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re long turn times: did the AI have a large navy? because naval formations take ages to compute.

Yep, I'm currently playing on a Small Continents map and the AI turns take significantly longer than in my previous game, which was Continents Plus (same map size and number of players).

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.

Hm, some of those units were completely isolated from any other friendly unit, so it was only the besieged city with one (strong) melee unit, and no other allied unit for 10-12 hexes.
Yesterday I attacked a city which had 2 cannons + 1 melee + 1 ranged naval garrisoned, and it would have been a real tough nut! But they didn't do anything, so I took the city with almost no efforts. :undecide:
I hope you can find a way, good luck! :)


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).

I see, thanks! :)
 
basicly Im able to place a settler but am unable to interact with the building ui or research ui.

[long list of mods here]

....aaaand the winner is......


UI - City Expansion (v 14) [party]:trophy:


go to
MODS\UI - City Expansion (v 14)\UI\InGame\CityView
and delete the CityView.lua
 
Thank you very much

You are welcome!

I'm not sure if the trouble accessing the research (apart from the City View) is caused by something else or if it was related to this, so if any problems persist, just let me know!
 
I got more.... I also cant see like the tile info IE when it says copper or forest and stuff like that.
 
I got more.... I also cant see like the tile info IE when it says copper or forest and stuff like that.

EUI handles these infos a bit differently than the vanilla game.
Hover your mouse over a tile and wait for the tooltip to appear. You can also set the delay for these in the ingame interface options.

If you have any further questions regarding the EUI itself, the best place would be the EUI-thread. :)
 
Whenever I mouse over a wonder or building icon all i get is a message that says:

Assets\DLC\UI_bc\Core\EUI_tooltips.lua:11
21: attempt to call field
'GetPovertyHappinessChangeBuilding' (a nil
value)

I manually installed CPP,CBP,EUI. Then I used the auto installer. Then I manually installed just the UI_bc1 file into the DLC folder after deleting the existing same file. Nothing shows up in the DLC menus ingame (this is probaly normal).
 
CP, CBP EUI version (latest, 10-2)

Same crash everyone else is getting in Diplo screen. Got denounced here and either choice resulted in a CTD (Very well, or You'll pay for this...). Included mini-dump in case you need more info.
 

Attachments

basicly Im able to place a settler but am unable to interact with the building ui or research ui.

Mods:

...
Buildings - Guilds Great Work Displays (v 2)
...

Btw this is one of the mods I suspect to be responsible for CTDs that can happen when conquering an enemy capital, along with
Global - Palace Extra Great Work and
Global - No Conquered Spaceships


Guilds cannot be conquered, so what happens with the pieces of Great Art when the city is lost and there is not enough space to store them somewhere else?

And when in doubt, Civ5 usally decides it's time for a crash. ;)

I used to play with these three mods for a long time, but since I had to abort 3 games during late game already because of constant CTDs when conquering a specific capital, I removed them.

So maybe you want to use them with caution.
Anyone else here who is using these mods?

(sorry if this is a bit off topic, but at least No Conquered Spaceships technically is a feature incorporated into the CP.. :D )
 
I'm crashing when messing with the new naval ship that was added (can't remember the name, you get it from sailing i think), first time I crashed was when I bought it with gold. Second time I bought it ok, but then I clicked on the unit and it crashed my game again.

EDIT:

Tried it again, same problem and seems very reproducible.

Mini dump file said "The thread tried to read from or write to a virtual address for which it does not have the appropriate access."

Pastebins for logs.

Database.log http://pastebin.com/GEqD6w9n

xml.log http://pastebin.com/ZsR47UTy

lua.log http://pastebin.com/u2k8hFwT
--------------------------------------------------------------
So as I love this mod so much, I couldn't give up on it and decided to keep clean installing and trying to figure it out. Here's what I did:
Delete local game data w/ steam, without manually deleting the folder from /my games/
Installed with automatic installer (EUI)
Went to single player > setup game > start game, as opposed to going to mods and loading a game. Don't know if that's what did it or not

3rd/4th edit: Now it crashes when going into a game w/ huge map. Sigh.
 
I've been playing for 15 minute now and have only gotten to take 2 turns because the AI turns are taking so long. I'm on turn 295, and this problem only started around 245.

Edit: Indonesia's turn alone has now been processing for over 10 minutes
 
Whenever I mouse over a wonder or building icon all i get is a message that says:

Assets\DLC\UI_bc\Core\EUI_tooltips.lua:11
21: attempt to call field
'GetPovertyHappinessChangeBuilding' (a nil
value)

I manually installed CPP,CBP,EUI. Then I used the auto installer. Then I manually installed just the UI_bc1 file into the DLC folder after deleting the existing same file. Nothing shows up in the DLC menus ingame (this is probaly normal).

HAving same problem if i try to set up plain game (without any mods). I cannot see single building desc. If i play via mods screen everything is OK
 
At work atm, so i wont be able to post my dmp. Looking for more general thoughts anyway. Not running anything special apart from. More luxuries, infoaddict, c4 diplo, YNAEMP etc... Only had 2 crashes in +400 turns but the most recent one seems game ending.

First CTD occurred when I attempted to accept a peace deal from China, as Japan during war and my workaround was basically denying the deal and settling next turn on my own terms. (For what its worth i noticed that a pikeman was in the process of taking a caravan and getting bombarded by a nearby chinese city. Maybe something got confused after the peace deal or something.)

2nd time im not sure if I can get around this. China wants me to DOW on Korea, but canceling CTD and accepting does the same. Dont know why chinas causing so much trouble..lol. Got saves for both.

I know without files its hard to do more that guess, but i wasnt sure if this issue had been observed before or not.

Keep up the good work guys, loving the hell out of this mod so far. Its breathing new life into the game!
 
Hi, i have a really weird problem which i cant handle :( so i install all of the CPP and CBP mods with a installer (from other mods i have only infoaddict installed). The problem is that even when the social policies trees are changed visually (replacing that You need aristocracy to go for the legalism etc) but i see no changes in honor(yep its still named honor)nor any other social policy. What is more no new promotions system is viewed.

I installed all of the things manually or with the installer still with the same situation.
Help and Thanks :)
 
-With CP I'm still getting the empty Who's Winning popup for tourism, and I don't use any mods that alter tourism or culture at all. (The only thing that may somehow be related is Dynamic Culture Overview..)
All other Who's Winning popups work just fine!

253I8nh.jpg


These are the last few lines of the lua.log when the popup appears:

Spoiler :
[61650.347] PlaceBison: 197
[61650.425] PlaceCow: 25
[61650.425] PlaceCow: 174
[61650.425] PlaceFish: 25
[61650.425] PlaceFish: 177
[61650.425] PlaceBison: 25
[61650.425] PlaceBison: 197
[61704.120] WhosWinningPopup: Number of dudes to roll from: 7
[61704.120] WhosWinningPopup: iRand: 4
[61704.120] WhosWinningPopup: strDudesName: TXT_KEY_DUDE_4
[61704.120] WhosWinningPopup: Progress Screen: Found someone generating tourism!


Another thing:

CTDs on creating a new map while using CP is not so unusual at the moment (we are getting crashes with CP only and CPP Full w/o any other mods), escpecially when you have created a map before without restarting the game.
so

  • creating and starting a game
  • going back to the main menu
  • creating a new game..

is very likely to crash your game.
when we test multiplayer games with the modpacks (full CPP w/o any other mods or CP only) to try out different settings it became a common practice that we have to restart Civ5 every time we start a new game.

Those crashes don't create a minidump, nor is there something in the logfiles. :undecide: But at least they are easy to reproduce.. ^^


@asmit10:
-whoward's Galleon mod isn't only the ship itself, it also alters other units like the Ironclad (changing it to a ranged unit,..) as well, so there might be some conflicts with CBP..
-crash with huge map: this might be the problem I just described above. Can you try it again without generating another map beforehand?

@DeadInTheWater and MarcvsHR:

I manually installed CPP,CBP,EUI. Then I used the auto installer. Then I manually installed just the UI_bc1 file into the DLC folder after deleting the existing same file.

When using CBP and EUI, you also have to use CSD, C4DF and the Compatibility Patch (EUI), plus the modified version of EUI for CBP, not the official one from the EUI-thread!

However when using the Community Patch only, you have to use the official EUI (delete the YieldIconManager.lua + xml and the DiploList.lua from CP in this case).
EUI for CBP won't work here.

That said, I guess you might have mixed a few things up when installing CPP and EUI. :)
Just delete the UI_bc1-folder under Assets\DLC and start over.
 
Hi, i have a really weird problem which i cant handle :( so i install all of the CPP and CBP mods with a installer (from other mods i have only infoaddict installed). The problem is that even when the social policies trees are changed visually (replacing that You need aristocracy to go for the legalism etc) but i see no changes in honor(yep its still named honor)nor any other social policy.

Are you using another language maybe?
CBP currently only supports English, for every other language the game will use the vanilla strings.
 
Another thing:

CTDs on creating a new map while using CP is not so unusual at the moment (we are getting crashes with CP only and CPP Full w/o any other mods), escpecially when you have created a map before without restarting the game.
so

  • creating and starting a game
  • going back to the main menu
  • creating a new game..

is very likely to crash your game.
when we test multiplayer games with the modpacks (full CPP w/o any other mods or CP only) to try out different settings it became a common practice that we have to restart Civ5 every time we start a new game.

That's the rub with custom DLLs - loading and unloading them in the game will often cause this, as the data is not designed to work like that. It just doesn't work like it should from a core engine standpoint.

G
 
That's the rub with custom DLLs - loading and unloading them in the game will often cause this, as the data is not designed to work like that. It just doesn't work like it should from a core engine standpoint.

G

Even when they are used in the DLC-hack modpack?
This way the game never needs to configure game data while it's running (unlike activating CP as a mod), so I supposed the DLL won't be unloaded at all (just like replacing the original Expansion2-DLL.. theoretically) which makes it more stable? :confused:
 
Even when they are used in the DLC-hack modpack?
This way the game never needs to configure game data while it's running (unlike activating CP as a mod), so I supposed the DLL won't be unloaded at all (just like replacing the original Expansion2-DLL.. theoretically) which makes it more stable? :confused:

Exiting to the menu still runs the risk of doing just that - defaulting to different levels/types of the DLL and then crashing. Unlike Civ 4, where a new DLL actually reloaded the game from scratch (and vice-versa on reverting), Civ 5 does not do this, it hot-loads all files on top of default files. Just doesn't work well, unfortunately.

G
 
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