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I get the city state script error too using 12.3.1/66.1 with CSD 25.1 (and a lot of other mods including E&D).

Edit: A couple of turns before one the CS had the quest to stop barbarians invading their lands. I don't see this now - could this be the quest with the script error..?

\Skodkim
 
Just finished a game with Persia. Here are a couple of bugs I found:

1. The policy "Meritocracy" doesn't appear to be scaling as it indicates. I still got only 50 science and golden age points in the Information Era.

2. When you are "Familiar" or "Dominant" with a culture, the Tourism screen indicates that you get +0 gold on your trade routes with them. (I forgot to check whether this was just a display issue or a real one.)
 
Terrible thing to fix: Conquistodors have 150 strength. I was happy with how the game was going until I got stomped to death by the Conquistador train!
A bit sad about that game.
 
Just finished a game with Persia. Here are a couple of bugs I found:

1. The policy "Meritocracy" doesn't appear to be scaling as it indicates. I still got only 50 science and golden age points in the Information Era.

2. When you are "Familiar" or "Dominant" with a culture, the Tourism screen indicates that you get +0 gold on your trade routes with them. (I forgot to check whether this was just a display issue or a real one.)

Latter is as-intended - I added bonus gold from influence rates that start at +3, and go down to +0 as you become more and more familiar (this represents value of exotic goods versus familiar goods, and helps the AI make smart tourism-related trade route choices).

G
 
Latter is as-intended - I added bonus gold from influence rates that start at +3, and go down to +0 as you become more and more familiar (this represents value of exotic goods versus familiar goods, and helps the AI make smart tourism-related trade route choices).

G

Makes sense -- thanks for the explanation!
 
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.)

Thanks for the idea but it´s not working :(

Changed the lines in UnitChanges.sql:

Code:
	UPDATE Units
	SET Combat = '25'
	WHERE Type = 'UNIT_SPANISH_CONQUISTADOR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );

	UPDATE Units
	SET Cost = '150'
	WHERE Type = 'UNIT_SPANISH_CONQUISTADOR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );

Deleted all my cache and moduserdata - game started, mod reloaded -> in the savegame the spanish units got still 150 def! How?
 
Some things, like unit strength, are cached in the save, not in the debug database. I'm working on a fix that will, unfortunately, not be savegame compatible. But hey, we're getting closer and closer to having fewer bugs! :)
G

So for my savegame its definitely over yes? :/
 
So for my savegame its definitely over yes? :/

If you happen to have Firetuner installed, you can do this:

Code:
for i = 0, 63, 1 do
   local pPlayer = Players[0]
   for pUnit in pPlayer:Units() do
      if pUnit:GetUnitType() == GameInfoTypes.UNIT_SPANISH_CONQUISTADOR then
         pUnit:SetBaseCombatStrength(25)
      end
   end
end


On another note, I am a modder myself and am trying to test some of my mods with this patch active. Still, though, there's a pretty serious problem with mod compatibility for nearly any Civ which doesn't put in a reference to CBP: PromotionNuke.sql. Instead of deleting every single promotion in the game, why not just delete only the ones that the patch removes, and just update the other promotions as necessary?

Also, is it possible to disable the "Barbarians looted your city" effect when they're near cities? My mod greatly changes the way Barbarians work (it's a little bit closer to BE's Aliens) and it doesn't make sense for them to steal Gold.
 
If you happen to have Firetuner installed, you can do this:

Code:
for i = 0, 63, 1 do
   local pPlayer = Players[0]
   for pUnit in pPlayer:Units() do
      if pUnit:GetUnitType() == GameInfoTypes.UNIT_SPANISH_CONQUISTADOR then
         pUnit:SetBaseCombatStrength(25)
      end
   end
end


On another note, I am a modder myself and am trying to test some of my mods with this patch active. Still, though, there's a pretty serious problem with mod compatibility for nearly any Civ which doesn't put in a reference to CBP: PromotionNuke.sql. Instead of deleting every single promotion in the game, why not just delete only the ones that the patch removes, and just update the other promotions as necessary?

Also, is it possible to disable the "Barbarians looted your city" effect when they're near cities? My mod greatly changes the way Barbarians work (it's a little bit closer to BE's Aliens) and it doesn't make sense for them to steal Gold.

The minutiae of changes to promotions will take a long time, as there are hundreds of changes due to the removed promotions. For now, and since I'm trying to broadly push out a 'full' version of the CBP, I'll leave it as-is. I will, however, change it soon.


Regarding barbarians and gold theft, I added an on/off switch for it in the newest version, actually. It is off by default in the CP, and can be turned on off in the communityoptions.sql of the CBP.
G
G
 
I'm having an issue where tech trading isn't available (with Civ4 Diplo Options) in the trade screen. The UI reports that Education hasn't been researched, but that's false. I can reproduce it with advance starts and various options enabled/disabled (brokering on/off etc).

Poking around to try to find the cause, but maybe someone can confirm whether this is a bug or if the prerequisite has been moved and it's just a UI problem.
 
I was playing America and the first few cities was founded normally. Then at some point later in the game a unit started spawning at the founding of new cities. The same happened with a pioner.

An instant unit is of course nice, however in 6 out of 7 it was a trebuchet, and 1 was an archer.

I do not know if it is a bug or a feature :), but if the latter why a trebuchet?

On CP 66.1 and CBP 12.3.1
 
I was playing America and the first few cities was founded normally. Then at some point later in the game a unit started spawning at the founding of new cities. The same happened with a pioner.

An instant unit is of course nice, however in 6 out of 7 it was a trebuchet, and 1 was an archer.

I do not know if it is a bug or a feature :), but if the latter why a trebuchet?

On CP 66.1 and CBP 12.3.1

One of the policies in the Conquest (Honor) tree makes a ranged unit spawn in every city founded after taking the policy. Why its a trebuchet so often i have no idea...

\Skodkim
 
OK, so I am using the Community Patch (v66.2) & Community Balance Patch (v12.4) & a couple of things become immediately apparent.

1) Still getting situations where cities are producing Tourism long before Great Works become available.

2) Looking at the Social Policies, they all look like the non-modded versions. None of the changes mentioned in past change-logs is showing up.

Aussie.
 
OK, so I am using the Community Patch (v66.2) & Community Balance Patch (v12.4) & a couple of things become immediately apparent.

1) Still getting situations where cities are producing Tourism long before Great Works become available.

2) Looking at the Social Policies, they all look like the non-modded versions. None of the changes mentioned in past change-logs is showing up.

Aussie.

Thats (99,99% sure) because of the error I reported in the release thread - apparently the mod isn't loading properly. What a shame with a good release like this!

\Skodkim
 
OK, so I am using the Community Patch (v66.2) & Community Balance Patch (v12.4) & a couple of things become immediately apparent.

1) Still getting situations where cities are producing Tourism long before Great Works become available.

2) Looking at the Social Policies, they all look like the non-modded versions. None of the changes mentioned in past change-logs is showing up.

Aussie.

A bug. Fixed. Use 12.4.1. Sorry about that! Was rushed.

G
 
Using the latest version CBP 12.4.1:

Stonehenge is unlocked with Liberty and not Piety.
 

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