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Does anyone get any crashes? I got a few CTDs in my last game. I passed them by doing some different moves in a turn. For example, I got a crash when I built a city. To avoid the crash, I waited one more turn to build it etc. However, it doesn't work with the last crash and I cannot continue the game anymore. I hit the next turn and the game always crashes at the same point.

Here are the mods I am using.

Aggressive and Expansive AI (v 1)
City-State Diplomacy Mod (CSD) for Brave New World (v 25)
Civ IV Diplomatic Features (v 10)
Community Balance Patch (v 11.1)
Community Patch (v 65.1)
Global Relations (v 7)
More Luxuries (v 155)
One-Color Civs (v 2)
R.E.D. Modpack (v 28 UNOFFICIAL BETA 1)
Really Advanced Setup (v 13)
AI - Warmonger Adjustments (v 1)
Most of the Whowards UI (Summary) Mods.
EUI v24

Maybe the new version of EUI is the problem? I don't know yet.

The CvMiniDump is attached - in case you need it.
 

Attachments

Does anyone get any crashes? I got a few CTDs in my last game. I passed them by doing some different moves in a turn. For example, I got a crash when I built a city. To avoid the crash, I waited one more turn to build it etc. However, it doesn't work with the last crash and I cannot continue the game anymore. I hit the next turn and the game always crashes at the same point.

Here are the mods I am using.

Aggressive and Expansive AI (v 1)
City-State Diplomacy Mod (CSD) for Brave New World (v 25)
Civ IV Diplomatic Features (v 10)
Community Balance Patch (v 11.1)
Community Patch (v 65.1)
Global Relations (v 7)
More Luxuries (v 155)
One-Color Civs (v 2)
R.E.D. Modpack (v 28 UNOFFICIAL BETA 1)
Really Advanced Setup (v 13)
AI - Warmonger Adjustments (v 1)
Most of the Whowards UI (Summary) Mods.
EUI v24

Maybe the new version of EUI is the problem? I don't know yet.

The CvMiniDump is attached - in case you need it.

I had the same problem and doing what this post says to do fixed them.
http://forums.civfanatics.com/showpost.php?p=13537318&postcount=1240





By the way I found another "bug" which is not really a bug - the AI are very generous when it comes to your Luxury resources. I don't think they should be offering 360 gold for something that gives them only 1 happiness.
 
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.

Thank you, I changed the [POLICY]Text.sql files in E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Balance Patch (v 11.1)\Balance Changes\Policies
from en_US to de_de and now it shows the correct values.

Maybe Gazebo can take over the files. They are currently not really translated to german, but the policies will be shown correct ingame.
 

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Three possible (minor) bugs:

- The civil servant specialist (CSD) gives an unaccounted -1 prod malus (only visible in the city prod field).

- Constructing a mine/farm on jungle takes 13 turns. Chopping the jungle takes 6 turns and building a mine/farm on the same - now without jungle -takes another 6 turns. So what about the 13th turn?;)

- I build a settler while having a food surplus of 7 in my capital, but only got +3 production from food. Intended?


And by the way. Which thread is for minor suggestions?

(I think early techs (till renaissance) are at least a bit too cheap. On immortal most AIs entered renaissance about 200-300 AD, the same for me. Without focusing especially on science I passed the early periods quite fast.)
 
About my previous bug report (City Garrisons like catapults, archers don't attack) I must post a correction - they sometimes attack. Was pretty surprised and pleased when Oda's catapults in Kyoto and Osaka suddenly started shooting my forces.

At the same time I was assaulting Arabia and their garrisons didn't shoot back at all. I don't know why only Japan's AI decided to try and defend his city. After a few turns Oda's catapult defending Kyoto - for some reason - stopped attacking too, no idea why.



About Civ AIs completely ignoring workers bug - it still happens but Oda once took away mine - purely because it was in the shortest way his melee unit had to my city. Just saying it to assure they don't "fear" coming on those tiles, they will go and take your Workers if they're on the shortest/only way to their objective (typically city).
 
I have another bug, when I try to establish a trade route. I first thought this would be related to EUI, because I read that some people had issues with the related UnitPanel folder. So I deleted the folder, but the issue remains:
Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Balance Patch (v 11.1)\LUA\Active\Standard CBP\TradeRouteHelpers.lua:21: attempt to call method 'GetInfluenceTradeRouteGoldBonus' (a nil value)

Furthermore I have an issue with the EconomicGeneralInfo.lua:
Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Balance Patch (v 11.1)\LUA\Active\Standard CBP\EconomicGeneralInfo.lua:94: attempt to call method 'GetUnhappinessFromCulture' (a nil value)

The error occurred after I changed
local iUnhappinessFromCityCount = Locale.ToNumber( pPlayer:GetUnhappinessFromCityCount() / 100, "#.##" );

to local iUnhappinessFromCityCount = Locale.ToNumber( pPlayer:GetUnhappinessFromCityCount() / 100, "#,##" );

This fixed my issues with the CityView and the CityBannerManager from post 568 in the past. But by changing this in the EconomicGeneralInfo.lua file will result in the error above..

Mods I use:
  • Architecture changes (v 1)
  • Calypso's Colored Religious Icons (Basic) (v 4)
  • City-State Diplomacy Mod (CSD) for Brave New World (v 25)
  • Community Balance Patch (v 11.1)
  • Community Patch (v 65.1)
  • Custom Advanced Setup Screen (v 5)
  • DynamicEras (v 2)
  • Faster Aircraft Animations (v 3)
  • Global Relations (v 7)
  • Historical Religions (BNW or GK) (v 51)
  • Ocean Double Move (v 1)
  • Promotions - Expansion Pack (v 8)
  • R.E.D. - Smaller Landmarks (v 5)
  • R.E.D. Modpack (v 27)
  • TerrainTextureMod (v 2)
  • The No More Civilian Traffic Jams (NMCTJs) Mod (v 1)
  • Yet (not) Another Earth Maps Pack (v 22)
 

Attachments

I have another bug, when I try to establish a trade route. I first thought this would be related to EUI, because I read that some people had issues with the related UnitPanel folder. So I deleted the folder, but the issue remains:
Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Balance Patch (v 11.1)\LUA\Active\Standard CBP\TradeRouteHelpers.lua:21: attempt to call method 'GetInfluenceTradeRouteGoldBonus' (a nil value)

Furthermore I have an issue with the EconomicGeneralInfo.lua:
Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Balance Patch (v 11.1)\LUA\Active\Standard CBP\EconomicGeneralInfo.lua:94: attempt to call method 'GetUnhappinessFromCulture' (a nil value)

The error occurred after I changed
local iUnhappinessFromCityCount = Locale.ToNumber( pPlayer:GetUnhappinessFromCityCount() / 100, "#.##" );

to local iUnhappinessFromCityCount = Locale.ToNumber( pPlayer:GetUnhappinessFromCityCount() / 100, "#,##" );

This fixed my issues with the CityView and the CityBannerManager from post 568 in the past. But by changing this in the EconomicGeneralInfo.lua file will result in the error above..

Mods I use:
  • Architecture changes (v 1)
  • Calypso's Colored Religious Icons (Basic) (v 4)
  • City-State Diplomacy Mod (CSD) for Brave New World (v 25)
  • Community Balance Patch (v 11.1)
  • Community Patch (v 65.1)
  • Custom Advanced Setup Screen (v 5)
  • DynamicEras (v 2)
  • Faster Aircraft Animations (v 3)
  • Global Relations (v 7)
  • Historical Religions (BNW or GK) (v 51)
  • Ocean Double Move (v 1)
  • Promotions - Expansion Pack (v 8)
  • R.E.D. - Smaller Landmarks (v 5)
  • R.E.D. Modpack (v 27)
  • TerrainTextureMod (v 2)
  • The No More Civilian Traffic Jams (NMCTJs) Mod (v 1)
  • Yet (not) Another Earth Maps Pack (v 22)

Regarding NMCTJ, are you using whoward's add-in, or the standalone version? The latter is a dll mod, so using both will cause a problem.
 
Regarding NMCTJ, are you using whoward's add-in, or the standalone version? The latter is a dll mod, so using both will cause a problem.

I'm not really sure if I use the addon or the standalone, I assume that I use the standalone. I downloaded this file: CLICK
But when I have a look at the requirements, I see that it requires "DLL - Various Mod Components" which I do not have. Is that maybe the problem?

EDIT:
I rechecked the mods again with only the following mods active:
  • City-State Diplomacy Mod (CSD) for Brave New World (v 25)
  • Community Balance Patch (v 11.1)
  • Community Patch (v 65.1)
  • The No More Civilian Traffic Jams (NMCTJs) Mod (v 1)
  • Yet (not) Another Earth Maps Pack (v 22)
I will then not be able to establish a trade route. So the problem IS NMCTJ and it will result in the posted lua errors! It will work when I create a game without NMCTJ but all other still active.

Is it anyhow possible to use the mod NMCTJ? Once I tried out NMCTJ I will never miss it. The game feels so fluid now. Scouts can pass each other, fleet generals can pass the small baltic sea without problems (there is always a lot of traffic ^^). Yes I know that it will be a problem when you are at war with someone and civilians are at the same tile with an enemy unit or sometimes the "Declare war" dialog will appear, but the mod removes some boundaries which are very annoying.
 
..., as the 'DLL' it needs is the base of the CP DLL.

I don't understand the last part of your sentence ^^. Do you mean that the mod can use the dll's of the CP instead of the official requirments (DLL - Various Mod Components)? I will have a look tomorrow if the problem is related to the map pack. I can not imagine that this would be the problem.. It contains no dll.. But sure why not ;)
 
I don't understand the last part of your sentence ^^. Do you mean that the mod can use the dll's of the CP instead of the official requirments (DLL - Various Mod Components)?
The CP DLL is an outgrow of the merger of three popular DLLs used in CSD, Civ4 Diplomacy and whoward69's Various Mod Components - and additional improvements/functions. As a result, the CP DLL supports all of whoward69's DLL mods.
 
<!-- Events sents on espionage outcomes (v63) -->
<!-- GameEvents.EspionageResult.Add(function(iPlayer, iSpy, iResult, iCityX, iCityY) end) -->
<!-- GameEvents.EspionageState.Add(function(iPlayer, iSpy, iState, iCityX, iCityY) end) -->
<Row Class="3" Name="EVENTS_ESPIONAGE" Value="1"/>

The first lua hook doesn't work, it seems to be missing, however I haven't checked the dll code. Give it a look, please!
 
The CP DLL is an outgrow of the merger of three popular DLLs used in CSD, Civ4 Diplomacy and whoward69's Various Mod Components - and additional improvements/functions. As a result, the CP DLL supports all of whoward69's DLL mods.
Ah thank you for the explanation. Ok I made some tests and here is my result:

Test number one
Active mods:
  • City-State Diplomacy Mod (CSD) for Brave New World (v 25)
  • Community Balance Patch (v 11.1)
  • Community Patch (v 65.1)

Everything works fine. I chose the Liberty policy tree:
  • It will grant +10 culture for a finished building.
  • I chose city planning which granted +1 civilian for my existing city.
I also chose other parts of the tree, but you will see why I wrote it up in a moment. There are no issues in the lua.log. Everything works fine.. I was also able to set up a trade route.

Test number two
Active mods:
  • City-State Diplomacy Mod (CSD) for Brave New World (v 25)
  • Community Balance Patch (v 11.1)
  • Community Patch (v 65.1)
  • The No More Civilian Traffic Jams (NMCTJs) Mod (v 1)
I chose the Liberty policy tree:
  • It will not grant +10 culture for a finished building.
  • I chose city planning which didn't grant +1 civilian for my existing city.
There are several lua.log issues. I am not able to set up a trade route, because city states or cities are not listed.

lua.log:
Spoiler :
[91271.140] Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Balance Patch (v 11.1)\LUA\Active\Standard CBP\EnemyUnitPanel.lua:1917: attempt to call method 'GetCombatVersusOtherReligionTheirLands' (a nil value)
[91271.312] Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Balance Patch (v 11.1)\LUA\Active\Standard CBP\EnemyUnitPanel.lua:1917: attempt to call method 'GetCombatVersusOtherReligionTheirLands' (a nil value)
[91272.640] Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Balance Patch (v 11.1)\LUA\Active\Standard CBP\EnemyUnitPanel.lua:1917: attempt to call method 'GetCombatVersusOtherReligionTheirLands' (a nil value)
[91274.390] InGame: OnInterfaceModeChanged
[91274.390] InGame: oldInterfaceMode: 21
[91274.390] InGame: newInterfaceMode: 1
[91279.125] Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Balance Patch (v 11.1)\LUA\Active\Standard CBP\TradeRouteHelpers.lua:21: attempt to call method 'GetInfluenceTradeRouteGoldBonus' (a nil value)
[91794.531] SocialPolicyPopup: In UpdateDisplay()
[92227.281] Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Balance Patch (v 11.1)\LUA\Active\Standard CBP\TradeRouteHelpers.lua:21: attempt to call method 'GetInfluenceTradeRouteGoldBonus' (a nil value)
*I don't know why but my browser shows me a blank character between GetCombatVersusOtherReligionTheirLand s, but there is no blank character in the lua file. Maybe its a format issue in the forum.

Specific line 1917 in EnemyUnitPanel.lua:
Spoiler :
-- COMMUNITY PATCH CHANGE
if (theirPlot:IsFriendlyTerritory(myPlayer)) then
iModifier = pTheirPlayer:GetCombatVersusOtherReligionTheirLands(theirPlot);
if (iModifier ~= 0) then
controlTable = g_TheirCombatDataIM:GetInstance();
controlTable.Text:LocalizeAndSetText( "TXT_KEY_EUPANEL_ENEMY_CITY_BELIEF_BONUS_CBP" );
controlTable.Value:SetText( GetFormattedText(strText, iModifier, false, true) );
end
end
--END
Specific line 21 in TradeRouteHelpers.lua:
Spoiler :
-- COMMUNITY PATCH
local iTheirInfluenceGold = pOtherPlayer:GetInfluenceTradeRouteGoldBonus(iPlayer);
local strTheirGPTValue = Locale.ConvertTextKey("TXT_KEY_CHOOSE_INTERNATIONAL_TRADE_ROUTE_ITEM_TT_GPT_YOURS", pTargetCity:GetNameKey(), (pPlayer:GetInternationalTradeRouteGPTBonus(pOriginCity, pTargetCity, false) + iTheirInfluenceGold) / 100 );
local iInfluenceGold = pPlayer:GetInfluenceTradeRouteGoldBonus(iOtherPlayer);
--END
*I don't know why but my browser shows me a blank character between iPlay er, but there is no blank character in the lua file.

So for now something is conflicting from NMCTJs with the CP and CSD as you can see here. Maybe it can be fixed. What do you think?
 

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Try this:

Delete the NMCTJ mod entirely, clear your cache, and make sure only CSD + CBP + CP are in your mod folder.

Open the Community Patch, and navigate to:

Community Patch/Core Tables/CustomModOptions.xml

Scrol down to Line 30 and find the GLOBAL_BREAK_CIVILIAN_1UPT and GLOBAL_BREAK_CIVILIAN_RESTRICTIONS lines

Change the Value of 0 for each to 1.
Save the file, boot up civ, and see if it works.

Cheers,
G
 
I got a question that may or may not be a bug. I play on huge maps and for some reason 20 workers is the limit. How do i get rid of that.

2nd so faras i can tell when you go to war with a civ, there comes a point where that civ will not quit fighting even if they only have 1 city left. Is that by design?

3rd thing i have noticed is in the end game when you have a massive civ, it becomes almost impossible to stay with a positive money flow. Eventually you start losing units.

Now the good news, this combination of mods i am using has made the game really difficult and extremely fun.

This is the list of mods i use.
Spoiler :

AI- Secondary Workers and Settlers v, 1
AI- Smart v2
AI- Warmonger adjustments v-1
Buildings- Goldsmith v3
Buildings- Guilds Great works display v-2
Buildings- lighthouse near sea v-2
Buildings- Mill changes v-5
Buildings- Palace Additions Enhanced v-11
Buildings- Storage Yard and stockpile v-1
Buildings- Textile Mill v-3
Buildings- Upgrade System v-12
Buildings- Garden and monument overhaul v-12
CSD v-25
Civ IV Diplomatic Features v-10
Community Balance Patch v-11
Community Patch v-65
Diplomacy- City States v-4
Diplomacy- CivIV Features v-1
Events and Decisions v-1
Global- Barbarian XP level 6 v-2
Global- City Bombard range v-2
Global- City Forest Bonus v-3
Global- City Working Distance v-7
Global- Counter Religion v-2
Global- Enable Magellan v-8
Global- Espionage Race v-3
Global- Espionage Reports v-2
Global- Grateful Settlers v-2
Global- National Wonders Exclude Razong v-1
Global- Pro-rata Buildings Purchase v-2
Global- Seperate Great Admiral v-1
Global- Truly Free Great people v-1
Health and Plague foe BNW v-12
Improvement- Airbases v-12
Improvement- Tunnel v-4
Maps- Improved CS Luxuries v-6
Maps- Improved Small Landmasses v-14
More Luxuries v-15
Palace Additions v-1 just updated to v-6 will try that now
Promotions- Heli AirRecon v-6
Promotions- Jet Long Range recon v-3
Religion- Bonus Beliefs v-1
Religion-Natural Wonder Epiphany v-4
Super Power Balance v-4
Super Power Buildings v-4
Super Power Misc v-1
Super Power Units v-4
Trade- Marble Shipments v-1
UI-Gold Alerts v-8
Ui-Great works manager v-13
Ui- Religion Spread v-13
UI- Trade Routes Enhancements v-6
Ui- Wonder Planner v-13
Units- Mech Infantry v-9
 
Just thought of another thing, Court house cost is way to high it seems. I have resorted to building Stables, Workshops and Factories b4 attempting to build court houses. I have seen where they start out as high as 536 turns to build one.

What you guys are doing though is absolutely brilliant and much appreciated.
 
With CP 65.2/CBP 12 it seems that there's a problem with the Melee unit's promotions. I used IGE to look at the new promotions and after upgrading everything and fighting barbarians I noticed that after a battle (I checked Promotion Saving on the map setup menu.) that the Drill promotion wouldn't show up in the unit's icon. It still registered 2 out of 3, as shown by the 20% increase to damage, but it wasn't in the unit's icon. But the 3rd level would show up as Drill 1 after gaining enough exp to level up and it would again come back on the unit's icon only to repeat the above process.

Edit: It looks like it restarts itself every 3 turns, including the one activating it. I think I was wrong with it just doing that after attacking enemies. It stopped after I ran out of levels to gain obviously. Using IGE to give the melee unit more levels repeated the process.
 
Hi

First thank you for all your great work. I have just installed CP 65.2 and it gives a couple of errors in the database log

[13072.103] Invalid Reference on GreatPersons.Specialist - "SPECIALIST_CIVIL_SERVANT" does not exist in Specialists
[13072.103] Invalid Reference on GreatPersons.Class - "UNITCLASS_GREAT_DIPLOMAT" does not exist in UnitClasses
[13072.150] Invalid Reference on Policy_FaithPurchaseUnitClasses.UnitClassType - "UNITCLASS_GREAT_DIPLOMAT" does not exist in UnitClasses[/INDENT][/INDENT]

Nothing that prevented me starting the program and play.


Strange: now I have included CBP 12 and the errors are no longer in the Database log. (Only the standard Firaxis' ones).
 
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