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Alright, fix for the two bugs (world religion votes and infinite GP spam) inbound. CBP is unchanged, so it is only an update to the CP. Will be 66.3.2. This is, hopefully, the last game-breaking bug of this release. Sorry for the buggy releases - the mod has grown exponentially as of late, and thus the number of things that conflict has increased greatly.

G
 
At least, in the scheme of game-breaking bugs, being surrounded by great generals is kind of hilarious :)
 
At least, in the scheme of game-breaking bugs, being surrounded by great generals is kind of hilarious :)

Was pretty easy to figure out once deluxe mentioned the city-state part in a previous post. At that point, since I'd just excluded city-states from ever benefitting from dido's ability, I knew that was the culprit.

I also fixed the world religion bug, which manifest from a change I made to 'majority religion in cities' allowing for civs with just one city to have a 'majority religion in all cities' (for OCC and Venice, primarily). This bugged out when a loop test was passed for the world religion check, in which all possible civs in the game were looped through to see if they had the majority religion present. Since the max # of civs is around 60, and the test passed through all possible civs, it was reporting a majority in civs with 0 cities (as this passed the 'majority' test, with zero being equal to zero), thus 50+ civs were reporting a positive on that test. Adding in a check for the player to exist (always a good check) and to be alive (another good check) fixed this problem. I blame the error on the fact that it was from CSD, and thus a change I made early on when I was still new to the civ 5 dll.

Next time on "tales from an amateur modder..."

:)

G
 
I think there is a problem with the well :



The city is on grassland/hill, without a river next to it. Is this a tooltip problem or a condition problem ?
 
I think I may have found a bug with the World Religion world congress resolution.

I own the holy city for my religion, have spread my religion quite far and had the resolution adopted. However I now have 42 votes from following the world religion!

This seems very high and like I'm getting a vote per city following the religion as opposed to 1 vote for following it as per the resolution description.

I now have total control of the congress and can enact/repeal anything I like and I'm only in the early industrial era!
 
I think I may have found a bug with the World Religion world congress resolution.

I own the holy city for my religion, have spread my religion quite far and had the resolution adopted. However I now have 42 votes from following the world religion!

This seems very high and like I'm getting a vote per city following the religion as opposed to 1 vote for following it as per the resolution description.

I now have total control of the congress and can enact/repeal anything I like and I'm only in the early industrial era!

Did you download the latest one?
 
It says "must not"

In related news, it seems that you also cannot build a Well if you are next to a Lake. That means that if you are next to a lake but not a river, then you cannot build either the well or the watermill. Bug or feature?
 
Playing with 66.3.2/12.5.1 and there are some crashes in the game. Normally I just start the game again and load my savegame and fine is. But there is now one crash that is always happening.
Uploaded my save, for the next turn the crash is always there - cannot continue the game. Any ideas?
 

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Playing as Carthage founding a city with Pioneer - free harbor does not appear in the city.
 
The new german unique ability is bugged. It grants +5 gold everytime you ally with a CS, not +5 for every CS ally. Everytime you regain an alliance it adds another +5 gold to all your cities. The bonus is only added if the city is yours the moment you gain or regain an ally. So my capital had +55 gold, newer cities just +15.
 
Another thing - spies. I've sent 5 spies to cities of runaway egypt, including a special agent. Various cities. All got killed. Not sure if that's intended. Does the AI keep all his spies inside his cities?
 
Sounds like bad luck. :/
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I don't think so. I sent spies to every single city of his, even the worse ones (which still grew insanely fast. Despite being found very late one city of his outgrew most of my cities except the two biggest, and it still was the second smallest city of his). And he got a spy in there. I was sending many spies simultaneously to Egypt to many cities, only one survived for some time, but it was his smallest city where the spy would need 300 turns to steal a tech.

What also seemed annoying was the fact that AI claimed tiles it didn't border. So I had one hill inside my lands which wasn't mine - just an island not belonging to me, and Ramesses would expand his borders there despite not having access to the tile.

I wrote some more feedback about this game in Carthage thread.
 
Playing with 66.3.2/12.5.1 and there are some crashes in the game. Normally I just start the game again and load my savegame and fine is. But there is now one crash that is always happening.
Uploaded my save, for the next turn the crash is always there - cannot continue the game. Any ideas?

Sorry about the crash. Will look into it.
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Oh, what would also seem to be a bug: in my last game barbarians took Hong Kong. Antanariva's spearman was trying to take it, but failed - still he did some damage. I sent two quinqueremes (only one was able to attack due to one tile access) and took the city in ~4 turns. I figured that if I take it from barbarians then there will be no warmonger penalty if I annex it, but then at city capture screen I've seen that I would take a warmonger hit. So I liberated it.
And the influence I got wasn't enough to ally them (only 50 or so?), and I did get warmonger penalties with other AIs?
 
Originally Posted by Shalvan View Post
Another thing - spies. I've sent 5 spies to cities of runaway egypt, including a special agent. Various cities. All got killed. Not sure if that's intended. Does the AI keep all his spies inside his cities?
Sounds like bad luck. :/
G

I am not sure about this. I witnessed the same in my last three games. The first two spies are able to steal a tech or two and do some sabotage or assassination work, then get killed. All spies I send to foreign cities after that get killed nearly immidietly. So I just use spies for defense or as diplomats for the rest of the game.

Do the anti-spy buildings help detecting the spies? The AI can not have counter-spies in every city.
 
Few bugs/exploits I encountered, played CBP 12.3.1 :

- When using great general citadel in conjunction with the autocracy tenet that gives culture + GA points on new tiles, also I think the gold bonus is from the Conquest policy that gives food+gold from new tiles:

Spoiler :
48126846FBBE8012C9C8CFCFE763998B47F39F43


:O

- I know that I nagged about the spies that take production form wonders, but this is just absurd especially that I have my own spy lvl3 in the capital:
Spoiler :

A99AD83126026DD96FE332E18FC7A020D1A3DEC8


Ill suggest making that own spies and anti-spy buildings not only reduce the general chance of enemies spies actions but reduce their outcome if they succeed, if that mechanic is already not in place.
Also I noticed again that all the civs spies were on my capital, maybe that because I was leading in science/production/culture etc.... (Had a great start) ?

Thanks!
 
I am not sure about this. I witnessed the same in my last three games. The first two spies are able to steal a tech or two and do some sabotage or assassination work, then get killed. All spies I send to foreign cities after that get killed nearly immidietly. So I just use spies for defense or as diplomats for the rest of the game.

Do the anti-spy buildings help detecting the spies? The AI can not have counter-spies in every city.

In my last game, I barely managed to steal a few techs. All my spies were getting killed. They all ended up in CS.

I thought of bad luck, but it seems that :
1. The AI is overprotecting
2. There is a bug with the % of change to counter spy
3. Counter spying buildings are too powerful

On the other hands they sent spies to my cities. Having a level 40 city going into riot is a huge pain :D
 
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