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CSD 25.2 doesn't have a DLL, so you are only loading database changes (which is probably why it loads). I'll look into it.

Edit: Just downloaded and tested that map pack. I was able to successfully load it, alongside the CP/CBP, and played a few turns as Korea. It works, so far as I can tell.
G

Hey Gazebo,

it is working now. I had to deactivate "Add specific resources at starting positions". The Game is not crashing anymore. I don't know why but something causes the Game to crash when I activate this option.
 

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Concerning the free hospitals: I took the tenet without having yet researched hospitals. When I did research them, most of my cities got them, but newer cities on the other continent did not.
 
Concerning the free hospitals: I took the tenet without having yet researched hospitals. When I did research them, most of my cities got them, but newer cities on the other continent did not.

Which version of the mod? I've changed policy buildings so that they are now granted independent of tech and prereq. I also added a check to 'award free buildings' (i.e. buildings from policies etc.) to cities that are conquered and/or otherwise not granted them at first, so perhaps these things will fix the problem you see.


it is working now. I had to deactivate "Add specific resources at starting positions". The Game is not crashing anymore. I don't know why but something causes the Game to crash when I activate this option.

Might be a conflict with Indonesia's UA. Who knows? I'd just leave that turned off. :)

G
 
While I am looking for the reason why my Game will stop at calculating player 16. turn, I stumbled across a database error of the Community Patch. Not sure how critical the issue is:
Code:
[68308.593] columns Language, Tag are not unique
[68308.593] While executing - 'insert into Language_en_US('Tag', 'Text') values (?, ?);'
[68308.593] In XMLSerializer while inserting row into table insert into Language_en_US('Tag', 'Text') with  values (TXT_KEY_GREAT_PERSON_TIZOC, Tizoc, ).
[68308.593] In XMLSerializer while updating table Language_en_US from file Core Files/Core Changes/NewArtists.xml.
[68308.593] columns Language, Tag are not unique
[68310.031] column Tag is not unique
 
While I am looking for the reason why my Game will stop at calculating player 16. turn, I stumbled across a database error of the Community Patch. Not sure how critical the issue is:
Code:
[68308.593] columns Language, Tag are not unique
[68308.593] While executing - 'insert into Language_en_US('Tag', 'Text') values (?, ?);'
[68308.593] In XMLSerializer while inserting row into table insert into Language_en_US('Tag', 'Text') with  values (TXT_KEY_GREAT_PERSON_TIZOC, Tizoc, ).
[68308.593] In XMLSerializer while updating table Language_en_US from file Core Files/Core Changes/NewArtists.xml.
[68308.593] columns Language, Tag are not unique
[68310.031] column Tag is not unique

I don't see this one- do you have any mods that add artists? If so, sounds like I and that modder created the same great artist.
G
 
Few bug I encountered, playing CBP 12.7V, CP 66.5V :

- I built the Pentagon, but still (Unit upgrade is too cheap I feel)
Spoiler :
0C8624FEE0148F50F9F29C6A8A6F0439A28B55E5


- Built the latest tech Colonist, and when I set that new city, it got 0 bonuses... just a regular new city of 1 pop and 0 buildings :O
Spoiler :
31540FE82EDD30D26F4ED5B5C8A67559FC938051


- Great Writer gives MONSTROUS culture buff, when popping.... It fills like between choosing a great work of writing and culture boost, the boost 99% wins, even if you aim at culture victory, because the bonus culture is much more valuable early on to catch policies.
In the past it was a choice between short term culture boost or long term culture and tourism gain by the great work, because the great work will pay itself culture wise in around 100 turns. But as for now this dilemma doesn't present itself anymore.
 
Technically all but #2 aren't bugs, but rather balance questions. Probably should post these elsewhere (I don't typically browse the bug list for balance issues). Also, context for #1? Did you have anything else that reduced upgrade costs?

Regarding the bug, I don't see this problem on my end – any additional mods you are using?

G
 
Technically all but #2 aren't bugs, but rather balance questions. Probably should post these elsewhere (I don't typically browse the bug list for balance issues). Also, context for #1? Did you have anything else that reduced upgrade costs?

Regarding the bug, I don't see this problem on my end – any additional mods you are using?

G

I finished commerce tree, and built the Pentagon wonder that reduces upgrades costs by 33%(I think), but even then the upgrade from modern Infantry to Mechanized will cost only 15G...

I didnt use any other modes other then CBP and CP that I mentioned !
 
I am really angry at the moment, this is the fourth Game in which I am not able to process a specific turn, because the Game is calculating player X turn infinitely. I can not see that there would be unusual lua or database errors. Is it possible to see with a program or so, what is causing the infinite loading time? I thought is was a problem with CIV IV Diplomacy or a custom Civ, but my current Game hasn't any of these mods.
 
:confused:I had a game as Germany and Byzantium declared war; I was @ 23 up on :) and after @ 10 turns while winning the war I ended up -20, -40 :) with barbs spawning everywhere. Byz. did have more city states but geographically they weren't involved in the war (I had also liberated a C.S.)

For some reason @ 20 turns before I went negative but didn't spawn barbs. (I think it was when an AI built a wonder.)

All in all I find that :) is manageable until the late mid to late game when serious problems develop. Since zoo now require horse they aren't always an option.

But I think this is a great mod.
 

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I am having an issue with science screen, which turns out to be blank after installing the latest version of CP, CBP, CSD, Civ 4 Diplomacy Features.
 
The WWII Infantry was moved to Atomic Theory, however WWI Infantry still obsoletes with Plastics, which means you cannot produce any melee infantry units between Plastics and Atomic Theory.

If you add the code below to Balance Changes/Units/UnitChanges.sql, it should fix it:

UPDATE Units
SET ObsoleteTech = 'TECH_ATOMIC_THEORY'
WHERE Type = 'UNIT_RIFLEMAN' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
 
I am really angry at the moment, this is the fourth Game in which I am not able to process a specific turn, because the Game is calculating player X turn infinitely. I can not see that there would be unusual lua or database errors. Is it possible to see with a program or so, what is causing the infinite loading time? I thought is was a problem with CIV IV Diplomacy or a custom Civ, but my current Game hasn't any of these mods.

Sorry you are having problems. What turn, and which civ (or civs) are not processing? If you can, let me know what mods you have installed as well.

G

The WWII Infantry was moved to Atomic Theory, however WWI Infantry still obsoletes with Plastics, which means you cannot produce any melee infantry units between Plastics and Atomic Theory.

Good call. I'll fix this in the next version.
G
 
I am having an issue with science screen, which turns out to be blank after installing the latest version of CP, CBP, CSD, Civ 4 Diplomacy Features.

Here are the screenshots. I have no other mods active. I can't even play a game because I can't choose a tech.


2j0frqw_th.png



2zxuvqd_th.png



EDIT:

OK, I have checked it a little bit, and the problem seems to be with Civ 4 Diplomacy Features enabled. When I disable it, the screen is ok and I can choose techs etc. Is Civ 4 Diplomacy Features still compatible with the latest versions of CP, CBP? Thanks.
 
Here are the screenshots. I have no other mods active. I can't even play a game because I can't choose a tech.


2j0frqw_th.png



2zxuvqd_th.png



EDIT:

OK, I have checked it a little bit, and the problem seems to be with Civ 4 Diplomacy Features enabled. When I disable it, the screen is ok and I can choose techs etc. Is Civ 4 Diplomacy Features still compatible with the latest versions of CP, CBP? Thanks.

Yes, though, to be clear, you are using the version I post on the downloads page, yes? Do me a favor and post your lua.log if you don't mind.

G
 
Sorry you are having problems. What turn, and which civ (or civs) are not processing? If you can, let me know what mods you have installed as well.

G
Thank you for offering your help! After my fifth infinite game I realized that it was the fault of the mod "Civilization Appropriate Great General and Great Admiral Names". Now with hindsight it makes sense. The game was calculating for ever around the 90 to 110 turn, because I believe a Great General or similar spawned. The database error from my previous post was also related to the mod. In my oppinion the mod is not compatible and after deleting the mod I can now enjoy your mod again. :)

Here are the screenshots. I have no other mods active. I can't even play a game because I can't choose a tech.

EDIT:

OK, I have checked it a little bit, and the problem seems to be with Civ 4 Diplomacy Features enabled. When I disable it, the screen is ok and I can choose techs etc. Is Civ 4 Diplomacy Features still compatible with the latest versions of CP, CBP? Thanks.
CP and CBP is working for me with enabled CIV IV Diplomacy Features, but I followed the advice on the "How to install" page:
Disable Tech Brokering in the game setup menu (if using Civ IV Diplomatic Features)

Have you checked the option?
 
Thank you for offering your help! After my fifth infinite game I realized that it was the fault of the mod "Civilization Appropriate Great General and Great Admiral Names". Now with hindsight it makes sense. The game was calculating for ever around the 90 to 110 turn, because I believe a Great General or similar spawned. The database error from my previous post was also related to the mod. In my oppinion the mod is not compatible and after deleting the mod I can now enjoy your mod again. :)


CP and CBP is working for me with enabled CIV IV Diplomacy Features, but I followed the advice on the "How to install" page:
Disable Tech Brokering in the game setup menu (if using Civ IV Diplomatic Features)

Have you checked the option?

Yes, but I'll double-check it to make sure something hasn't broken as of late.

G
 
Yes, though, to be clear, you are using the version I post on the downloads page, yes? Do me a favor and post your lua.log if you don't mind.

G

Yes, but the mod was uploaded 24 days ago again, so I reinstalled the mod, and it seems to be ok now. I had a previous version of that mod, maybe.

CP and CBP is working for me with enabled CIV IV Diplomacy Features, but I followed the advice on the "How to install" page:
Disable Tech Brokering in the game setup menu (if using Civ IV Diplomatic Features)

Have you checked the option?

Good to know, thanks.
 
This version my game crashes in my first turn, when it gets to the city states turn... Just using the newest CP and CBP, guess I'm waiting for the new version :xmas:

:spear:
 
This version my game crashes in my first turn, when it gets to the city states turn... Just using the newest CP and CBP, guess I'm waiting for the new version :xmas:

:spear:

Add CSD to the mix and report back. We're getting to the point (features-wise) that CSD is nigh-mandatory. Whether or not this makes people happy is to be decided, but it is getting harder and harder for me to separate the two for balance purposes.

G
 
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