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Anyone else having problems with the Colonist? Anytime I use a Colonist to found a city, it doesn't get any of the additional buildings/land/citizens that it is supposed to come with. Pioneer still works fine. CBP with EUI is the only mod I'm running (or even have on my PC atm). The production cost to build Colonists is also the same as a Settler.
 
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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've already described the bug before but I'll describe it again. I'll also supplied 2 savegames you asked for. (for ilteroi to examine)

To clarify I always change the barbarian experience gain from the 45 limit to -1, for unlimited. I was instructed many months ago this also is used in the XP gained by recon units when they explore. So, all my recon units should theoretically gain unlimited XP as they axplore the world.

Now the bug(s) I and others have noticed are these:
  • XP gain stops accruing at certain stages. For me on one game it was in the 90s, this last time it was in the 60s.
  • The auto-explore action also ceases to work at some point in the life of the recon units. Not sure if it is related to the 1st point.
 
I've already described the bug before but I'll describe it again. I'll also supplied 2 savegames you asked for. (for ilteroi to examine)

To clarify I always change the barbarian experience gain from the 45 limit to -1, for unlimited. I was instructed many months ago this also is used in the XP gained by recon units when they explore. So, all my recon units should theoretically gain unlimited XP as they axplore the world.

Now the bug(s) I and others have noticed are these:
  • XP gain stops accruing at certain stages. For me on one game it was in the 90s, this last time it was in the 60s.
  • The auto-explore action also ceases to work at some point in the life of the recon units. Not sure if it is related to the 1st point.

No need to get sassy, man. I'm not ilteroi, and keeping track of bugs scattered across time and space (who fixed what, who answered how, etc.) is nigh impossible.

Anyways, no, what you've been told is wrong. This is the scout XP value:

BALANCE_SCOUT_XP_MAXIMUM

Which is in the CP (Core Values\CoreDefines.sql).

G
 
No need to get sassy, man. I'm not ilteroi, and keeping track of bugs scattered across time and space (who fixed what, who answered how, etc.) is nigh impossible.

Anyways, no, what you've been told is wrong. This is the scout XP value:



Which is in the CP (Core Values\CoreDefines.sql).

G

There was no sass in my comment. When there is you will know for sure and I'll be banned from this forum!

To clarify, YOU asked for the saves so that ilteroi can examine them.

Thanks for the clarification on which file to edit.

EDIT:
Which would logically mean there is no XP bug but there still is the odd non-auto-explore issue.
 
There was no sass in my comment. When there is you will know for sure and I'll be banned from this forum!

To clarify, YOU asked for the saves so that ilteroi can examine them.

Thanks for the clarification on which file to edit.

EDIT:
Which would logically mean there is no XP bug but there still is the odd non-auto-explore issue.

I think ilteroi's fixed that for me, though (since it isn't the worst issue ever) I'm going to sit on it for a little bit and do some other debugging.

G
 
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Anyways, no, what you've been told is wrong. This is the scout XP value:



Which is in the CP (Core Values\CoreDefines.sql).

G

Question on this value. I was also told earlier that putting "-1" as the value effectively means 'unlimited'.
Trying that on this value actually deactivates the gaining of ANY XP.
Is there a way to set the XP gain as 'unlimited' other than setting an exorbitantly high value?
 
Question on this value. I was also told earlier that putting "-1" as the value effectively means 'unlimited'.
Trying that on this value actually deactivates the gaining of ANY XP.
Is there a way to set the XP gain as 'unlimited' other than setting an exorbitantly high value?

Not on that one, no, as it is a pure top-end value. Setting it around 1000 should be fine for a normal game.

G
 
Does the Project cause glitches in multiplayer? Ever since I installed it, sp has been fine, but I have been unable to get mp to work. Parts of my ui are missing. For example, after settling, I am missing all city screens and choose production screens. My units have no menus either, I need to use keyboard shortcuts to do anything.
 
Does the Project cause glitches in multiplayer? Ever since I installed it, sp has been fine, but I have been unable to get mp to work. Parts of my ui are missing. For example, after settling, I am missing all city screens and choose production screens. My units have no menus either, I need to use keyboard shortcuts to do anything.

Delete EUI from your DLC folder.

G
 
I really dont have any practice with modding, patch or whatsoever. So, can you please explain how do I enable logging? where I found the results? and how do I get to you?
I know, I know, I'm a pain in the a##
 
OK!


the game keep on crashes for me on different turns! (every game)

now with just community patch enabled (and only in mod folder)

i have full version non EUI version (auto install)

here is a savegame so you can se!!

it´s turn 140 and crashes at turn 141


(the save file disapeared from here, don´t know why! but save file is on thread CTD further down)
 
Correct. I used to translate the CPB version as Estebanium does to avoid missing informations on techs ecc. I need that. Unless I change the game language, but how do I do that?
 
Correct. I used to translate the CPB version as Estebanium does to avoid missing informations on techs ecc. I need that. Unless I change the game language, but how do I do that?

If you are translating, it looks like you missed a few things. Look at the database.log, and look at the TXT_KEY files that are indicated. You missed those, or you misplaced the text, so you need to fix the en_US to have the italian text ending (_it?)

G
 
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