Bug Reports - Post Here!

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Few issues that I encountered:
- Piety opener doesnt give culture for shires and temples, just checked the building screen and city culture yield and it doesnt work.
- The left most policy in Piety that gives +2P and +2F to city with majority religion doesnt give these yields, just checked my production and faith yield in capital and it doesnt say anything from policy/religion.
- An enemy spy just delayed my 13 turn hard build wonder(was 2 turn from finishing) with 200P... got back to the start and lost it to another civ, pretty ridicules, also I have a feeling all the AI spies just focused on my city, anyways here is a pic-
Spoiler :
6414919216306AD3B7DD7BC65023FE23480C50E0
 
Thanks for the answer, it is very unfortunate that these yields doesn't show on the buildings although they do work, I did encounter that markets, mints etc... doesn't show culture if you take the policy from commerce that gives it.
Here are a few bugs too :

-The policy that gives +25% merchant GP and +2P for specialists gives only +1P
Spoiler :
B13A74CD73B5899E2B052CC5C7DC4A287293A7F9


- Attack over river penalty even though there is no river between the two units
Spoiler :
8017A9F7C24AC939E193FBB9A3785990C1C10E5B


- 500DMG(100 combat strength...) Cannons, one shoting cities
Spoiler :
D141E630E088DC4B0868753EF08FA450668DA577
 
Valvts, i have something simular too. A trebuchet deals 400 damage to cities... I don't know if it's intended, but it seems too much and easily exploitable by the human
 
Bumped into another bug... no one expects the Spanish Giant Death Robot!

Trying to figure out how that happened. Unit was upgraded from a Chariot Archer though I doubt that has anything to do with it.

edit:
Display bugs:
- National College effect is not explained through ingame help. (Or is it supposed to be just +3 beakers, because that's pretty weak?)
- Orders do not show their +10XP or morale promotion when selecting buildings. The effect is there, but I'm not sure if the AI is aware of this.
 
OK, I've just run into a bug. I'm suddenly generating tourism without having any Great Works....just FYI.

Aussie.
 
I'm playing with the current version Nov. 20th, CBP v. 12.3/ CP v.66.1,
Spain attacked me and I realized that the Spanish Conquistador is imba. You are just not able to kill them. 150def? How?

Do I have to drop the game and start a new one? :/
 

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I'm still getting the error that the Great People panel isn't correctly tracking my Great Diplomat progress. Sometimes it is completely absent, sometimes it appears as an entry under Great Engineer (so that I have 2 entries for a single city).

Gameplay bug: It seems that the science from Meritocracy isn't actually scaling per era. It was still 50 science at Renaissance.
 
I'm playing with the current version Nov. 20th, CBP v. 12.3/ CP v.66.1,
Spain attacked me and I realized that the Spanish Conquistador is imba. You are just not able to kill them. 150def? How?

Do I have to drop the game and start a new one? :/

Oh no, I'm sure that is just Gazebo giving a little nod to historical realism ;-).

Aussie.
 
Very disappointed to see that the Great Diplomat Spam Problem has still not been solved.

This problem appears whenever the "City-State Diplomacy Mod (CSD) for Brave New World (v 25.1)" is combined with either the "Community Patch (v 66.1)" or with WHoward's "DLL - Various Mod Components (v 66)".

I just tested again. You can too.

  1. Remove all other Mods and play on Prince level. Up your speed to Quick so it doesn't take you long to run the test.
  2. Choose Liberty
  3. Bee-line to Mathematics and build the Roman Forum
  4. Initiate a golden age with your social policy after the Roman Forum is built.
  5. Watch the Great Diplomats emerge one per turn.

Here are the Mods to install to duplicate my setup for the test:
  • Community Patch (v 66.1)
  • Civ IV Diplomatic Features (v 10)
  • City-State Diplomacy Mod (CSD) for Brave New World (v 25.1)

I'm amazed that the mod makers are not seeing this problem.
 
Oh no, I'm sure that is just Gazebo giving a little nod to historical realism ;-).

Aussie.

Looks like Gazebo meant to change the cost to 150, and changed the strength instead? See Balance Changes/Units/UnitChanges.sql, lines 748 and 752. Presumably line 748 should read "25" instead of "150" and line 752 should read "150" instead of "90".
Probably changing those and reloading the mods / clearing the cache should fix that? (Disclaimer: I haven't done any Civ V modding; I'm just a hobbyist programmer from time to time.)

EDIT: And while I'm there, it looks like line 717 should be UNIT_CARTHAGINIAN_FOREST_ELEPHANT instead of UNIT_HORSEMAN.
 
Thanks for the fix - I made the alterations and will test.
Is it possible to remove/fix the city attack bug, or just remove city attack promos altogether?
 
Looks like Gazebo meant to change the cost to 150, and changed the strength instead? See Balance Changes/Units/UnitChanges.sql, lines 748 and 752. Presumably line 748 should read "25" instead of "150" and line 752 should read "150" instead of "90".
Probably changing those and reloading the mods / clearing the cache should fix that? (Disclaimer: I haven't done any Civ V modding; I'm just a hobbyist programmer from time to time.)

EDIT: And while I'm there, it looks like line 717 should be UNIT_CARTHAGINIAN_FOREST_ELEPHANT instead of UNIT_HORSEMAN.

Whoops, that's a big ol fat bug. XML changes are usually save game compatible. Usually.

The GD spam is only a problem if you don't use the compatibility files from the CBP. Try that and let me know.
G
 
Sorry for being such a pain in ... ... but the way CSD and E&D compatibility was introduced is crying out for problems with mod incompatibility. :(

Basically you set Building_YieldModifiers=0 for all buildings and afterwards change the buildings from CSD and E&D back to their intended yields.

  1. If these yield modifiers are changed in future versions of CSD/E&D is won't be applied unless the error is caught and/or you manually update CPP.
  2. It breaks compatibility with other mods that may add building yield modifiers (if the mods run before CPP).

I'd recommend modifying Building_YieldModifiers for only the buildings you intend to modify and remove the other compatibility changes you introduced. Feel free to use my updated sql-file in post 675.

\Skodkim
 
It seems Farms still give +1 Food on wheat with v12.3.1. Isn't that a bug now that the wheat resource itself give +1 Food?

\Skodkim
 
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