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I can build baths when my city is on a river and I can build gardens too. I do have other mods enabled but I doubt they are the reason since they do not mess with buildings or rivers.
 
I can build baths when my city is on a river and I can build gardens too. I do have other mods enabled but I doubt they are the reason since they do not mess with buildings or rivers.

If you're using CBP, that's normal. You can find the concerned change in one of the latest changelogs for new beta versions. Don't remember which exactly, sorry.
 
Still not sure I understand. In any case, the functionality is designed around owned trade routes, not all trade routes - that's a design element of the DLL.

G

I think he's saying that the description "+X gold to Trades Routes to and from this City" that can be found on certain buildings on markets and such is misleading. Imagine I own a city that has a market there, let's call that city Mecca.

The bolded part of the building description at question - "+X gold to Trades Routes to and from this City" - makes me think that each TR that somebody sends to Mecca will generate +X gold for him.

Now this part - "+X gold to Trades Routes to and from this City" - makes me think that each TR I send from Mecca will generate +X gold for me.

In reality, the first part is true while the second isn't. If I'm not mistaken, each TR that somebody sends to Mecca will generate +X gold both for himself and me at the same time. So unless the in-game description of this ability is different (can't check now), it lacks clarity. I hope I've understood Zarrk right.
 
I think he's saying that the description "+X gold to Trades Routes to and from this City" that can be found on certain buildings on markets and such is misleading. Imagine I own a city that has a market there, let's call that city Mecca.

The bolded part of the building description at question - "+X gold to Trades Routes to and from this City" - makes me think that each TR that somebody sends to Mecca will generate +X gold for him.

Now this part - "+X gold to Trades Routes to and from this City" - makes me think that each TR I send from Mecca will generate +X gold for me.

In reality, the first part is true while the second isn't. If I'm not mistaken, each TR that somebody sends to Mecca will generate +X gold both for himself and me at the same time. So unless the in-game description of this ability is different (can't check now), it lacks clarity. I hope I've understood Zarrk right.

Yup, I was just pointing that the description differs from the way it actually works and that the "and from" should be removed.
 
Fairly certain that the function gives you that % of your actual tourism, not that + your tourism. The numbers match up if you take your tourism per turn and multiply it by 171. So you're getting 171% of your tourism with Germany, not 271% (as your own calculation would give you).

G
No, you're wrong on this. If you have 0 % in all modifiers (i.e. no bonus from trade route, no bonus from shared religion, no bonus from propaganda from diplomat, no bonus from open borders, no penalty from different ideology), the tooltip will say 0 %, but you will still get your native (unmodified) tourism value to that civ. The modifier is additive, when it says "+171 %" that is in fact 171 % in addition to the native yield.

I did some more research into this, loading an old save. I tried to start a Carnival and play a couple of turns to monitor the Tourism growth, and then play the same turns without the Carnival and compare the numbers. A couple of things are obvious:
1) Even though the tooltip claims an additional +100 % Tourism from Carnival, these extra 100 % are not added. As you can see from screenshots below, even though it says +111 % to Germany in the first screenshot and +211 % in the other, in both cases the actual Tourism growth is listed as +1536, consistent with +111 % on top of the raw yuild of 728.
2) The actual tourism growth is +1536 points, identical to the listed number, so that info is correct.
3) When starting the Carnival, raw Tourism goes up from 728 to some 1030 or so, ie. a 40 % growth in raw tourism. Why is that? Is this consistent with the changed Brazil UA?

Spoiler :

 
I think he's saying that the description "+X gold to Trades Routes to and from this City" that can be found on certain buildings on markets and such is misleading. Imagine I own a city that has a market there, let's call that city Mecca.

The bolded part of the building description at question - "+X gold to Trades Routes to and from this City" - makes me think that each TR that somebody sends to Mecca will generate +X gold for him.

Now this part - "+X gold to Trades Routes to and from this City" - makes me think that each TR I send from Mecca will generate +X gold for me.

In reality, the first part is true while the second isn't. If I'm not mistaken, each TR that somebody sends to Mecca will generate +X gold both for himself and me at the same time. So unless the in-game description of this ability is different (can't check now), it lacks clarity. I hope I've understood Zarrk right.

I'll look at it.

No, you're wrong on this. If you have 0 % in all modifiers (i.e. no bonus from trade route, no bonus from shared religion, no bonus from propaganda from diplomat, no bonus from open borders, no penalty from different ideology), the tooltip will say 0 %, but you will still get your native (unmodified) tourism value to that civ. The modifier is additive, when it says "+171 %" that is in fact 171 % in addition to the native yield.

I did some more research into this, loading an old save. I tried to start a Carnival and play a couple of turns to monitor the Tourism growth, and then play the same turns without the Carnival and compare the numbers. A couple of things are obvious:
1) Even though the tooltip claims an additional +100 % Tourism from Carnival, these extra 100 % are not added. As you can see from screenshots below, even though it says +111 % to Germany in the first screenshot and +211 % in the other, in both cases the actual Tourism growth is listed as +1536, consistent with +111 % on top of the raw yuild of 728.
2) The actual tourism growth is +1536 points, identical to the listed number, so that info is correct.
3) When starting the Carnival, raw Tourism goes up from 728 to some 1030 or so, ie. a 40 % growth in raw tourism. Why is that? Is this consistent with the changed Brazil UA?

Spoiler :


That's why I said 'fairly certain,' implying that I only have a 'fair' approximation of how the lua translates the in-game functionality.

I haven't actually changed that part of the culture classes DLL, so if there is a bug, it's a vanilla one. In any case, I'll give it a look.

G
 
Just out of curiosity... but the game seems to pause for a good 20 - 30 seconds on the "barbarian" turn. Is this because of something the barbarians are doing, or just because it is the last "nation" before my turn?
 
Good morning, I started a new game but it crashed within a few turns. How can I help you to find the problem ?

I attached Log directory and dump file

Many thanks.



With the setup published in "Patch" post, all it seems to works, I will perform more test later. Thanks !
 

Attachments

Using Beta 3/18 and playing as Egypt I got several quests from CS to build buildings like Arsenale di Venezia & Rialto District. This doesn't make sense, as only Venice can build them. CS should either know if I am Venice or not or should'nt even give quests with these special UBs.
 
Okay, I'm in the right place now. I've hit a CTD while playing this excellent mod. Throughout the game, I've gotten occasional CTDs during the AI's turn. However, they didn't repeat, so I could just reload the autosave and keep going. Now, however, I've hit one that happens over and over. Every time, during Spain's turn, the game crashes. It doesn't seem to matter what moves I make with my units.

The only other mods enabled were ethnic unit skins and an old version of infoaddict; disabling one or both of these did not prevent the crashes.

Thank you for your help!
 

Attachments

Two more in Beta 3/18 (Full + EUI - Installer). In lategame I allied lots of CS and Pledged to Protect them. At some point I got the warning about not having enough military power. After building enough units, I got the "Pledge to Protect secured" every turn after that. It was quite annyoing because I hat many CS and I also disabled the notification grouping in NotificationPanel.lua (I am relatively sure that I did not break anything there).

Second, I am not sure if you should gain movement points when disembarking in a city and having researched that one technology where disembarkment costs 0 movement points:
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I am playing an epic huge emperor game. Full CBP 1.3.9 with infoaddict22 and reallyadvancedsetup15

On turn 568 the game suddenly doesn't recognizes one of my 2 oil wells anymore. (Third Alternative policy was already active for 20+turns)
So I suddenly have a shortage of oil (and can't feed my tigers). The city is safe and all is intact. When I build another oil well on conquered land some turns later the game recognizes this new oil but not my oldest oil well. Same is about luxury ressource corals. Two of my oldest cities have this ressource since hundreds of turns but now the cities next to them want me to connect this ressource to my trade system. The game suddenly doesn't recognize that I have them.

Weird.


edit:

The bug with the corals seems to be a very big one: they and some other ressources are listed as exported and thats why they are missing. But I don't have any current deals about them.
On the same time I do receive some other ressorces that I don't have active deals about.
I can just remember that I did trade them in the past.
On the diplomatic overview screen under finished deals I have a lot of deals with no content. It says "deal began on turn -1. Deal lasted for -1 turns" The field itself is empty.

Perhaps the system is buggy when I change the trade deals. I always changed the gold amount they offered my by 1-5 extra gold per turn. So when Askia offers me 5 gpt for citrus I change the deal to 6 gpt and offer it back and he accepts. Perhaps these deals cause these endless "ghost" trades?! If I declare war on all civs that have these ressources I still get them. These ghost trades persist.

The bug with the oil well didn't occur again if I loaded the savegame from the turn before. Of course I may have done something different during the turn itself but It can't be anything special. I just flew some troops over the map with my airports if I recall correctly and nothing really special.
 
No, you're wrong on this. If you have 0 % in all modifiers (i.e. no bonus from trade route, no bonus from shared religion, no bonus from propaganda from diplomat, no bonus from open borders, no penalty from different ideology), the tooltip will say 0 %, but you will still get your native (unmodified) tourism value to that civ. The modifier is additive, when it says "+171 %" that is in fact 171 % in addition to the native yield.

I did some more research into this, loading an old save. I tried to start a Carnival and play a couple of turns to monitor the Tourism growth, and then play the same turns without the Carnival and compare the numbers. A couple of things are obvious:
1) Even though the tooltip claims an additional +100 % Tourism from Carnival, these extra 100 % are not added. As you can see from screenshots below, even though it says +111 % to Germany in the first screenshot and +211 % in the other, in both cases the actual Tourism growth is listed as +1536, consistent with +111 % on top of the raw yuild of 728.
2) The actual tourism growth is +1536 points, identical to the listed number, so that info is correct.
3) When starting the Carnival, raw Tourism goes up from 728 to some 1030 or so, ie. a 40 % growth in raw tourism. Why is that? Is this consistent with the changed Brazil UA?

Spoiler :


Kaspergm, quick question: do the values change at all on the next turn? i.e., does it refresh or change the values on the culture overview screen?

G
 
About 'Polish Translation', I think maybe will be better (for players) to disable it, at last for some time until will be fixed.

For now it doesnt show polish 'unique' letters (ą,ę,ó,ś,ć,ł,ź) for words/text that are added in mod. Also sometimes words are connected to others, making one big long thing (lack of breaks between - " "). But the worst is when you need to choose leader to play.. this is totally out of control :D

http://steamcommunity.com/id/Legoras/screenshot/284098040102953548 - Technology Fishing, at this small "3" should be " ł " and more?? (Rybołówstwo).

Leader screen: http://steamcommunity.com/id/Legoras/screenshot/284098040102940305

:(
 
I was playing 12th March beta build. I faced a very annoying notifications bug. One time in the game I had pledge of protection with almost all the CS. My military power declined a bit & it gave me notification that pledge of protections are in jeopardy. I finally got my power high enough so now every turn I get pledge of protection restored. This has been happening for like eternity (easily 50+ turns). I now have the 2nd strongest army in the game but despite that it keep on reminding me that I have restored the pledges. I was playing this on standard size map.

Another little thing I noticed was that when you sign peace, your CS don't get auto-selected in the peace deal like they used to in vanilla. Is this a feature or a bug ? I think allied CS should also be auto-selected in the deal.

Also I saw Incan units going on the mountains & attack me from there & chilling on top of mountains. Aren't they not supposed to end their turn on mountains or something ?
 
March 18th build:
Still some AI aggression regarding settling "near" them that needs ironing out.

Ethiopia didn't bat an eyelid when I settled my 2nd city, Osaka just 5 tiles from their capital so I thought I'd try my luck again and settled the 3rd just 7 tiles from it and that's when they asked me to refrain from doing so again. Far enough, so this time my 4th city was far from their capital, 19 tiles in fact and on the other side of my expanding empire. It was also 12 tiles from their nearest city on another landmass. This though apparently was the proverbial straw that broke the camel's back. This settlement led to immediate breakdown of ties and I'm now viewed as hostile and not to be trusted.
The view of my empire is fine, I in fact plan to eliminate them shortly but the trigger for diplomatic hostilities still seems to be an absurd situation.

EDIT:
Now some 40 turns later I'm still at war with Ethiopia, a war they started by the way, and I get a notification that I have kept my promise not to expand and can consider this promise fulfilled! Whatever the code seems to indicate, there're obviously some issues with this system I'm afraid.
 
Playing 3/8 CP, with Hotseat via Advanced setup mod, but no other mods.

If Player 2 starves a city, the starvation is doubled. There are two notifications of starving city and the city suffers for example -4 instead of -2. If Player 1 does the same, everything works as it should.

This bug appeared in one of the betas leading up to 3/8, but I can't pinpoint it exatly. If I should guess, I believe it might have appeared in relation to a fix Gazebo did regarding when the food count and growth in a city is calculated, it used to be first but was moved last to fix an exploit.

That fix has been around for some time, so I don't think it was that. Keep an eye on it, and also make sure you aren't experiencing any mod conflicts.

G


This bug is gone in beta 3/14!
 
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