2)
JFD's The Kingdom of Armenia (v 3)
JFD's The Kingdom of Bavaria (v 2)
JFD's The Kingdom of Belgium (v 1)
JFD's The Kingdom of Bohemia (v 2)
JFD's The Kingdom of Denmark-Norway (v 1)
JFD's The Kingdom of Egypt (Akhenaten) (v 1)
JFD's The Kingdom of Egypt (Djoser) (v 1)
JFD's The Kingdom of Egypt (Hatshepsut) (v 1)
JFD's The Kingdom of England (Henry VIII) (v 1)
JFD's The Kingdom of France (v 2)
JFD's The Kingdom of Francia (v 6)
JFD's The Kingdom of Hungary (v 8)
JFD's The Kingdom of Italy (v 3)
JFD's The Kingdom of Norway (v 5)
JFD's The Kingdom of Prussia (v 15)
JFD's The Kingdom of Sardinia-Piedmont (v 1)
JFD's The Kingdom of Scotland (v 2)
JFD's The Kingdom of the Vandals (v 6)
JFD's The Nri Kingdom (v 1)
JFD's The Papal States (v 10)
JFD's The Republic of Carthage (v 3)
JFD's The Republic of France (v 1)
JFD's The Republic of Poland (v 1)
JFD's The Soviet Union (Lenin) (v 3)
JFD's The Soviet Union (Stalin) (v 13)
JFD's The Turks (Mehmed II) (v 1)
JFD's The United Kingdom of Great Britain and Northern Ireland (v 5)
JFD's The United Kingdoms of Sweden-Norway (v 1)
JFD's The United States of America (Lincoln) (v 2)
JFD's The United States of America (Roosevelt) (v 4)
More Luxuries
Oman Civilization (v 1)
Promotions - AntiAir Only Defensive (v 4)
Promotions - AntiAir Specialisations (v 1)
Promotions - Flagship (v 1)
Promotions - Heli AirRecon (v 6)
Promotions - Jet Long Range Recon (v 3)
Religion - Natural Wonder Epiphany (v 4)
Tech - Boat Building (v 1)
Tech - Free Mining (v 1)
Tech - Satellites Reveal Cities (v 9)
Trade - Marble Shipments (v 1)
Trait - River Connection (v 2)
UI - City Expansion (v 14)
UI - Religion Spread (v 13)
UI - Trade Routes Enhancements (v 6)
Unique Building - Agora (v 4)
Unique Building - Basilica (v 6)
Unique Building - Cavalry Garrison (v 4)
Unique Building - Cistern (v 3)
Unique Building - City Gate (v 9)
Unique Building - Dojo (v 8)
Unique Building - Riverport (v 5)
Unique Building - Smokehouse (v 8)
Unique Building - Turkish Baths (v 10)
Unique Building - Village Green (v 7)
Unique Unit - Longboat (v 6)
Units - Cheap Workboats (v 2)
Units - Equine Need Stables (v 4)
Units - Mech Infantry (v 9)
Units - Multiple Upgrades (v 2)
Units - Paratroop Enhancements (v 3)
Units - Prospectors (v 7)
Units - Railroad Artillery (v 1)
Units - Rangers (v 10)
 
Status
Not open for further replies.
Back
Top Bottom