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BUG ALERT

I believe someone else had posted this, but it hasn't yet been resolved.

When an AI offers me a deal of some kind whereby they OFFER some gold - so long as I don't remove the gold offer and then put it back again - I can change the gold value to ANY value (no matter how high) and they will accept (e.g. change 2 gold to 100 gold for "accept embassy").

Do you use the non-EUI version? There currently is a suspicion that it might be the culprit, while the EUI version apparently doesn't have that bug. It's being investigated on Github right now.
 
Has anyone been experiencing the AIs repeatedly causing coups in your CS allies? I will coup right back, next turn they coup again, etc until I'm the one who fails as they never do.
 
'Featureless' element in the UA - no features can trigger the bonus.

G

So why does a Forest + Lumbermill trigger the city connection bonus then? Honestly I could care less about forest/lumbermill bonuses, but if anything oases should trigger the bonus, as they are understandably good pit stops in desert caravans and desert road systems.
 
Deal AI is still hilariously nonsensical for me on the latest release. Haggling with the AI is a huge chore and trying to get the maximum amount of gold from them without feeling like I'm exploiting them just tends to produce stupid results.

Example:
- Put out luxury.
- Ask what they will give you for it.
- "We are not open to your offer at this time."

- Add 3 GPT FOR them.
- "The deal will work as it stands on the table."

- Change the 3 GPT to 2 GPT.
- "You are mad!"

- Wipe the table and try again, adding the same luxury.
- Add 6 GPT instead of 3 GPT.
- "The deal will work as it stands on the table."

- Change 6 GPT back down to the 3 GPT earlier agreed upon, because maybe the AI is just confused.
- "No."

- Change the 3 GPT to 7 GPT, because maybe it likes to be stupid.
- "Certainly."

This ridiculousness goes on endlessly. I really have no other way to express the sporadic nature of the AI for trading. It gives me a headache, and now I simply don't want to play. Here's one more silly example for you guys.

William: "We have both benefited greatly from this deal! Would you like to renew it?"
(My crab for his 3 GPT.)
- Take the crab off the table and put it back on.
- Ask what will make this work.
- "We both know you can do better than that."

Just, no, I'm done.
 
Do you use the non-EUI version? There currently is a suspicion that it might be the culprit, while the EUI version apparently doesn't have that bug. It's being investigated on Github right now.

Yeah I use non-EUI. I can't stand EUI because my screen looks like a god-forsaken mess. ^_^
 
+1! Probably wouldn't be as bad without that bulky unit window, though. Huge dealbreaker for me.

It can be disabled in the in-game option window. Don't remember in which tab, but you should find it if you look for it. Most of the features introduced by EUI can be altered/disabled via options in one way or another.
 
Hi, this is definetely not right. Is your Civ5 up to date? The latest version should end with .279 (you can see it under the main menu after you start the game). If yes, what map type did you use? And are you sure it was not just that all CSs spawned too far away from you? Have you explored the map enough to be sure?

Yes, as I said I have the right civ5 version and everything else. I used "continents" if I remember correctly, normal size. I explored it and city-states did not appear. But check this out, when I turn off "more luxuries" in mods menu city-states appear when I start a map. That's not really a solution tho.
 
I've been having trouble with trades registering lately. Starting around the mid industrial era, no trades that I make is registering in the "current trade deals" window. ALso, whenever I finish a trade and go right back into the trade menu, all the items and gold that were supposedly traded were not moved at all.
Is anyone else experiencing this?
 
Culture Specialists don't seem to be affected by the Mastery belief, despite it saying it can increase Culture.

Tried on Throne Room and Writers Guild.

EDIT: Although now that I think about it, perhaps the "Primary Yield" of those buildings is the GP points? But those weren't increased either.
 
Culture Specialists don't seem to be affected by the Mastery belief, despite it saying it can increase Culture.

Tried on Throne Room and Writers Guild.

EDIT: Although now that I think about it, perhaps the "Primary Yield" of those buildings is the GP points? But those weren't increased either.
Pretty sure the tooltip is just wrong. Check again? :crazyeye:
 
Ah ok, I'll give that a look.

EDIT: Good call on that, it's just the tool-tip not updating. The correct amount is being added to Culture-per-Turn.
 
It can be disabled in the in-game option window. Don't remember in which tab, but you should find it if you look for it. Most of the features introduced by EUI can be altered/disabled via options in one way or another.

This is good to know. All I really want is the original display from Vanilla Civ 5, with any additional info from EUI in the appropriate submenus, like "Diplomacy Overview."
 
Culture Specialists don't seem to be affected by the Mastery belief, despite it saying it can increase Culture.

Tried on Throne Room and Writers Guild.

EDIT: Although now that I think about it, perhaps the "Primary Yield" of those buildings is the GP points? But those weren't increased either.

Do you play with the EUI or the non-EUI version?
 
Pretty sure the Spanish missions are still underperforming on growth. Can anyone confirm?

Edit: Nevermind. Looks to be working fine, though the values are a bit on the weak side.
 
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