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Bugs I found in v.65/11

(2) The Reformation belief "Sacred Sites" does not seem to work. Hermitage in my capital with my religion did not get +10 culture nor +10 tourism. Neither give faith purchased buildings +3 tourism (tested only on a foreign religion in one of my minor cities. My own religion allowed no religious buildings).

My first civ5 game for month and my first game with CPP. Really great experience so far!:goodjob: Thanks for this!

Sorry this works as intended. My fault!
 
I uploaded my log folder, maybe you can find something inside to help me out. I have no idea and I am at a point where I will give up..
 

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I uploaded my log folder, maybe you can find something inside to help me out. I have no idea and I am at a point where I will give up..

I see your problem. If you aren't using CSD, the lua files will be off. I've a zipped file to this post, but there will be a more elegant fix later on. Unzip the file, and drop the files into the CBP/LUA/Active/Standard CBP folder, and overwrite the files. Let me know if that fixes it.

Cheers,
G
 

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Another bug: Pioneers and Colonists do not add extra buildings or population. They only get extra movement points.
 
I see your problem. If you aren't using CSD, the lua files will be off. I've a zipped file to this post, but there will be a more elegant fix later on. Unzip the file, and drop the files into the CBP/LUA/Active/Standard CBP folder, and overwrite the files. Let me know if that fixes it.

Cheers,
G

Thank you for your help. So first of all, after I read your reply I thought :eek: LOL maybe thats the reason: I didn't activated CSD. So I activated CSD then CP and then CBP: The CityBanner is messed up.

Then I tried out your fix. So only CP and CBP active with your fix. Still the same.

Then I made fun and tried CP and CBP with your fix AND CSD. Same problem.

I took the time and saved each log of the written trials. After each test I deleted the by now known folders.

What I read is that you can influence the loadorder of the mods by activating the mods in the mods menu by a specific order. So last one will be the last, I don't know if this is the right procedure or if I have to load a game and then close the game after each mod. Could be that the reason? I tried it out to activate CSD first and then CP and then CBP. There was no difference between activating CSD first or last. What do you think? But under these conditions it could not be the case for three mods..
 

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Thank you for your help. So first of all, after I read your reply I thought :eek: LOL maybe thats the reason: I didn't activated CSD. So I activated CSD then CP and then CBP: The CityBanner is messed up.

Then I tried out your fix. So only CP and CBP active with your fix. Still the same.

Then I made fun and tried CP and CBP with your fix AND CSD. Same problem.

I took the time and saved each log of the written trials. After each test I deleted the by now known folders.

What I read is that you can influence the loadorder of the mods by activating the mods in the mods menu by a specific order. So last one will be the last, I don't know if this is the right procedure or if I have to load a game and then close the game after each mod. Could be that the reason? I tried it out to activate CSD first and then CP and then CBP. There was no difference between activating CSD first or last. What do you think? But under these conditions it could not be the case for three mods..

The logs look fine. Do this for me. Install all of the mods fresh. Clear out all of the files in the my documents/my games/civ 5/cache folder AND the my documents/my games/civ 5/moduserdata folder. Put the CP and the CBP (Along with the fix!) in your mods folder, boot up civ, and enable them. Try that, and let me know how it goes.
G
 
The logs look fine. Do this for me. Install all of the mods fresh. Clear out all of the files in the my documents/my games/civ 5/cache folder AND the my documents/my games/civ 5/moduserdata folder. Put the CP and the CBP (Along with the fix!) in your mods folder, boot up civ, and enable them. Try that, and let me know how it goes.
G

I did as you said. It didn't work again :confused: I attached the new logfile, still the same error with iUnhappinessFromCityCount in CityBannerManager.lua and CityView.lua

CityBannerManager.lua (Line 250 is red here)
Spoiler :
-- COMMUNITY PATCH
if (isActivePlayerCity) then
local iNumOccupiedCities = 0;
for city in player:Cities() do
if (city:IsOccupied() and not city:IsNoOccupiedUnhappiness()) then
iNumOccupiedCities = iNumOccupiedCities + 1;
end
end
local iCityCountMod = player:GetCapitalUnhappinessMod();
local iNumNormalCities = player:GetNumCities() - iNumOccupiedCities;
local iUnhappinessFromCityCount = Locale.ToNumber( player:GetUnhappinessFromCityCount() / 100, "#.##" );
local iCityYield = (iUnhappinessFromCityCount / iNumNormalCities);
local iCultureUnhappiness = city:GetUnhappinessFromCulture();
local iScienceUnhappiness = city:GetUnhappinessFromScience();
local iDefenseUnhappiness = city:GetUnhappinessFromDefense();
local iGoldUnhappiness = city:GetUnhappinessFromGold();
local iConnectionUnhappiness = city:GetUnhappinessFromConnection();
local iPillagedUnhappiness = city:GetUnhappinessFromPillaged();
local iStarvingUnhappiness = city:GetUnhappinessFromStarving();
local iMinorityUnhappiness = city:GetUnhappinessFromMinority();
CityView.lua (Line 870 is red here)
Spoiler :
-- COMMUNITY PATCH

local iNumOccupiedCities = 0;
for pCity in pPlayer:Cities() do
if (pCity:IsOccupied() and not pCity:IsNoOccupiedUnhappiness()) then
iNumOccupiedCities = iNumOccupiedCities + 1;
end
end
local iCityCountMod = pPlayer:GetCapitalUnhappinessMod();
local iNumNormalCities = pPlayer:GetNumCities() - iNumOccupiedCities;
local iUnhappinessFromCityCount = Locale.ToNumber( pPlayer:GetUnhappinessFromCityCount() / 100, "#.##" );
local iCityYield = (iUnhappinessFromCityCount / iNumNormalCities);
local iCultureUnhappiness = pCity:GetUnhappinessFromCulture();
local iScienceUnhappiness = pCity:GetUnhappinessFromScience();
local iDefenseUnhappiness = pCity:GetUnhappinessFromDefense();
local iGoldUnhappiness = pCity:GetUnhappinessFromGold();
local iConnectionUnhappiness = pCity:GetUnhappinessFromConnection();
local iPillagedUnhappiness = pCity:GetUnhappinessFromPillaged();
local iStarvingUnhappiness = pCity:GetUnhappinessFromStarving();
local iMinorityUnhappiness = pCity:GetUnhappinessFromMinority();
Isn't there something suspicious? In both cases Civ 5 has a problem with this specific line..
 

Attachments

I did as you said. It didn't work again :confused: I attached the new logfile, still the same error with iUnhappinessFromCityCount in CityBannerManager.lua and CityView.lua

CityBannerManager.lua (Line 250 is red here)
Spoiler :
-- COMMUNITY PATCH
if (isActivePlayerCity) then
local iNumOccupiedCities = 0;
for city in player:Cities() do
if (city:IsOccupied() and not city:IsNoOccupiedUnhappiness()) then
iNumOccupiedCities = iNumOccupiedCities + 1;
end
end
local iCityCountMod = player:GetCapitalUnhappinessMod();
local iNumNormalCities = player:GetNumCities() - iNumOccupiedCities;
local iUnhappinessFromCityCount = Locale.ToNumber( player:GetUnhappinessFromCityCount() / 100, "#.##" );
local iCityYield = (iUnhappinessFromCityCount / iNumNormalCities);
local iCultureUnhappiness = city:GetUnhappinessFromCulture();
local iScienceUnhappiness = city:GetUnhappinessFromScience();
local iDefenseUnhappiness = city:GetUnhappinessFromDefense();
local iGoldUnhappiness = city:GetUnhappinessFromGold();
local iConnectionUnhappiness = city:GetUnhappinessFromConnection();
local iPillagedUnhappiness = city:GetUnhappinessFromPillaged();
local iStarvingUnhappiness = city:GetUnhappinessFromStarving();
local iMinorityUnhappiness = city:GetUnhappinessFromMinority();
CityView.lua (Line 870 is red here)
Spoiler :
-- COMMUNITY PATCH

local iNumOccupiedCities = 0;
for pCity in pPlayer:Cities() do
if (pCity:IsOccupied() and not pCity:IsNoOccupiedUnhappiness()) then
iNumOccupiedCities = iNumOccupiedCities + 1;
end
end
local iCityCountMod = pPlayer:GetCapitalUnhappinessMod();
local iNumNormalCities = pPlayer:GetNumCities() - iNumOccupiedCities;
local iUnhappinessFromCityCount = Locale.ToNumber( pPlayer:GetUnhappinessFromCityCount() / 100, "#.##" );
local iCityYield = (iUnhappinessFromCityCount / iNumNormalCities);
local iCultureUnhappiness = pCity:GetUnhappinessFromCulture();
local iScienceUnhappiness = pCity:GetUnhappinessFromScience();
local iDefenseUnhappiness = pCity:GetUnhappinessFromDefense();
local iGoldUnhappiness = pCity:GetUnhappinessFromGold();
local iConnectionUnhappiness = pCity:GetUnhappinessFromConnection();
local iPillagedUnhappiness = pCity:GetUnhappinessFromPillaged();
local iStarvingUnhappiness = pCity:GetUnhappinessFromStarving();
local iMinorityUnhappiness = pCity:GetUnhappinessFromMinority();
Isn't there something suspicious? In both cases Civ 5 has a problem with this specific line..

Hmm...Odd. Is your version of civ localized (I see you are from Germany). If so, is there a formatting issue at play here? This part:

Locale.ToNumber( pPlayer:GetUnhappinessFromCityCount() / 100, "#.##" );

Also appears in the vanilla Cityview.lua file in your civ install. Perhaps look and see if the #.## is #,## (as it can be in German, yes?). Is a longshot.

G
 
i'm not so familiar with lua, but it seems to me that locale.tonumber() is returning a string ... so how can you assign it to an int and then divide it in the next line?
 
Hmm...Odd. Is your version of civ localized (I see you are from Germany). If so, is there a formatting issue at play here? This part:
Locale.ToNumber( pPlayer:GetUnhappinessFromCityCount() / 100, "#.##" );


Also appears in the vanilla Cityview.lua file in your civ install. Perhaps look and see if the #.## is #,## (as it can be in German, yes?). Is a longshot.

G

I am rofling under my desk :D:D:D

Yes my version of Civ is localized. I play in german. Despite of not understanding lua (and all other programing languages: Pity..!) I now had a suspicion. Is it possible that you round a figure to two digits after the decimal point in this line:
Locale.ToNumber( pPlayer:GetUnhappinessFromCityCount() / 100, "#.##" );

If so this would explain why the script is working when I replace the #.## with a comma. In Germany you have to use a comma instead of a point after the integer.
So you would say $100.00 and we would say 100,00 €..

As you can see in the attached files, it works now :lol:
 

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I am rofling under my desk :D:D:D

Yes my version of Civ is localized. I play in german. Despite of not understanding lua (and all other programing languages: Pity..!) I now had a suspicion. Is it possible that you round a figure to two digits after the decimal point in this line:
Locale.ToNumber( pPlayer:GetUnhappinessFromCityCount() / 100, "#.##" );

If so this would explain why the script is working when I replace the #.## with a comma. In Germany you have to use a comma instead of a point after the integer.
So you would say $100.00 and we would say 100,00 €..

As you can see in the attached files, it works now :lol:

Awesome! My longshot idea worked!

Ich spreche Deutsch (sehr rostig), as nahm ich Deutsch in der Uni. Ich habe ein 'Goethe-Zertifikat,' aber das war zehn Jahre vorher!

That's where my suspicion came from – years of seeing commas where I'm used to seeing decimals! Have fun!
G
 
Let me start off by saying that I don't know if this is a bug. Furthermore it may be just be graphical.

The "problem" is I'm seing some positive (green) diplomacy modifiers for other leaders for Things that should be negative, e.g. competing for same Wonders/city states. See the attached image.

It may also be an incompatibility problem since I run a long list of mods. I have, however, used almost all of these for a long time without problems. Only mod I added since last game is Events and Decisions (downloaded from CPP page) and an updated version of Whowards City States Gifts mod (v4 - used to play with v3).

I'm using 65.1/11.1 with CSD 25 and Diplomacy features v10.

So all in all my question is: Do any of you have the same "issue"?

Edit: Furthermore two AIs offered me Decloration of Friendship unusually early in the game, which indicates that it's not just graphical.

\Skodkim
 

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Let me start off by saying that I don't know if this is a bug. Furthermore it may be just be graphical.

The "problem" is I'm seing some positive (green) diplomacy modifiers for other leaders for Things that should be negative, e.g. competing for same Wonders/city states. See the attached image.

It may also be an incompatibility problem since I run a long list of mods. I have, however, used almost all of these for a long time without problems. Only mod I added since last game is Events and Decisions (downloaded from CPP page) and an updated version of Whowards City States Gifts mod (v4 - used to play with v3).

I'm using 65.1/11.1 with CSD 25 and Diplomacy features v10.

So all in all my question is: Do any of you have the same "issue"?

Edit: Furthermore two AIs offered me Decloration of Friendship unusually early in the game, which indicates that it's not just graphical.

\Skodkim

Same issue here, along with some others:

-Things that the AI should hate me for show up in green;
-I wanted to give a city to an AI and none would accept it. NOT A SINGLE ONE WOULD ACCEPT A FREE CITY!
-The AI seems to be lagging behind, much more than usual even, my score is 3x, it can be because of my epic start.
-NO building requirements. I can build national college w/o libraries in all cities. I can build the East India Company W/o a market etc, even the decisions mod is being affected. I know some of these arent meant to have the requirement anymore, but I am seeing FAR too mnay building with the text saying it requires stuff and i can build em.

Using all 4 mods, CBP CP Health and Plague and Decisions, along with Smart AI and some howard mods.
 
I have the same issue. Also that the border conflict has risen 3x into red value. I have only cp 65.1 activated. I am only in the earlie game, and do not know if wonder/city state issues turns into red later on.
 
Same issue here, along with some others:

-Things that the AI should hate me for show up in green;
-I wanted to give a city to an AI and none would accept it. NOT A SINGLE ONE WOULD ACCEPT A FREE CITY!
-The AI seems to be lagging behind, much more than usual even, my score is 3x, it can be because of my epic start.
-NO building requirements. I can build national college w/o libraries in all cities. I can build the East India Company W/o a market etc, even the decisions mod is being affected. I know some of these arent meant to have the requirement anymore, but I am seeing FAR too mnay building with the text saying it requires stuff and i can build em.

Using all 4 mods, CBP CP Health and Plague and Decisions, along with Smart AI and some howard mods.

You don't need Smart AI - you can delete that.

- The AI won't accept cities for free anymore. Too easy to exploit.
- National Wonder building requirements are based on population, not buildings in all cities. Keep that in mind.

The "problem" is I'm seing some positive (green) diplomacy modifiers for other leaders for Things that should be negative, e.g. competing for same Wonders/city states. See the attached image.

I have seen the diplomacy bug. I'll look into it. Not sure where it came from.
G
 
I am not 100% sure if it's the fault of the Community Patch but the Barbarian units seem to always be spawned 2 tiles away from the camp (sometimes on other islands if there's no possible location at least 2 tiles away from the camp).
It's a bit weird that they never appear near the camp anymore.
 
Another bug - AI city garrisons never attack your units. The city itself will shoot at you but the catapult/archer/etc inside won't do anything.

Enemy AI troops seem to completely ignore your workers. I've declared a war and Danish Scouts completely ignored my Workers which they could've taken without casualties. Their archers/warriors/spears also didn't try to take them from me when they had them surrounded. It's as if they just don't care about your civilians at all.

Also the recommended CIV diplomatic features mod seems a bit broken - Allies will offer to give you resources but when you try to accept they'll just say "I'm sorry, that deal is not in my favour". They're trolling pretty well.


Link to video.

This video shows perfectly how the current C IV Diplomacy AI behave.
 
Awesome! My longshot idea worked!

Ich spreche Deutsch (sehr rostig), as nahm ich Deutsch in der Uni. Ich habe ein 'Goethe-Zertifikat,' aber das war zehn Jahre vorher!

That's where my suspicion came from – years of seeing commas where I'm used to seeing decimals! Have fun!
G

Haha it so awesome to meet people who are a familiar with the german language. Die Welt ist ein Dorf :lol:

I have another problem with the liberty policy. The tooltip promises to grant a free settler when selecting the specific tree. I don't know how it is called in english, as you can see in the attached file you will get 50% boost to production for settlers and you will get a free settler. The problem is, that there will not spawn a settler. Nothing will happen. I uploaded the log files of the small test.

The mods I use:
  • EUI 1.23c
  • Community Balance Patch (v 11.1)
  • Community Patch (v 65.1)
 

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Haha it so awesome to meet people who are a familiar with the german language. Die Welt ist ein Dorf :lol:

I have another problem with the liberty policy. The tooltip promises to grant a free settler when selecting the specific tree. I don't know how it is called in english, as you can see in the attached file you will get 50% boost to production for settlers and you will get a free settler. The problem is, that there will not spawn a settler. Nothing will happen. I uploaded the log files of the small test.

The mods I use:
  • EUI 1.23c
  • Community Balance Patch (v 11.1)
  • Community Patch (v 65.1)

I think the mod is not translated to German and so the German version uses the regular German Civ 5 vanilla notes - which are completely wrong by now. I suppose using English version of Civ should fix it.

In Civ5 Community Patch this policy doesn't spawn settlers, it was moved to Conquest (old Honour) and it's the first policy on the left there- the one with the flag instead gives +1 population to every city you own.
 
I found another bug - the Triumphal Arch generates Great Admiral points while the description doesn't mention it at all. It usually makes less of them though and I don't really know how it actually works, seems a bit random to me. Sometimes I see over my cities that it added 5 GA points but looking at the Great People progress thingy it

I think it's fine though - the UA is only okay, the UU is underwhelming and Rome was great at naval warfare too.
 
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