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I'm experiencing crashes in the game every 15-25 turns, I made sure that I deleted the proper folders when I installed the latest beta (The one from the 10th of January).

I am running 2 other mods with CBP, City Limits and a map mod called PerfectWorld3. If either of those are incompatible, that would probably solve the issue. I did turn off City Limits for one game, but it still crashes so I suspect it isn't the issue. Any help you guys can give me would be great. Thanks!
 
Some more "bugs" - AI no longer seems to cover their settlers. They just send them without escort. Just saw Alex waste several settlers on nothing when they got caught by barbarians and Ramesses and William did the same thing, except instead of the barbarians I was the one who decided to declare war and take it. Wouldn't say it was a bug otherwise but a few versions ago they seemed to protect them.

The 'First Australians' would prefer that you didn't though.:lol:

Hah, checked and Uluru is sort of tiny, definitely doesn't seem like a bug now, more like a fix.
 
As China I was able to buy my unique building with faith despite not having the reformation-belief that should allow it.
 
After I click on unit, I don't hear any sound, can't see that it's selected, units UI and left UI panel are hidden. Any idea why is that and how to fix it? I deleted cache, moduserdata, old version of CPP, EUI and used the newest automatic installer.
I checked what mods I downloaded recently and their comments - I found that Australia from Colonist Legacies and EUI are not compatible. So sorry for this post.
 
You have a lua issue, as it works fine for me. Check for mods that affect the cityview or citybannermanager lua files.




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So I am not sure how to do this. I have only CP (with the included MoreLux) EUI, Sukritact's Events and Decisions, JFD's Cultural Diversity and JFD's Roosevelt, so the only ones that would effect those lua files would be the CP and EUI, I assume.
 
So I am not sure how to do this. I have only CP (with the included MoreLux) EUI, Sukritact's Events and Decisions, JFD's Cultural Diversity and JFD's Roosevelt, so the only ones that would effect those lua files would be the CP and EUI, I assume.

Not necessarily. You need to check those mod files for a .lua file with that name (citybannermanager). If it's there, you need to check compatibility with the mod authors of those mods.

G
 
Issue with the Yield YIELD_GOLDEN_AGE_POINTS - It continues to add Golden Age points to the counter during a Golden Age, leading to exponential Golden Ages.
 
Multiplayer bug:

Founding a city causes a crash for any player in a normal MP (non-lan/non-Pitboss) game. Other players read as timing out.

This bug is new to the 1/14 version. 1/8 operated fine, aside from the broken diplomacy interfaces. I will confirm this by running a 1/8 pack game in a few minutes.
 

Attachments

Having the same issue as TheUnholyPotato. Using the MP Version 1/14. Founding the first city crashes the game 100% of the time. Tried with multiple civilizations too. Will post to Github.
 
Humbly requesting a review of my log files to help identify why I've started getting CTDs around turn 130, running version 1/10b with EUI and a somewhat more extensive modlist than my usual setup (including YnAEMP and several of JFDs mods).

Game played without issue until now, then I had a CTD when opening the 'state religion' tab in the extended religion overview soon after this (JFD Piety-) mechanic went live @ philosophy (though opening the tab worked prior). Hoping this would sort it self out I avoided the tab for a few turns, but soon after the game consistently crashes between turn 133 and 134.

Have tried veryfing steam and clearing cache / reenabling mods.

Modlist:
Spoiler :
(1) Community Patch
(2) Community Balance Patch
(3) CSD for CBP
(4) Civ IV Diplomatic Features
(5) More Luxuries
(6a) Community Balance Patch - Compatibility Files (EUI)
Capture+ (v 4)
Events and Decisions
Global - City Working Distance (v 7)
Historical Religions Edit (BNW or GK) (v 45)
InfoAddict (v 22)
Ingame Editor (v 39)
JFD's and Pouakai's Mercenaries (v 4)
JFD's Cultural Diversity (Core) (v 4)
JFD's Exploration Continued Expanded (v 8)
JFD's Piety and Sovereignty (Piety) (v 10)
JFDs Cultural Diversity (Soundtrack) (v 1)
Maps - Improved CS Luxuries (v 6)
MC's Minoa (v 2)
MC's Scotland (v 2)
MC's Slavs (v 1)
Quick Turns (v 10)
R.E.D. - Smaller Landmarks (v 2)
R.E.D. Modpack (v 27)
Really Advanced Setup (v 15)
UI - Trade Routes Enhancements (v 6)
Yet (not) Another Earth Maps Pack (v 23)
 

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Multiplayer bug:

Founding a city causes a crash for any player in a normal MP (non-lan/non-Pitboss) game. Other players read as timing out.

This bug is new to the 1/14 version. 1/8 operated fine, aside from the broken diplomacy interfaces. I will confirm this by running a 1/8 pack game in a few minutes.

Delete the highlights.xml file from the mod pack.

All users of the mod pack should delete this file from it!!
 
Removal of file fixed crash on settle issue.

Now experiencing near turnly crashes for games above 3 players. Occurs at end of turn. One of the players doesn't seem to have the right map for no clear reason, but it occurs even without said player being in the game.
 

Attachments

I think I've researched warp technology in the medieval era :D Sometimes, my unit teleports long distance away (13-20 tiles) after performing an action (last time I tried to use ranged attack)
 
I think I got the same bug like Zares. My shoshone pathfinder tries to attack a barbarian galley (impossible ofc.) and gets teleported to another pathfinder across half the map. Can still move afterwards ("move stacked unit").
Gratz on an otherwise well polished modpack which made me come back to civ once more.
A few impressions so faar:
-resources and terrain could have some more impact
-coastal cities could use some buff
-the shoshone encampment is somewhat op as a very early choice and should prob. need some more turns to build (can't really compare to other uniques though)
 
I'll be cross-posting this in the Lua and SQL sub-forum, as I'm uncertain whether this is a general issue or a CP-EUI issue.

Basically, some users of my Cities in Development mod have reported some issues when using CID with the EUI installed from the Community Patch installer. But these issues make little sense to. I get the error:

Code:
Cannot find key - JFD_CrimeType

And indeed, trying to find it in Firetuner results in the same error. Yet, when viewing the Database in SQLite Manager, this key is most certainly there. Moreover, this issue does not occur with the standard EUI installation, or without EUI. So I'm stumped. If it's of any significance, this key is added to the Yields table. So I'm guessing the Yields table is somehow locked after game load (I had a similar issue accessing GameSpeeds, and read a discussion on the matter from a while back) - but why would this be only the case with CP's EUI?

Any thoughts would be appreciated.
 
I'll be cross-posting this in the Lua and SQL sub-forum, as I'm uncertain whether this is a general issue or a CP-EUI issue.

Basically, some users of my Cities in Development mod have reported some issues when using CID with the EUI installed from the Community Patch installer. But these issues make little sense to. I get the error:

Code:
Cannot find key - JFD_CrimeType

And indeed, trying to find it in Firetuner results in the same error. Yet, when viewing the Database in SQLite Manager, this key is most certainly there. Moreover, this issue does not occur with the standard EUI installation, or without EUI. So I'm stumped. If it's of any significance, this key is added to the Yields table. So I'm guessing the Yields table is somehow locked after game load (I had a similar issue accessing GameSpeeds, and read a discussion on the matter from a while back) - but why would this be only the case with CP's EUI?

Any thoughts would be appreciated.

That's probably because JFD_Crime is added as a 'Type' to the Yields table, and JFD_CrimeType is not. Looks like an error in whichever module is calling it.

So is it supposed to be JFD_CrimeType or JFD_Crime? I'm assuming the latter.
 
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