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My game crashed just after I hit "start game" button. It happened twice today. CP, CBP, E&D, CSD, C4DF, EUI (with compitibility files, checked twice), More Luxuries, Ethnic Units, RED Modpack, JFD's Poland-Lithuania. Looks like I haven't much luck with your mods :(
 
My game crashed just after I hit "start game" button. It happened twice today. CP, CBP, E&D, CSD, C4DF, EUI (with compitibility files, checked twice), More Luxuries, Ethnic Units, RED Modpack, JFD's Poland-Lithuania. Looks like I haven't much luck with your mods :(

RED has a dll, I'm pretty sure. Try without Ethnic and RED and get back to me.

G
 
RED has a dll, I'm pretty sure. Try without Ethnic and RED and get back to me.

G

I use RED Modpack v28 Unofficial and it works fine for me..


Yet (not) another Earth Map Pack
I have new result for my latest investigation in "Why will the game freeze?"

I made a list recently which Civs and which City States are in the game while it is working or while it is freezing. I made a color code to see the status of the corresponding Civ and CS. So when the first turn worked I set them all to green, when it froze I added all new CS in red, those who were already green, remained green. I made about 30 tries, sometimes it was working, sometimes not. I always quit the game and ran it again afterwards. Once per try I made a screenshot of the "Ingame Editor" Mod to see which City States were in the game.

So after so many tries a lot of the City States became green (because when they were red at first and green later, they remained green instead). Two are left red and one City State was deleted because of a second freeze in a row. From then on I never experienced any freezes, but maybe I should do now another 30 tries ^^..

After some time of testing I dropped the idea of also registering the Civ's because they all turned green overtime anyway..
 

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Gazebo,

I found out that Venice possibly due to its unique UA, becomes quite buggy.

I previously reported that it cannot build national wonder, which was fixed gladly.
Now, I find out that :
1. Global City Forest Bonus Mod is not working for Venice (virtually its first and only city)
2. The experience in combat is not counted towards great general/admiral.

To ensure this only bugged Venice, I fired up another game as the Celts and find out that both problem did not happen. So it has to be Venice.

I also tried different map size and different time pace, the same bug arise.
 
Gazebo,

I found out that Venice possibly due to its unique UA, becomes quite buggy.

I previously reported that it cannot build national wonder, which was fixed gladly.
Now, I find out that :
1. Global City Forest Bonus Mod is not working for Venice (virtually its first and only city)
2. The experience in combat is not counted towards great general/admiral.

To ensure this only bugged Venice, I fired up another game as the Celts and find out that both problem did not happen. So it has to be Venice.

I also tried different map size and different time pace, the same bug arise.

I'll look into this. Using any other mods, aside from those on the main page?
G
 
I noticed that when I sell a building (which I always do when I raze cities), it triggers the +50 gold for new buildings from the Wealth opener.

I don't think that's intended, is it?

Also, two other possible bugs:

1. When I conquer a city and then liberate it, I think (but am not sure) that I'm getting conquest bonuses from policies twice (culture from might, etc). I could be wrong, but the culture hovers over the city twice when that happens.

2. When I liberate a city state I get a lot of influence with them. This is normal. But now their influence is decaying at a rate of 5.25 per turn. I liberated 3 city states from Genghis Khan, same thing for all three. -5.25 influence per turn. Should be more like 0.5 or 1.
 
I crushed Genghis Khan, saw him driven before me, captured his capital and got another city in the peacedeal.
The turn after that he denounced me (because that's kinda what AI do when you capture their cities) so I naturally told him to go himself, to which he responded with declaring war on me again. While I really like his response, we were still in a forced peacedeal, so he shouldn't have been able to declare war (I think so anyways) and he was in no position to do it anyways as he only had one tiny weak city left and no army.

While I can excuse his behaviour, Ghenghis is crazy enough to value his pride over the lives of his people, I'm not 100% sure he should be able to declare war on me while we are in a peacedeal. But either works for me kinda, just wanted to put this on the board.
 
I crushed Genghis Khan, saw him driven before me, captured his capital and got another city in the peacedeal.
The turn after that he denounced me (because that's kinda what AI do when you capture their cities) so I naturally told him to go himself, to which he responded with declaring war on me again. While I really like his response, we were still in a forced peacedeal, so he shouldn't have been able to declare war (I think so anyways) and he was in no position to do it anyways as he only had one tiny weak city left and no army.

While I can excuse his behaviour, Ghenghis is crazy enough to value his pride over the lives of his people, I'm not 100% sure he should be able to declare war on me while we are in a peacedeal. But either works for me kinda, just wanted to put this on the board.

Good call-I'll add a check for that.

I noticed that when I sell a building (which I always do when I raze cities), it triggers the +50 gold for new buildings from the Wealth opener.

I don't think that's intended, is it?

Also, two other possible bugs:

1. When I conquer a city and then liberate it, I think (but am not sure) that I'm getting conquest bonuses from policies twice (culture from might, etc). I could be wrong, but the culture hovers over the city twice when that happens.

2. When I liberate a city state I get a lot of influence with them. This is normal. But now their influence is decaying at a rate of 5.25 per turn. I liberated 3 city states from Genghis Khan, same thing for all three. -5.25 influence per turn. Should be more like 0.5 or 1.

I'll look at these issues.

G
 
Came here to report the same thing as Funak, but with the Ottomans. Right after I gave him peace (with one small city and no army), he complained about my warmongering and I told him to get over it. He proceeded to immediately declare war. There was one other thing I noticed though, and I'm not sure if it's a bug or some quirk with the new happiness system. I will, quite often, see my global happiness actually go down after buying a courthouse in a conquered city. I have absolutely no idea what is doing this.
 
Came here to report the same thing as Funak, but with the Ottomans. Right after I gave him peace (with one small city and no army), he complained about my warmongering and I told him to get over it. He proceeded to immediately declare war. There was one other thing I noticed though, and I'm not sure if it's a bug or some quirk with the new happiness system. I will, quite often, see my global happiness actually go down after buying a courthouse in a conquered city. I have absolutely no idea what is doing this.

It shouldn't actually move. A puppeted city provides the same ammount of unhappiness as a normal city, while an occupied city produces an extra 1 unhappiness per citizen (Something that is seriously not supportable, ever, just saying), building a courthouse removes that 1 unhappiness per citizen penalty.
One thing you should keep in mind however is that right after you annex a city, the citizens in it will focus on gold-production, possibly leading to you gaining unhappiness in some other field.
 
Well the Ottomans' suicidal decision allowed me to test it again with their tiny final city. This is what happened:
Pre-capture: 20 Happiness
Annexed, no courthouse: 18 Happiness
Annexed, with courthouse: 17 Happiness

Unfortunately I forgot to make note of the specific modifiers before buying the courthouse. That probably would have helped.
 
Well the Ottomans' suicidal decision allowed me to test it again with their tiny final city. This is what happened:
Pre-capture: 20 Happiness
Annexed, no courthouse: 18 Happiness
Annexed, with courthouse: 17 Happiness

Unfortunately I forgot to make note of the specific modifiers before buying the courthouse. That probably would have helped.

Weird, well the only two cities I've annexed were pretty damn big and brought me heavily into the negatives, but after I rushbought a courthouse in them my happiness returned to the exact puppet-level of unhappiness :D

Also Ghenghis actually asked for peace the turn after he declared war on me, paying me all his gold and resources for it. (7 gold and nothing else :D) I gave him peace and his last city fell to a citystate that he forgot to make peace with :D
 
I'll look into this. Using any other mods, aside from those on the main page?
G

No, all from the main page. and some of Whoward's mod like Venice keeps resources. I don't think his mod would be the problem.
But the interesting thing is the bugs only started to incur in the recent versions. I don't think it happened maybe a month ago.
 
Speaking of Venice Keeps Resources, I feel like it and CS Liberate After Buyout should just be incorporated into this mod like several of Whoward's other mods have been. They honestly feel more like straight up bugfixes than anything else. To me, anyway.
 
Speaking of Venice Keeps Resources, I feel like it and CS Liberate After Buyout should just be incorporated into this mod like several of Whoward's other mods have been. They honestly feel more like straight up bugfixes than anything else. To me, anyway.

I thought CS Liberate after buyout was added a while back, I guess I was dreaming. Or I guess I could have been randomly scrolling through Whowards mods :D

But yes, atleast the liberate after buyout should be integrated, personally not a fan of venice keeping resources as it kinda forces you to go for specific cities as venice.
 
True, that is a fair point on Venice Keeps Resources, since other kinds of city states don't continue to give their bonus after being bought either. I still like the mod, but it's debatable enough to reasonably keep separate. Liberate After Buyout on the other hand I see no drawback to, and if it IS incorporated already it's at least not mentioned in the unified changelog.
 
Just tried a new game with the 1/22 update and it appears I got no production bonus for building a city on a forest with Whowards Global City Forest Bonus Mod.

It happened on 2 games and I cleared cache/etc. in between.

BTW I would say to just include it in the balance patch :)
 
Just tried a new game with the 1/22 update and it appears I got no production bonus for building a city on a forest with Whowards Global City Forest Bonus Mod.

It happened on 2 games and I cleared cache/etc. in between.

BTW I would say to just include it in the balance patch :)

In that case make it work on jungle aswell, since jungles can also be chopped for production.

My main problem with it is that it gives you a huge advantage to getting your first monument/scout out. But I'm honestly not sure if that's necessarily a bad thing.
 
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