Bug Reports - Post Here!

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I just remembered a bug from my last game (not latest patch, but I don`t think this has been addressed in the patch notes):
The Autocracy tenet that provides gold to internal trade routes does not seem to be working. Even with it, all internal TRs did just provide food or production.
Related question: There are policies that add +2 gold to land/sea trade route. They seem not to work on internal ones, too. Would they work if you have the (fixed) Autocracy tenet?

The gold goes to your 'city connections' gold addition (does not appear in internal trade route info, due to firaxis LUA limitations). And it does work.

The +2 gold routes only works for international routes.

G
 
Hard crash to desktop using version 10.13:

Every time I want to use a Guided Missile, game goes straight to desktop. No message, nothing. Pattern is guided missile, every time. AI has no problem using them, have seen them flying around. Only human player.

Has it perhaps been fixed for 10.21?

Hi everyone! I just wanted to say a big thank you to all those involved with this project. I long stopped playing Civ 5 as I felt it had become a little too easy and predictable (especially the AI), however, all this changed when I starting using CPP -- fantastic work, Gazebo and co!

In any case, why I am here, and why I have quoted Aristos, is because I too have been having the same problem -- the moment I designate a target for my guided missile, or atomic bomb (on occasion), I get a crash to the desktop.

Despite this, though, all else seems fine -- a fantastic achievement in itself as balancing and debugging this game can't be an easy task.
 
Hello!

To the respondent @ my last inquiry - got the mod to work! Thanks, all I needed to know was what order to check off the mods. :)

How might I set up the mod to make it functional in multiplayer, if that's possible?


Anyways, after playing a little, I've noticed a few bugs (And also have some suggestions - which thread would I put those in?). I'll list the bugs right here.


1. When playing as Attila (Huns).

1a. If trying to place Eki in a Jungle square, the tooltip says that you need Metal Casting to remove the Jungle (even if Iron Working is already researched - wrong tech and clicking the Eki is not possible EVEN if you can cut down the Jungle by using one of the other buttons).

1b. The amount of wood acquired from cutting down the Jungle by clicking the Eki button is DIFFERENT than the amount of wood acquired by cutting down the Jungle through a button other than Eki (e.g. build farm, or cut down Jungle, etc...).

1c. The value for production for cutting down a Forest through the Eki button is similarly incorrect (the tech is probably incorrect, but I did not notice till long after the needed tech).


2. Some Barbarian units are inexplicably instakilled when attacking my cities. The game does not zoom to their movement, and the city takes a higher-than-normal amount of damage when the Barbarian unit dies, as though there were multiple rounds of combat all at once. This seems to happen more often than not.


3. Sometimes you can build (say, a mine) on a tile like a Grassland that has no Hill, and no other special resource on it. I'm pretty sure that this is because some undiscovered tech (like Coal) is sitting on the tile. Nevertheless, this still seems buggy to me - there should be no indication that a tile is special until you actually get the appropriate tech, and then the new resource simply appears on an already-improved tile, even if it's an improvement that normally couldn't be build on that resource. I did not experience this in vanilla.



Think that's it for now - there's more but I forgot. :) Will report later, thanks!
 
View attachment Bismarck_0057 BC-2575.zip
View attachment CvMiniDump.zip

CTD while processing the barbarians turn.

Enabled mods are:

- Community Patch (v. 66)
- More Luxuries (v. 155)
- Community Balance Patch (v. 13)
- City-State Diplomacy Mod for CBP (6-19) (v. 27)
- Civ IV Diplomatic Features – CBP Edition (6/19) (v. 10)
- Community Balance Patch - Compatibility Files (EUI)(v. 1)

All downloaded and initially installed in the last few days and reinstalled in an attempt to troubleshoot. I am also running the EUI (as installed from the CBP installer). I am subscribed to other mods but none of them have been enabled for this game.

More info:
- I initially didn't notice where in end-of-turn processing the crash occurred or what turn it was, so I went back to my previous autosave (only a few turns prior) and played again, saving before each end turn.
- Crash occurred again and this time I noted it was turn 55 during processing for the barbarians. Re-loaded from immediately before the crash and replicated the crash.
- Reinstalled all the CBP mods (from the same download - had initially only installed a couple of days ago). Re-loaded the game and got the same crash.
- I had killed a barbarian on turn 55 and figured that might have something to do with it. (Playing as Germany, so maybe something from the old UA?). I went back to my turn 53 save and didn't kill the barbarian on turn 55. End turn processed OK. I killed the barbarian on turn 56 and that also processed OK. Crash then occurred on processing at the end of turn 57 without me having killed a barbarian on that turn.
- So something I did differently between turns 53 and 55 delayed the crash, but it doesn't seem to have been the barbarian killing. If it was, the crash should have been on turn 56 in the new timeline.

Attached save game is immediately prior to the turn 57 crash.
 
View attachment 399918
View attachment 399917

CTD while processing the barbarians turn.

Enabled mods are:

- Community Patch (v. 66)
- More Luxuries (v. 155)
- Community Balance Patch (v. 13)
- City-State Diplomacy Mod for CBP (6-19) (v. 27)
- Civ IV Diplomatic Features – CBP Edition (6/19) (v. 10)
- Community Balance Patch - Compatibility Files (EUI)(v. 1)

All downloaded and initially installed in the last few days and reinstalled in an attempt to troubleshoot. I am also running the EUI (as installed from the CBP installer). I am subscribed to other mods but none of them have been enabled for this game.

More info:
- I initially didn't notice where in end-of-turn processing the crash occurred or what turn it was, so I went back to my previous autosave (only a few turns prior) and played again, saving before each end turn.
- Crash occurred again and this time I noted it was turn 55 during processing for the barbarians. Re-loaded from immediately before the crash and replicated the crash.
- Reinstalled all the CBP mods (from the same download - had initially only installed a couple of days ago). Re-loaded the game and got the same crash.
- I had killed a barbarian on turn 55 and figured that might have something to do with it. (Playing as Germany, so maybe something from the old UA?). I went back to my turn 53 save and didn't kill the barbarian on turn 55. End turn processed OK. I killed the barbarian on turn 56 and that also processed OK. Crash then occurred on processing at the end of turn 57 without me having killed a barbarian on that turn.
- So something I did differently between turns 53 and 55 delayed the crash, but it doesn't seem to have been the barbarian killing. If it was, the crash should have been on turn 56 in the new timeline.

Attached save game is immediately prior to the turn 57 crash.

Maptype?

G
 
Are there any known bugs concerning great works? Didn't see anything on github.

Two versions ago (the one before the big tourism changes) I had a game where moving some works from some cities to some others removed the tourism I got from them. No tourism modifying buildings or policies anywhere, no cities in resistance, nothing stupid like that.

There's also the thing where the top panel tourism doesn't get updated until next turn, but that wasn't it. I saw the drop happen as I did the moving.

I can investigate if this is something unheard of.

Was with version 0.10.2, full with EUI.
 
Also have a save from the latest version of a magical barb horseman attacking my horse archer, then teleporting across a river, then attacking the city, all in one turn. No other barb units around. Want the save?
 
A rather weird bug, I don't really have time to test it out more, because I detest the in-game thingie mod(maybe someone else could?), and because you said you were planning on making a release today.
Anyways picking up scientific revolution added +2 of all yields (food production gold faith culture science) to all my silk plantations (currently the only resource I have a monopoly on). It did do what it was supposed to do as well (increasing the monopoly from +10% gold to +20% gold), but I don't think the +2 all yields thing was intended.
I'm going to see what happens with other monopolies(Think I'll have to kill my neighbor to get one, but whatever).

Okay, so I beat up Shaka, took his lunchmoney as well as his marble monopoly, and it turns out the marble-tiles got those +2 all yields as well.
 
Okay, as previously reported, automated workers seems to get completely apathetic somewhere around the midgame (couldn't isolate the situation or the tech, just noticed that all of the ones that were automated started piling up on my capital. They don't seem to leave the capital for anything, discovery of new strategic resources, repairing pillaged tile-improvements. This also seems to apply to automated archaeologists, that also just stay in the city while automated.
Automated missionaries also act really strangely, and seems to give up on spreading religion if they aren't able to convert a city in one go.
 
I still use Version 10/21 EUI version and despite having a crash each second turn I want to continue the game. However I now get very strange visual issues in the leader screen:
2015-10-27_00002.jpg

I use the following mods:
  • Architecture changes (v 1)
  • Calypso's Colored Religious Icons (Basic) (v 4)
  • Civ IV Diplomatic Features
  • Community Balance Patch
  • Community Balance Patch - Compatibility Files (EUI)
  • Community Patch
  • CSD for CBP
  • Global Relations (v 7)
  • JFD's Exploration Continued Expanded (v 7)
  • Quick Turns (v 10)
  • R.E.D. - Smaller Landmarks (v 5)
  • R.E.D. Modpack (v 28)
  • Randomize City Names (v 2)
  • TerrainTextureMod (v 2)
  • Thals FlagPromotions v1.66
  • Yet (not) Another Earth Maps Pack (v 23)

I cleared the Cache, ModUserData and verified the game. It still persists.

EDIT: It seems like the CTD's were fixed by deactivating luajit and using the vanilla dll instead, but the visual issues still appear.
 
Get a CTD at calculating turn

Win10
All Civ V DLC
CPP Vers. 10.23.15
CBP/EUI Full
Really Advanced Setup
InGameEditor
InfoAddict
Barb lvl 3
Improved Airbases
Thals FlagPromotions v.166

Map: Communitas
Lua.log attached, i presume the last lines should not show up ;)

Spoiler :
[1536200.484] TurnProcessing: Hiding TurnProcessing
[1536204.171] InGame: OnInterfaceModeChanged
[1536204.171] InGame: oldInterfaceMode: 1
[1536204.171] InGame: newInterfaceMode: 21
[1536204.187] InGame: OnInterfaceModeChanged
[1536204.187] InGame: oldInterfaceMode: 21
[1536204.187] InGame: newInterfaceMode: 1
[1536204.187] InGame: OnInterfaceModeChanged
[1536204.187] InGame: oldInterfaceMode: 1
[1536204.187] InGame: newInterfaceMode: 21
[1536205.843] InGame: OnInterfaceModeChanged
[1536205.843] InGame: oldInterfaceMode: 21
[1536205.843] InGame: newInterfaceMode: 1
[1536275.984] InGame: OnInterfaceModeChanged
[1536275.984] InGame: oldInterfaceMode: 1
[1536275.984] InGame: newInterfaceMode: 21
[1536275.984] InGame: OnInterfaceModeChanged
[1536275.984] InGame: oldInterfaceMode: 21
[1536275.984] InGame: newInterfaceMode: 1
[1536275.984] InGame: OnInterfaceModeChanged
[1536275.984] InGame: oldInterfaceMode: 1
[1536275.984] InGame: newInterfaceMode: 21
[1536276.578] InGame: OnInterfaceModeChanged
[1536276.578] InGame: oldInterfaceMode: 21
[1536276.578] InGame: newInterfaceMode: 1
[1536284.234] InGame: OnInterfaceModeChanged
[1536284.234] InGame: oldInterfaceMode: 1
[1536284.234] InGame: newInterfaceMode: 21
[1536284.234] InGame: OnInterfaceModeChanged
[1536284.234] InGame: oldInterfaceMode: 21
[1536284.234] InGame: newInterfaceMode: 1
[1536284.234] InGame: OnInterfaceModeChanged
[1536284.234] InGame: oldInterfaceMode: 1
[1536284.234] InGame: newInterfaceMode: 21
[1536284.796] InGame: OnInterfaceModeChanged
[1536284.796] InGame: oldInterfaceMode: 21
[1536284.796] InGame: newInterfaceMode: 1
 

Attachments

Get a CTD at calculating turn

Win10
All Civ V DLC
CPP Vers. 10.23.15
CBP/EUI Full
Really Advanced Setup
InGameEditor
InfoAddict
Barb lvl 3
Improved Airbases
Thals FlagPromotions v.166

Lua.log attached, i presume the last lines should not show up ;)

Spoiler :
[1536200.484] TurnProcessing: Hiding TurnProcessing
[1536204.171] InGame: OnInterfaceModeChanged
[1536204.171] InGame: oldInterfaceMode: 1
[1536204.171] InGame: newInterfaceMode: 21
[1536204.187] InGame: OnInterfaceModeChanged
[1536204.187] InGame: oldInterfaceMode: 21
[1536204.187] InGame: newInterfaceMode: 1
[1536204.187] InGame: OnInterfaceModeChanged
[1536204.187] InGame: oldInterfaceMode: 1
[1536204.187] InGame: newInterfaceMode: 21
[1536205.843] InGame: OnInterfaceModeChanged
[1536205.843] InGame: oldInterfaceMode: 21
[1536205.843] InGame: newInterfaceMode: 1
[1536275.984] InGame: OnInterfaceModeChanged
[1536275.984] InGame: oldInterfaceMode: 1
[1536275.984] InGame: newInterfaceMode: 21
[1536275.984] InGame: OnInterfaceModeChanged
[1536275.984] InGame: oldInterfaceMode: 21
[1536275.984] InGame: newInterfaceMode: 1
[1536275.984] InGame: OnInterfaceModeChanged
[1536275.984] InGame: oldInterfaceMode: 1
[1536275.984] InGame: newInterfaceMode: 21
[1536276.578] InGame: OnInterfaceModeChanged
[1536276.578] InGame: oldInterfaceMode: 21
[1536276.578] InGame: newInterfaceMode: 1
[1536284.234] InGame: OnInterfaceModeChanged
[1536284.234] InGame: oldInterfaceMode: 1
[1536284.234] InGame: newInterfaceMode: 21
[1536284.234] InGame: OnInterfaceModeChanged
[1536284.234] InGame: oldInterfaceMode: 21
[1536284.234] InGame: newInterfaceMode: 1
[1536284.234] InGame: OnInterfaceModeChanged
[1536284.234] InGame: oldInterfaceMode: 1
[1536284.234] InGame: newInterfaceMode: 21
[1536284.796] InGame: OnInterfaceModeChanged
[1536284.796] InGame: oldInterfaceMode: 21
[1536284.796] InGame: newInterfaceMode: 1
maptype? :D
 
Neuchawhatitstein did not give me a free castle.
Units only move 2 hexes along railroads. (seems too slow).
 
Units only move 2 hexes along railroads. (seems too slow).

Do you mean 4 hexes? By that I mean every move along railroad consumes 0.5 movepoints? Because that I can confirm, I don't know if it is a bug, but it is correct.
 
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