Bug Reports - Post Here!

Status
Not open for further replies.
I have a bug that when I start the game with the latest CBP+CP, Events and Civ4 Diplo mods, I cant see and research any tech...
Spoiler :
5752E64290F3AF987E6A8EB2B12FADF9EE645652

I did emptied "cache" and followed the instructions that you gave - moving the NoCSD files to "active", removing from ModCompatibility folder mods that I dont use (keeping only EventsandDecisions.sql).
I am eager to play this mod but apparently I always do something wrong :(
 
When I activate the CSD mod I can't build anything in the cities:

v5ddza.jpg


I have eui_v1_24c, City-State Diplomacy Mod (CSD) for Brave New World (v 25.1) and added the latest compatibility files from EUIv124c-CPPv6.

There are some error mentions GetBaseYieldRateFromLeague.

Any idea why is this happening? Thanks!

EDIT: My bad, I wasn't clearing the cache correctly! Sorry for the false report!
 
Do camps always give an additional +1 gold with access to fresh water? I improved some Truffles in the early game, and the worker tooltip indicated it would give just +1 food, but it actually gave +1 food +1 gold. If some technology unlocked this, I couldn't find it indicated anywhere.
 
When I activate the CSD mod I can't build anything in the cities:

I have eui_v1_24c, City-State Diplomacy Mod (CSD) for Brave New World (v 25.1) and added the latest compatibility files from EUIv124c-CPPv6.

There are some error mentions GetBaseYieldRateFromLeague.

Any idea why is this happening? Thanks!

Do you use at least the Community Patch (v 66)? Otherwise I could imagine that CSD v25.1 requires the CP..

So it should be:
  • City-State Diplomacy Mod (CSD) for Brave New World (v 25.1)
  • Community Patch (v 66)
  • Community Balance Patch (v 12.2) [Optional?]
  • EUI 1.24c + EUI Compatibility Files v6

Make sure that you paid attention to step 2 of the "How to install":
  • 2.) Navigate to the MODS/Community Balance Patch/ModCompatibility folder, and delete any files there for mods you are not using (if you are just using the CP and CBP, delete that entire folder).
Because you use the CSD there should be the following files: CSDAdditions.xml and CSDChanges.sql
 
Do camps always give an additional +1 gold with access to fresh water? I improved some Truffles in the early game, and the worker tooltip indicated it would give just +1 food, but it actually gave +1 food +1 gold. If some technology unlocked this, I couldn't find it indicated anywhere.

It seems like horseback riding improves camps +1 gold with water but you can't see it in the tech tree since horseback riding tech effects are full.
 
Also, when the barbarians sack a city state (through the "barbarian horde" event), it allows the player to engage in diplomacy with the Barbarians. While it seems like the Barbarians will refuse peace and the screen has no effect on gameplay, it is rather unsightly to see a grey screen. I don't think barbarians can occupy cities in the normal game.
 
Also, when the barbarians sack a city state (through the "barbarian horde" event), it allows the player to engage in diplomacy with the Barbarians. While it seems like the Barbarians will refuse peace and the screen has no effect on gameplay, it is rather unsightly to see a grey screen. I don't think barbarians can occupy cities in the normal game.

That is simply an artifact of how the fact that barbs don't have a leaderscreen. We could give them one, I guess...

Also, your health-related bugs look to be related to the health files not loading - did you delete the health file by accident?
G
 
I have a bug that when I start the game with the latest CBP+CP, Events and Civ4 Diplo mods, I cant see and research any tech...
Spoiler :
5752E64290F3AF987E6A8EB2B12FADF9EE645652

I did emptied "cache" and followed the instructions that you gave - moving the NoCSD files to "active", removing from ModCompatibility folder mods that I dont use (keeping only EventsandDecisions.sql).
I am eager to play this mod but apparently I always do something wrong :(

Have you figured this out? Make sure you are using the latest version of all of the mods and civ, and that you are clearing your cache before starting the game.

G
 
Hello,

First off amazing mod. It really brings back the nostalgia of the "just one more turn" mentality that I remember previous civ games have done.

I am running CP v.66, CBP v. 12.2 w/ city bombardment, events, EUI + compatibility v. 1.24c, trade routes, more luxuries, civ 4 diplomacy, and csd.

I was playing the Ottomans on marathon deity, and everything was going great. Egypt was down to their last city and was at war with Assyria and Japan, so I declared war on Egypt as well. Then things started to get weird.

My troops entered Egyptian territory and I started to bombard the city for a few turns. Then Egypt popped up and gave the "you have troops close to my boarder" message, so I declared war on them (but I was already at war with them!). My troops were thrown out of their territory, and immediately Egypt and Japan made peace while Japan, Morocco (friend), and another friendly civ declared war on me.

Eventually I made peace with Japan, and after a few more turns I almost took the Egyptian city, when Poland and Morocco declared war on each other. Then for some reason I was at peace with Morocco and Egypt and my troops were thrown out of the territory again.

So in short, I declared war on Egypt twice (even though I was already at war), and the game auto made peace with Egypt and Morocco when I had nothing to do with it.

Hope this gets fixed. thanks.

P.S. I have the game auto saved 3 turns or so before the auto-peace occurs if you want the file.
 
I'd report the first one to the E&D forum. The second is because more luxuries is optional, and not yet an official mod component.
G

Just did some digging into the "Formalize weight, scales and measures" bug from E&D mod and it seems CPP is the culprit.

In Balance Changes\Buildings\BuildingChanges.sql you set Building_YieldModifiers to 0, which I'm guessing will ruin the effect for every building from a mod that runs before CPP:


Spoiler :
Code:
UPDATE Building_YieldModifiers
SET Yield = '0'
WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

\Skodkim
 
Just did some digging into the "Formalize weight, scales and measures" bug from E&D mod and it seems CPP is the culprit.

In Balance Changes\Buildings\BuildingChanges.sql you set Building_YieldModifiers to 0, which I'm guessing will ruin the effect for every building from a mod that runs before CPP:


Spoiler :
Code:
UPDATE Building_YieldModifiers
SET Yield = '0'
WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

\Skodkim

Ah, that makes sense. I'll fix it in the next release.
G
 
Ah, that makes sense. I'll fix it in the next release.
G

I'm in the beginning of a really interesting game with the latest build and this is somewhat ruining the experience so I'd like to make a small hot fix (publish it too, if anyone's interested). I imagine I'll just comment out the sql that is causing the problem and run the following sql for the buildings that are supposed to have Building_YieldModifiers=0:


Code:
UPDATE Building_YieldModifiers
SET Yield = '0'
WHERE BuildingType = 'XXX' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

Problem is I don't really know which of the buildings below (from the database) are supposed to have a zero. Could you have a look, please?

Spoiler :
BUILDING_FLOATING_GARDENS
BUILDING_WORKSHOP
BUILDING_FACTORY
BUILDING_SOLAR_PLANT
BUILDING_NUCLEAR_PLANT
BUILDING_BANK
BUILDING_STOCK_EXCHANGE
BUILDING_OBSERVATORY
BUILDING_NATIONAL_COLLEGE
BUILDING_COFFEE_HOUSE
BUILDING_HANSE
BUILDING_PALACE_SCIENCE_CULTURE
BUILDING_FINANCE_CENTER (YIELD_GOLD and YIELD_FOOD)


Thanks in advance!

\Skodkim
 
I'm in the beginning of a really interesting game with the latest build and this is somewhat ruining the experience so I'd like to make a small hot fix (publish it too, if anyone's interested). I imagine I'll just comment out the sql that is causing the problem and run the following sql for the buildings that are supposed to have Building_YieldModifiers=0:


Code:
UPDATE Building_YieldModifiers
SET Yield = '0'
WHERE BuildingType = 'XXX' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

Problem is I don't really know which of the buildings below (from the database) are supposed to have a zero. Could you have a look, please?

Spoiler :
BUILDING_FLOATING_GARDENS
BUILDING_WORKSHOP
BUILDING_FACTORY
BUILDING_SOLAR_PLANT
BUILDING_NUCLEAR_PLANT
BUILDING_BANK
BUILDING_STOCK_EXCHANGE
BUILDING_OBSERVATORY
BUILDING_NATIONAL_COLLEGE
BUILDING_COFFEE_HOUSE
BUILDING_HANSE

Thanks in advance!

\Skodkim
Spoiler :


All of them except:

BUILDING_PALACE_SCIENCE_CULTURE
BUILDING_FINANCE_CENTER

G
 
If anyone's interested I attached a small hot fix for CBP 12.2. It fixes the bug where buildings from Events and Decisions, CSD and the finance center unintentionally had their yield modifiers removed.

Instructions:
Make a backup of the following file, unzip the attached file and overwrite original sql file.

Community Balance Patch (v 12.2)\Balance Changes\Buildings\BuildingChanges.sql

Tested on an existing save game and its save game compatible.

Enjoy :)

\Skodkim
 
Just started a game with the new CBP. Took the Piety opener, learned "The Wheel", and Stonehenge did not appear as something I could construct. Did the tech requirement for Stonehenge change?
 
Just started a game with the new CBP. Took the Piety opener, learned "The Wheel", and Stonehenge did not appear as something I could construct. Did the tech requirement for Stonehenge change?

Nope, should be at the Wheel. Make sure you cleared your cache before you started the game.

G
 
I did (assuming that just means deleting the cache folder. Is there something else I should be doing?)
 
I think I found the problem -- Line 122 in WonderChanges.sql is supposed to set the Parthenon to be unlocked by liberty, but a copy/paste error has it setting the unlock for Stonehenge instead.
 
Bugs in today's version:

Composite archers are obselete with engineering.

Basilica reduces rel. unrest, but Byzantine has no rel. unrest-problems (thanks to their UA.)

The description of Alhambra says Drill I gives CS-boni in rough terrain.
 
Status
Not open for further replies.
Back
Top Bottom