Bug Reports - Post Here!

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Oh, it's enabled by default, wow, I totally missed that, sorry ;-)

No worries. I'm hoping that, in the next big version of the mods, I'll be able to build an auto-detect feature in so that we don't have to worry about this kind of pesky stuff anymore.

Did i halluzinate the first time?

Possibly, you never know. :)

G
 
Running into the same problem with CBP and EUI, the City top panels look all screwy. I've tried removing TopPanel.lua, CityView.Lua and CityStateStatusHelper.lua (from both the "Active" and "Inactive" folders in CBP), clearing cache and moduserdata, and issue persists. Didn't have a problem with just CP or CP/CSD, just seems to be with CBP.
 
Issues:

1. Pantheon: Places of Power (BELIEF_SACRED_WATERS)

No Faith is added by mountains. Atolls and oases work fine.

Maybe "Plottypes" does not work as intended?

2. Cathedral:

[Confirmation of an already reported issue]

The building adds "2 Faith" and "2 Gold" in contrast to its description: "1 Faith", "1 Culture", "1 Happiness".


3. Markets cannot be "sold" when a city is razed

Other buildings could be sold, but not the market. Unfortunately, I don't have a save, so it might have been just a hiccup.


Installed:

Community Patch (v 61.3)
Community Balance Patch (v 9.3)
City-State Diplomacy Mod (CSD) for Brave New World (v 24)
Civ IV Diplomatic Features (v 10)

AI - Smart (v 2)
Global - No More Civilian Traffic Jams (v 1)
Religion - Fixed Pantheons (v 1)
Religion - Fixed Prophets (v 2)
Religion - Recurring Purchase Notify (v 1)
UI - City Expansion (v 14)
UI - Great Work Manager (v 13)
UI - Improved City Banner (v 7)
Units - Cheap Workboats (v 2)
 
Hey you guys!

First of all thanks to Gazebo and whoward69 for the amazing work on this. I had a few spins at King and the game plays great and the wars are really fun (more challenging).

Just wanted to say that I may have encountered a bug (it may be vanilla and already reported).

I managed to have enough "points" to steal a technology from a civ I was spying, but when it was time to steal the technology, I had already surpassed all of their technologies, so there was nothing to steal for me. The problem is that the game continued to ask me to chose the technology to steal, but I couldn't select any and that's why I couldn't proceed with my game. I had to load an older save and change the location of my spy to solve this.
Did this happen to anyone before?

I'm playing with all the mods and patches suggested in the "Community Patch - Install Instructions" (all latest version as of today) thread and cleared my cache before starting the game.

Please bare with me if this has been already been reported and keep up the great work!
 
Hey you guys!

First of all thanks to Gazebo and whoward69 for the amazing work on this. I had a few spins at King and the game plays great and the wars are really fun (more challenging).

Just wanted to say that I may have encountered a bug (it may be vanilla and already reported).

I managed to have enough "points" to steal a technology from a civ I was spying, but when it was time to steal the technology, I had already surpassed all of their technologies, so there was nothing to steal for me. The problem is that the game continued to ask me to chose the technology to steal, but I couldn't select any and that's why I couldn't proceed with my game. I had to load an older save and change the location of my spy to solve this.
Did this happen to anyone before?

I'm playing with all the mods and patches suggested in the "Community Patch - Install Instructions" (all latest version as of today) thread and cleared my cache before starting the game.

Please bare with me if this has been already been reported and keep up the great work!

Look in the previous bug reports from the last couple of pages - has been discussed a lot already.

\Skodkim
 
Running into the same problem with CBP and EUI, the City top panels look all screwy. I've tried removing TopPanel.lua, CityView.Lua and CityStateStatusHelper.lua (from both the "Active" and "Inactive" folders in CBP), clearing cache and moduserdata, and issue persists. Didn't have a problem with just CP or CP/CSD, just seems to be with CBP.

CBP and EUI are not compatible at present. Hopefully soon, but not currently.
G
 
CBP and EUI are not compatible at present. Hopefully soon, but not currently.
G

I've been using CSD v24, Community Balance Patch v 9.2, Community Patch v 61.2, and EUI (both v 1.21, 1.22 and 1.23 release candidate I think) together without any problems.

1:
I removed the following files from the balance patch:
\LUA\Active\CityBannerManager.lua
\LUA\Active\CityStateStatusHelper.lua
\LUA\Active\CityView.lua

2:
I removed the following files from City-State Diplomacy Mod (CSD) for Brave New World (v 24)
\Assets\UI\InGame\CityStateStatusHelper.lua
\Assets\UI\InGame\DiploList.lua
\Assets\UI\InGame\InfoTooltipInclude.lua
\Assets\UI\InGame\CityView\CityView.lua

3:
I removed the following files from EUI:

\UI_bc1\TopPanel\TopPanel.lua
\UI_bc1\TopPanel\TopPanel.xml

Hope it helps - it's hard to play without any of the mods when you get used to them. Only thing I miss with this method is the city happiness info from the city banner (or city view - never seen it, but I read about it somewhere). Luckily this info is accessible elsewhere.

\Skodkim
 
I've been using CSD v24, Community Balance Patch v 9.2, Community Patch v 61.2, and EUI (both v 1.21, 1.22 and 1.23 release candidate I think) together without any problems.

1:
I removed the following files from the balance patch:
\LUA\Active\CityBannerManager.lua
\LUA\Active\CityStateStatusHelper.lua
\LUA\Active\CityView.lua

2:
I removed the following files from City-State Diplomacy Mod (CSD) for Brave New World (v 24)
\Assets\UI\InGame\CityStateStatusHelper.lua
\Assets\UI\InGame\DiploList.lua
\Assets\UI\InGame\InfoTooltipInclude.lua
\Assets\UI\InGame\CityView\CityView.lua

3:
I removed the following files from EUI:

\UI_bc1\TopPanel\TopPanel.lua
\UI_bc1\TopPanel\TopPanel.xml

Hope it helps - it's hard to play without any of the mods when you get used to them. Only thing I miss with this method is the city happiness info from the city banner (or city view - never seen it, but I read about it somewhere). Luckily this info is accessible elsewhere.

\Skodkim

Excellent. By 'not compatible' I meant that the mods would not work together without some significant tweaks (as you have discovered). I'll post this info on the 'how to install' page. Hopefully we can convert the lua in the CBP to the 'update' method, so that it doesn't overwrite entire files as it does now.
G
 
Playing as Shoshone with scouts unique ability to pick goody hut reward. Was given option for free great prophet!, Clicked it..... And nothing happened.

That's not how the bonus works – the bonus (even in vanilla) just gives you a lump of faith.
G
 
Theres seems to be a bug with the latest relase (v63/v10) as the dll (I think) poits to a table called Building_GrowthExtraYield which doesn't exist.

Look at the attached logs for help, more precisely database.log.

Other than that: Great to have you back G :goodjob:

\Skodkim
 
Theres seems to be a bug with the latest relase (v63/v10) as the dll (I think) poits to a table called Building_GrowthExtraYield which doesn't exist.

Look at the attached logs for help, more precisely database.log.

Other than that: Great to have you back G :goodjob:

\Skodkim

I'm aware of that, yeah. That's because you aren't running CSD - I integrated CSD's code into the CP (for the eventual combo of CSD's growth yield code) but the table is only formed in CSD for now.
G
 
I'm aware of that, yeah. That's because you aren't running CSD - I integrated CSD's code into the CP (for the eventual combo of CSD's growth yield code) but the table is only formed in CSD for now.
G

Sorry - my fault! I wanted to test the mod without any other mods before starting a new game and forgot that CSD was turned on by default in the options file :blush:

Maybe you could "borrow" the following lines which we used in CEP to autmatically check whether CSD was enabled or not - this way you could save time from users like myself making this bug report over and over again :mischief:

Spoiler :
INSERT INTO Cep (Type, Value) VALUES ('USING_CSD', 0);
UPDATE Cep SET Value = 1 WHERE Type='USING_CSD' AND EXISTS(SELECT name FROM sqlite_master WHERE type='table' AND name='CSD');


I guess the same could be done for the Civ IV diplomacy features mod.

\Skodkim
 
Hmm, it seems I've run into a nasty bug with the combo Community Patch (v 63), Community Balance Patch (v 10), Civ IV Diplomatic Features (v 10) and City-State Diplomacy Mod (CSD) for Brave New World (v 24).

When I try loading a savegame with only these mods active (and cache cleared prior to launch) I can't load any of my save games as "not all required mods are installed"

I included a screenshot and log files.

All mods have been downloaded earlier today and default settings are used in the options files, e.g. support for CSD and Civ IV diplo should be on.

\Skodkim
 
A few minutes ago I stopped playing my current game because of the nasty bug connected with City State Diplomacy mod. As I've built a Scrivener's Office, great diplomat started spawning every turn. It seems that the game doesn't recognize that you have to collect 200 GD points in order to obtain GD. It just gives you one whenever you collect any amount of said points, be it one.

Anyone had the same problem? I'm going to remove all those "cache", "ModUserData", etc. folders now and try a new game, rushing to Scrivener's Office ASAP. We'll see if the bugs happens again.

EDIT: Okay, I played again. This time I chose Sejong instead of Bismarck and I rushed for Scrivener's Office. Strangely enough, this time everything's fine. Does anyone have an idea, why I encountered this bug in my previous game?

Before starting my previous I removed only "cache" folder, I didn't touch ModUserData folder at all. I don't know if it's relevant.
 
A few minutes ago I stopped playing my current game because of the nasty bug connected with City State Diplomacy mod. As I've built a Scrivener's Office, great diplomat started spawning every turn. It seems that the game doesn't recognize that you have to collect 200 GD points in order to obtain GD. It just gives you one whenever you collect any amount of said points, be it one.

Anyone had the same problem? I'm going to remove all those "cache", "ModUserData", etc. folders now and try a new game, rushing to Scrivener's Office ASAP. We'll see if the bugs happens again.

Which version was this? It has been reported already but we're hoping it has been fixed with 63.2

\Skodkim
 
Im running into the same diplomacy bug at the moment. I got the Roman Forum out, diplomats keep spawning turn after turn. It's like the diplomat only needs 1 GP instead of a sliding scale of 100 / 300 etc.

I'm including a save file and a screenshot of the mods I am currently using.
(version 63.1 of the patch and version 10.1 of the balance patch)
 

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Which version was this? It has been reported already but we're hoping it has been fixed with 63.2

\Skodkim

I use the most recent versions of both Community Patch as well as Balance Patch (63.1 and 10.1 respectively). I also use CSD (obviously), CDF and all mods from the "recommended mods" section.

As I've mentioned before, this bug seems to be somewhat random, f.e. when I tested it a few hours ago, everything went normal. I don't know if it's connected to specific game setup (like for example picking certain civ).

I will be playing again today, I'll try to play normally, without rushing to GD point-producing buildings. We'll see if that happens again. I will make sure that both "cache" as well as "ModUserData" folders are removed before starting actual game.
 
Oh, thanks a lot I haven't noticed that before (I have only checked the main "how to install" thread). Of course I noticed the number 63.2 in skodkim's post but I thought it was actually a typo. :D

Okay, it's time to check the new version now, we'll see if it works. ;)
 
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