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Sorry, should be UI_bc1.

If you don't have that, and you've removed all files from your MODS folder (in your documents/games/civ 5/MODS location), then try verifying the integrity of your game in steam and then clear your cache.

G

I tried re installing my game, clearing my cache and verifying. Nothing's worked. I'll try to find the Ui bc1 file. I will be checking in a few minutes.
Thanks for all your help.
 
I just finished a game with the 01-02 version - I know this is not the latest version, so maybe some of these bugs have been fixed since, but I'm reporting them anyway, in case ...

1) Habors fail to create connection between cities on a different landmass and capitol (notice how both Frankfurt and Bremen have harbors, yet Bremen is not connected to empire trade network):
Spoiler :


2) Small text-string error when playing with CP but not EUI?
Spoiler :


3) This one was a really weird bug, I'll try to explain it! I was in war with Theodora and had captured several of her cities. Then I captured one of her workers, but the game automatically assumed I liberated her worker, complete with diplo pop-up to say thank you for liberating her citizens (while we're still at war! - see screenshot below). After that I tried to capture one of her cities with the same worker stationed in it, only to have the city auto-liberate instantly (again with a thank-you diplo pop-up). Only when the worker was out of the city could I capture the city - and after this incident, all cities I captured got directly annexed into my empire with no chance for puppeting them. This was both when I captured Byzantine cities, when I captured cities from another civ (Russia) or even when I wanted to liberate a city state that Russia had captured - instead I directly annexed the city state into my empire.
Spoiler :
 
Bug: Tradition's Finisher +1 Food is not applied to Great People Improvements built on Jungle.

How to confirm - get a Jungle hill tile, pop a Great Person with an improvement there, see that you get no +1Food (which is obvious because it will give like 2Production +base yields of your GP).
 
Bug: Tradition's Finisher +1 Food is not applied to Great People Improvements built on Jungle.

How to confirm - get a Jungle hill tile, pop a Great Person with an improvement there, see that you get no +1Food (which is obvious because it will give like 2Production +base yields of your GP).

Hills reduce the food value of grasslands by 2, and plains by 1.

Jungles increase food, so when you removed the jungle, the food bonus of the jungle was no longer cancelled out by the hill penalty.

G
 
Another bug - if the civ wants to settle their city in some part of the map that you make impossible to get to, they'll try endlessly (or at least XX turns) trying to get through.

For instance if they wanted to go through the hole of your borders but you buy a tile making your lands connected and impassable, they'll try and try to get through despite it being impossible to go there. Last game Sejong's been trying to go through my borders going back and back again for lots of turns and I bet his settler is still somewhere there.

I don't have logs (disabled them because with them on, the game sometimes crashed upon game creation - now it doesn't) but can provide a save file if requested, made quite a lot of them this game so one is bound to be done early enough this is visible.


Another bug that can't be proved with saves because it happens randomly - if I try to move my troops during AI turn, there's a small likelihood that the game will go in a loop with the globe mouse cursor turning infinitely, making it unable to ever finish the turn and even close Civ by normal means and forcing me to log out.
What's weird is it once happened on a 100 turn, logged out, went back but I could load the 101th turn (despite the game never reaching it), strangely, and everything was fine there.

Happened several times already, it's slightly annoying.
 
Hills reduce the food value of grasslands by 2, and plains by 1.

Jungles increase food, so when you removed the jungle, the food bonus of the jungle was no longer cancelled out by the hill penalty.

G

Ah, you misunderstood me I think. I know it removes the jungle.

It should be 0 Food 2 Production after cutting the tree I think as it is a hill, but when you don't cut it and just settle a GP Improvement the +1Food from Trad finisher isn't counted.
It should get 1 Food after full Tradition, making the tile 1food2prod +rest of the yields. However it is just 2Production + rest of the yields if you improve it instantly on a jungle. On a regular non jungle hill it still gives +1Food I think, at least I remember many cases it did so.

At least if I understand it correctly because I could be wrong but in that case it'd mean jungle Hills actually have hidden negative food that cancells out +1food from tradition finisher?
 
Ah, you misunderstood me I think. I know it removes the jungle.

It should be 0 Food 2 Production after cutting the tree I think as it is a hill, but when you don't cut it and just settle a GP Improvement the +1Food from Trad finisher isn't counted.
It should get 1 Food after full Tradition, making the tile 1food2prod +rest of the yields. However it is just 2Production + rest of the yields if you improve it instantly on a jungle. On a regular non jungle hill it still gives +1Food I think, at least I remember many cases it did so.

At least if I understand it correctly because I could be wrong but in that case it'd mean jungle Hills actually have hidden negative food that cancells out +1food from tradition finisher?

Works on my end, though I do see some odd tooltip delays from adding improvements. Sounds like an EUI issue to me (the DLL yields are all working correctly, so the issue is the interface not refreshing in a timely manner).

G
 
Works on my end, though I do see some odd tooltip delays from adding improvements. Sounds like an EUI issue to me (the DLL yields are all working correctly, so the issue is the interface not refreshing in a timely manner).

G

Hm, actually the indicator which the Great Person has shows it correctly (implies the tile would be base hill 2P + 1 Food + rest) but it doesn't work this way. Actually the tile has no Food at all which is shown on the world map while the GP claimed it'd still get the +Food before Improvement.

Look at Cordoba's (the city settled most on the West) Academy. 2Production 7Science. Even playing around inside the city proves it doesn't actually give any food. (Unless EUI has some real weird bug even inside the city that only works when GP Is are on jungles and, perhaps, forest hills too, didn't check those)

View attachment IWasRight.Civ5Save

As always full CBP last beta instantly revealed all resources in Community Options
 
Hm, actually the indicator which the Great Person has shows it correctly (implies the tile would be base hill 2P + 1 Food + rest) but it doesn't work this way. Actually the tile has no Food at all.

Look at Cordoba's (the city settled most on the West) Academy. 2Production 7Science. Even playing around inside the city proves it doesn't actually give any food. (Unless EUI has some real weird bug even inside the city that only works when GP Is are on jungles and, perhaps, forest hills too, didn't check those)

View attachment 404257

As always full CBP last beta instantly revealed all resources in Community Options

You can't build GP improvements 'on' jungles/forests anyways – it'll clear them out, leaving the hill. Hills remove whatever base food yield exists for the terrain type, so you'd only be getting 1 extra food from the policy. And, as I said, this works on the DLL side, but seems to have a slow update cycle in the UI. That's not my concern (but you should let bc1 know).

The function the Tradition finisher uses is a base-game function, so it is not something that the CP has messed with.

G
 
You can't build GP improvements 'on' jungles/forests anyways – it'll clear them out, leaving the hill. Hills remove whatever base food yield exists for the terrain type, so you'd only be getting 1 extra food from the policy. And, as I said, this works on the DLL side, but seems to have a slow update cycle in the UI. That's not my concern (but you should let bc1 know).

The function the Tradition finisher uses is a base-game function, so it is not something that the CP has messed with.

G

Hm, to me it seems like the +1 Food is added to the hill tile and the hill decides to remove base food yields afterwards, counting +1 Tradition food as if it were base. But I'll play more and check if the food actually is added later despite being invisible now, previous game the same problem happened it didn't even after 100 turns though.
 
Text errors:

1. In Korea's description text for its UA, one bit reads "the your capital" instead of just "the capital" or "your capital".

2. When settling a new city on a forest or jungle, the notification text reads "Clearing a King Solomon's Mines..." instead of "Clearing a forest..."


Gameplay errors:

1. One of Order's tenets, which promises "25% Great Person generation plus a Great Engineer", did not produce any Great Engineer when adopted.


Interface errors:

1. The included EUI tooltip sometimes shows projected yields incorrectly. Clearing a jungle with Banana in a city with a university for example, is not projected to cause the tile to lose the +1 Science yield, which it actually would.

2. A unit loses its "selection ring" when it is just embarked, despite still being the active unit.
 
When playing as England I somehow don't get the +2 movement for naval units (at least not for the Trireme or the Dromon). They can only move 4/3 tiles. I don't have any other mods except the CBP (v 1.1.23) installed. I also tried the beta-version but I only got a CTD.
Weirdly enough the +2 movement on embarked units seems to work. They have 5 movement.
 
I'm having trouble using the Pioneer. In my city build menu it's listed as being able to found cities. In fact it's the only unit listed with that ability.

0zD1iti.png


However neither of the Pioneer's I've built are able to found a city.

NnlFPKm.jpg


Am I missing something, or is this a bug?

I'm playing on the most recent proper release
 
I'm having trouble using the Pioneer. In my city build menu it's listed as being able to found cities. In fact it's the only unit listed with that ability.

0zD1iti.png


However neither of the Pioneer's I've built are able to found a city.

NnlFPKm.jpg


Am I missing something, or is this a bug?

I'm playing on the most recent proper release

Are you perhaps suffering from massive unhappiness? You can't found new cities if you're below 10 happiness.
 
I saw this was mentioned previously by Wario Mario on September 1st, page 142. However, I’m not using any additional mods other than the 6 provided in the latest 1.1.23 version of CP+CBP.

The Dutch lost their capital city Amsterdam to barbarians. By the time it was re-captured, it had grown to size 72! This was in 1850 when very few other cities had grown beyond size 25. All Dutch cities have polder all around it but Amsterdam doesn’t have any.
 
I don't know if it's only MP related, but it seems that religion belief Mastery: "Specialists produce +2 of their normal yield." doesn't work.
 
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