Bug Reports - Post Here!

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Never saw this bug before with this version (1-23), but still wanted to post. Usually deals work fine, but this one seemed to bug. (Sorry for overly big image)
Spoiler :
0d85smA.jpg
 
Never saw this bug before with this version (1-23), but still wanted to post. Usually deals work fine, but this one seemed to bug. (Sorry for overly big image)
Spoiler :
0d85smA.jpg

Are you using the CPP modpack (might be the cause of the problem, see Gazebo's post on the previous page)?
 
I am playing with the most recent Beta 3/6 Hotfix, Community Patch (CP) ONLY, with the latest regular version of EUI. The bug is that the city bar on the main game screen isn't EUI-enabled. It doesn't show the hexes being worked when hovered on, or show any of the other information, i.e. it's the regular vanilla city bar. If you go into the city screen however, it does highlight the tiles being worked, next tiles to expand to, etc. I did delete the YieldIconManager files from the LUA folder before starting the game.

BTW, did you know that the diplomacy button on the main screen doesn't work with EUI unless you also delete the DiploList file in the LUA folder?
 
Hmmmm, this is weird.

I made a fresh install of Civ 5, then installed the newest beta/hotfix of CBP. The game went swimmingly. Saved it so I could get some sleep. Now it crashes when I try to load the game. Doesn't matter if I load my manual save, or an autosave. No other mods installed.
 
Hmmmm, this is weird.

I made a fresh install of Civ 5, then installed the newest beta/hotfix of CBP. The game went swimmingly. Saved it so I could get some sleep. Now it crashes when I try to load the game. Doesn't matter if I load my manual save, or an autosave. No other mods installed.

Strangely, when I deleted the Civ 5 folder under My Documents/my games, and reinstalled the mod, it started working again, even on the old save.

Whatever. Onwards and upwards to the new beta!
 
Are you using the CPP modpack (might be the cause of the problem, see Gazebo's post on the previous page)?

Nope, single-player CBP + EUI. I assume this is rare, since I played several games with this version and this is the first time.
 
Auto explore with naval and embarked units seem botched - they would sometimes accept the command, allowing the game to proceed to the next turn, but would not move at all, even though they are not "trapped" (borders of other civs, icebergs...).

Also, is it intended that recon units have a cap for how much experience they can earn by scouting?
 
Auto explore with naval and embarked units seem botched - they would sometimes accept the command, allowing the game to proceed to the next turn, but would not move at all, even though they are not "trapped" (borders of other civs, icebergs...).

Also, is it intended that recon units have a cap for how much experience they can earn by scouting?

The XP cap is intentional. I'll forward the auto-explore to ilteroi. If you are using just the CPP mods, post your save with this happening.

G
 
The XP cap is intentional. I'll forward the auto-explore to ilteroi. If you are using just the CPP mods, post your save with this happening.

G

Sounds like the bug I posted about in the beta thread.
 
Testing the new CP version released today, game crashes within 5 turns, sometimes first turn after settling the capital, sometimes a couple turns later.

I played half a dozens games to full length previously with various older versions, never had a crash.
 
Testing the new CP version released today, game crashes within 5 turns, sometimes first turn after settling the capital, sometimes a couple turns later.

I played half a dozens games to full length previously with various older versions, never had a crash.

Post your mini dump file please.
 
Yeah, it is. Should appear in the same folder as your civ .exe file.

G

Look, I don't know, I cleared cache/logs/data again, disabled all mods, enabled all mods one at a time, but this time it went okay every time.

Maybe I missed something the first time around.
 
March 7 version, full CBP modpack.

Been noticing that the Governor won't assign any citizens to the specialist slots while on default focus. Usually enabling and disabling manual control will make it assign some citizens. I can't tell for sure, but it could be related to a recent beta change that had to do with auto assigning citizens in cities?

Bulbing two great scientists in a row (and probably finishing the beelined tech somewhere in the process) makes the big "Select research" beaker on the right side of the screen stay there until reloading the save. Sometimes clicking on it would take me to the tech tree, sometimes it would do nothing. Probably has to do with EUI, but decided to post in here first.
 
That XP recon unit bug I saw in the 3/7 beta is still in the 'official' release. The point in which it kicks in though is not the same. This time my scout became stuck on 67/100 XP whereas my previous game he was in the 90s.

Also got the old UI issue of a stuck Production notifier in the bottom-right. Still allows the user to proceed to the next turn, but slightly off-putting. Didn't try to reload a save to fix it, though based on past experience that would do it.

As always this is a completely fresh install from the installer with no extras added in.
 
That XP recon unit bug I saw in the 3/7 beta is still in the 'official' release. The point in which it kicks in though is not the same. This time my scout became stuck on 67/100 XP whereas my previous game he was in the 90s.

Also got the old UI issue of a stuck Production notifier in the bottom-right. Still allows the user to proceed to the next turn, but slightly off-putting. Didn't try to reload a save to fix it, though based on past experience that would do it.

As always this is a completely fresh install from the installer with no extras added in.

Production thing is an old EUI bug, not my area.

Not sure what you mean about the bug with recon XP. Should cap at 45.

G
 
Production thing is an old EUI bug, not my area.

Not sure what you mean about the bug with recon XP. Should cap at 45.

G

There have been at least two reports in the last two days, one by me, about XP not being applied to recon units along with them not auto-exploring.

The XP cap is configurable in the options so it shouldn't be an issue. Unless you've changed it to be hard-coded, which would be a bad thing!

I know the production error is EUI related but since all the files are from the installer it is your area, by reason of this mod providing 'compatibility' files. However, it is also only one of minor quirks that happens very infrequently so, I wouldn't sweat it.
 
There have been at least two reports in the last two days, one by me, about XP not being applied to recon units along with them not auto-exploring.

The XP cap is configurable in the options so it shouldn't be an issue. Unless you've changed it to be hard-coded, which would be a bad thing!

I know the production error is EUI related but since all the files are from the installer it is your area, by reason of this mod providing 'compatibility' files. However, it is also only one of minor quirks that happens very infrequently so, I wouldn't sweat it.

The compatibility files I provide don't affect that part of EUI, so I can't really help with it.

Re: XP cap, I still don't know what you're referring to. It is not hard-coded, no, there is the define value. I need specifics.

G
 
I don't know if this is a bug but the rate that we unlock wonders with science is a lot faster when compared to how fast we can build them. In multiplayer we are 200 turns in and we have the option to build 5 wonders BUT we cannot actually build them because we need 5 more policies for most of them as a requirement. It seems the AI can build wonders whenever they want because they have ALWAYS built wonders before we even get anywhere close to the policy requirements.

Real bug: AI spy's can steal tech from our capitals that have a defensive spy in them in less than three turns.
 
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