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This has got to be a bug. Every unit starts with Drill 1. I am playing with a bunch of mods, so it's not the cbp's fault, but I was wondering anyone had any insight into that weird little quirk.
 
Some Uniques reverted to how they were.

e.g.
Netherlands, Byzantium and Indonesia UA reads wrong.
The Shoshone got back the Comanche Riders.
Impi description unchanged from BNW.

And a few other issues. Anyone else having these bugs?
If so, I might be able to point to the problem. I checked the SQL files, and I found that none of the lines after

SET MinorCivGift = 'true'

worked. I'm guessing there's something wrong with the MinorCivGift column.
 
Some Uniques reverted to how they were.

e.g.
Netherlands, Byzantium and Indonesia UA reads wrong.
The Shoshone got back the Comanche Riders.
Impi description unchanged from BNW.

And a few other issues. Anyone else having these bugs?

This isn't very helpful, but my game is working fine and I don't have any of these bugs :D
 
Can you find the Zero, B-17, and Ski Infantry in the Civilopedia? (latest version)

Edit: Nevermind. Everything worked after I cleared the cache. :D
 
Thanks for taking this up - and sorry for the double-post above.

I did what you requested, and I attach below the zipped database.log file.

Again thanks for what you will be able to do, the mere act of trying is much appreciated.

I've looked at your database.log, and it looks clean, so that reduces the possibility of it being an XML issue. So, the next question I have is, how are you using the unit? Are you using them when they unlock in the tech tree, or are you using IGE (or Firetuner) to plop them down?

G
 
I've looked at your database.log, and it looks clean, so that reduces the possibility of it being an XML issue. So, the next question I have is, how are you using the unit? Are you using them when they unlock in the tech tree, or are you using IGE (or Firetuner) to plop them down?

G

Just as they unlock - no IGE or Firetuner.

Gazebo, while I thank you for you time, I think it is much more useful for you to focus on more "global" issues (if any) experienced by the whole community, and kind of selfish of me to have you waste hours on my specific, isolated problem.

I would make myself content if you could give me hints as to how to simply avoid the upgrade to colonist from pioneer, eg erasing the colonist tout court by changing something in the SettlerMod files. This workaround would at least allow me to retain the benefits from the pioneer, already much better than being stuck with a simple settler in the Atomic Era... :)

Thanks again, and please let me know if that's possible.
 
I noticed that I was gaining culture slower than usual while barb hunting with might. I didn't realize why until I removed a camp that a barb had moved out of and didn't get any culture from it. The culture from clearing camps doesn't seem to be happening anymore. The might policy still mentions getting culture from camps in the opener description, so is the effect bugged or the description outdated?

Edit: Completely unrelated, but I figured editing this post would be better than double-posting. The scout experience on natural wonder discovery doesn't seem to be triggering. Is that chance-based like tile experience is? I just found one with a newly trained scout, definitely below the exp cutoff, and it got no additional experience.

Second edit: I just remembered that "Github" page was a thing that existed and have now submitted both of these issues there as well.
 
Okay, I am just getting started with these mods so pls don't be too harsh if I did something stupid. So, I've got 2 significant bugs which I guess are caused by me, but I don't know how. First: The trading interface with the AI is flawed. There is always "World Map" and "Capitulation" chosen but are not be traded actually. Neither can I trade technology (well technically I can, but I don't see it) and there is some "txt_diplomacy" thing on my side. So there's that. Secondly, I cannot load saved games. (Apart from that, sometimes, when an AI approaches me, there is no text at all and I have to use Esc to get out of that screen.)
I am using the CP, CBP, C4DF, the Diplomacy Mod and Events and Decision. I deleted Health and Plagues and the other useless mod. My original game language is german but I switched that in Steam. I also tested quite a few mods before I discovered this one, but I removed all of them from the Mods folder. Still, maybe they changed sth?
PS: I've got each and every single DLC and all of the above mentioned mods are in their latest release (ie 2-11).
 
Okay, I am just getting started with these mods so pls don't be too harsh if I did something stupid. So, I've got 2 significant bugs which I guess are caused by me, but I don't know how. First: The trading interface with the AI is flawed. There is always "World Map" and "Capitulation" chosen but are not be traded actually. Neither can I trade technology (well technically I can, but I don't see it) and there is some "txt_diplomacy" thing on my side. So there's that. Secondly, I cannot load saved games. (Apart from that, sometimes, when an AI approaches me, there is no text at all and I have to use Esc to get out of that screen.)
I am using the CP, CBP, C4DF, the Diplomacy Mod and Events and Decision. I deleted Health and Plagues and the other useless mod. My original game language is german but I switched that in Steam. I also tested quite a few mods before I discovered this one, but I removed all of them from the Mods folder. Still, maybe they changed sth?
PS: I've got each and every single DLC and all of the above mentioned mods are in their latest release (ie 2-11).

Have you tried clearing your cache-folder and moduserdata-folder?
 
Cleared both the cache- and moduserdata -folder and deleted my savegames. Also, the compability files were included in the rar-package I downloaded and they are active, yes. But the problem still exists.
 
Hey, so the problem that I have involves my Mac version. I'm not having any crash issues; I cannot even install the mod! I've got the latest version downloaded through Steam, and I just get the below message. I even tried removing all my mods from the folder leaving solely the Community Patch but it still displayed the below message! Clearing the cache/removing mod data hasn't worked. Help! :(
 

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Hey, so the problem that I have involves my Mac version. I'm not having any crash issues; I cannot even install the mod! I've got the latest version downloaded through Steam, and I just get the below message. I even tried removing all my mods from the folder leaving solely the Community Patch but it still displayed the below message! Clearing the cache/removing mod data hasn't worked. Help! :(

AFAIK you can't run mods on a mac.
 
Does that apply to this mod only? I've been using mods on my Mac for about 4 years...
It applies to many mods, just not all mods. Every mod containing a modified DLL has this problem as Aspyr (the company that ported Civ5 to Mac) never gave modders access to the code contained in the DLL as Firaxis did.
 
I noticed that Autarky doesn't seem to be adding the 10 Gold per Internal Trade Route, at least not on the Trade Route Screen. I can't see the Gold in the city view either. Is it getting applied?

The +3 production per connected city does work perfectly, though.
 
I noticed that Autarky doesn't seem to be adding the 10 Gold per Internal Trade Route, at least not on the Trade Route Screen. I can't see the Gold in the city view either. Is it getting applied?

The +3 production per connected city does work perfectly, though.

It is - the value is added in your Top Panel drop down for gold in the 'connections between cities' section, or, at least, it should be (cannot recall if I added that for EUI, but I'm pretty sure I did). In any case, the value doesn't normally change until you've gone to your next turn (as the trade/connections don't refresh until you've taken a turn.

G
 
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