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Just updated to the latest version, getting a CTD the second I hit the build city on my first building. I was using classical era start.

MiniDMP log is attached.

Update: Confirmed the bug two more times with other races, and with ancient starts as well.

Also instantly crash when I found my first city. So 'Confirmed that it isn't a isolated case' I guess =D
 
I looked at the crashdump and forgot to report back. It looked like a pathfinding error, probably just one of the crashes that can happen in vanilla if there's a conflict of pathing or a unit repeatedly tries to path to the same area. Unfortunately there's not much I can do about that.
G

Hrm, I seemed to get it a few times in a row when turns were happening. Well, thanks for looking anyway :)
 
I'm getting the CTD as well, I've tried:

1) all recommended mods - CTD
2) only CP and CBP, disabled compatibility with C4D and CSD - CTD
3) only CP - CTD
 
This probably isn't a new thing with the latest patch, but I've gotten the same problem 6 times since the patch and never before it.

Automated scout run into a citystate city trying to get to the other side. The other side is blocked the scout is unable to move in any direction and I'm not allowed to switch turn because a unit is stacked. only workaround I found was declaring war with the citystate (which really never is a good idea).
I realize this is a rather minor problem and that I shouldn't use automated scouts in the first place, but it is still annoying.
 
I'm playing with the CP 57, CSD 24, EUI 1.21, and some of Whoward's mods. I am not able to enter into research agreements with anyone despite both parties having enough gold. I've attached a screenshot to this post.
 

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I have the same issue in a CP 56.1 game. Claiming there is not enough gold for research agreement when we both are rich.
 
Speaking of v56.1.... Maybe it is already fixed in newer versions, but just in case:
I have a crash to desktop when choosing my first ideology, putting the two free social policies into it and ending my turn. It crashes after the AI movements when the new turn should begin. Here is the dump:
 

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Sounds like you didn't disable Civ IV diplomacy support in the CP/CBP before starting the game. In Civ 4 diplomacy, research agreements are disabled, but the game doesn't have the files it needs to replace that with tech trading without that mod included.

Regarding ideology crash, I've fixed some lingering bugs in 57.1. I think it is fixed, as I haven't seen such a crash in some time.

G
 
Here are the minor bugs I found playing first v57 version CP / CBP / CSD / Civ4 diplo features (vassal) :

- CSD creates liberation quests for cities annexed by Austria, and as far as I know those cities CAN'T be liberated

- the AI deal interface has a feature that doesn't work anymore : when you ask "what will it need to make it work ?" sometimes they say it won't possible or no deal would be acceptable for us, then you add 10 gold and they accept, so this feature doesn't work anymore. It worked in vanilla.

- an AI voted for me as host in world congress but we're not friends anymore, they just denounced me (but maybe they hated the other AIs even more than they hate me ?). They shouldn't vote for me if we're not friendly...

- When an AI capitulate (and becomes my vassal), if he gives me a city state he conquered long ago, if I choose to liberate it immediately, the city state doesn't appear in the city state list and I can't talk to them ever. Reloading the game doesn't change anything. If I take the city, liberate it, THEN make him capitulate, then it works, the city state is back.

- When Congress gives serveral projects simultaneously, one of them will usually stay unused (nobody works on it) or nearly unused for some time, and wonder buildings seem to get a lot slower. I'm not sure, it feels the opportunities aren't assessed correctly.

Tactical blunders (they're probably in vanilla game too) :

- Enemy land units stay under my boat fire turn after turn... They should hide and heal.

- Enemy boats are kept near his cities although I'm fighting 5 squares away his land units and he could use them to attack my boats or my land units.

- Sometimes enemy boats stay under my enemy fire turn after turn. They should hide and heal.

- Sometimes sends boats in a closed lake or at the north pole, in closed places where he can't escape and those boats will be forever useless.

Tuning :

- I saw winning AIs accepting peace too soon (where they could clearly take other cities).

- Probably not enough siege units, they usually lacked some siege units to be able to take cities

- My AI war friends generally don't help me at all in wars, they barely send units as long as it's a bit far, they just declare war and don't bother after that, then there's a peace treaty.

- Naval invasion is mostly non existant, but that's pretty hard to do.
 
One from me. Two workers can share the same territory. It may be something to do with liberty and/or the pyramids I got last game, I will try and confirm.
 
One from me. Two workers can share the same territory. It may be something to do with liberty and/or the pyramids I got last game, I will try and confirm.

I have seen this one too but I thought it was simply a feature from "No more civilian traffic jam" mod.

It's great, you're never bothered anymore by civilians, you can have a soldier on the same square as a civilian from another civ without declaring war (it asks you when needed).
 
I have seen this one too but I thought it was simply a feature from "No more civilian traffic jam" mod.

hehe well its an undocumented change, and one we definately haven't talked about, so its a bug right now to me:)
 
hehe well its an undocumented change, and one we definately haven't talked about, so its a bug right now to me:)

I was really suprised about it at first aswell, found a barbcamp with 3 workers in it, jackpot =D
 
Oops I left that turned on in the mod options for the CP (NMCTJ).

Good feedback klokwerk, very helpful. Some of those issues (like vassal woes) are relics from other mods I need to look at. Same with CSD's liberate quest. Others are new to me. I'll see what I can do.

For the record, the AI can naval-invade now, and pretty competently. I've pushed them to avoid it if at all possible, however, by pre-landing in a safe place and invading from there. It works- I've seen them do it. Like any tactical change though, the AI may have the tools to do something, but they also have the tools to goof it all up. :)

G
 
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