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all the maps in the pack, really. They crash as soon as I press Start Game, they dont even load.
 
The Humanities policy affects the Greek Odeon, which cannot hold Great Works. Don't know if it's intentional (I actually like it the way it is), but felt like I should at least mention it just in case.
 
The Humanities policy affects the Greek Odeon, which cannot hold Great Works. Don't know if it's intentional (I actually like it the way it is), but felt like I should at least mention it just in case.

It is intentional (as it is a UB and a replacement for the Amphitheater, and I didn't want to punish the player for that).

G
 
It is intentional (as it is a UB and a replacement for the Amphitheater, and I didn't want to punish the player for that).

G

That's what I was hoping to hear. Losing the slot for the great work (while justified due to the automatic tourism) was already "punishment" enough imo.
 
Only because I keep noticing it: does anyone experience an inability to move into FOW? Here I have the ability to move to a FOW tile but the game doesn't let me (the second screenshot is thanks to IGE, to prove that no unit was occupying the tile) here's the screenshot. Yes, I have open borders and we're not at war.

Edit: Not related, but I don't want to send Gazebo a million emails/notifications...does the Circus Maximus reduce Boredom, Disorder, or both? Also, does it reduce boredom/disorder for the city that builds it or for the entire civilization?
 
I don't know if this is a bug but with 66.12/13.3 (and other mods including CSD, Civ IV DF) I seem to be getting diplo hits from warmongering even though I haven't taken a single enemy city.

I agreed (with Egypt) to declare war on Korea and have fought some battles and attacked some of their units and cities but I haven't taken a single city. A CS which is allied to me took two cities from Korea and Egypt probably took a couple too.

Bug?

\Skodkim
 
I don't know if this is a bug but with 66.12/13.3 (and other mods including CSD, Civ IV DF) I seem to be getting diplo hits from warmongering even though I haven't taken a single enemy city.

I agreed (with Egypt) to declare war on Korea and have fought some battles and attacked some of their units and cities but I haven't taken a single city. A CS which is allied to me took two cities from Korea and Egypt probably took a couple too.

Bug?

\Skodkim

Declaring war has always given a bit of warmonger.

G
 
Only because I keep noticing it: does anyone experience an inability to move into FOW?

I remember experiencing the same, but are you sure this is not the intended behavior even in the base game??

It sort of makes sense to me: you are trying to access a tile and you do not know if it is occupied or not. If it is occupied, your unit should stop one tile before reaching the destination tile, however it cannot in your case, as there already is another unit in that tile (the Spanish ship). This is why it won't let you do the move until you make sure your unit can finish its turn on a tile which is not occupied (be it the destination or a tile en route).
 
Installed both new versions this morning, been testing another mod with them both came across a error in Lua.log and database.log. So I disabled the mod I was testing cleared the cache and tried with just CP+CBP. Logs are attached.

It prevents Trading of any kind. The pop displays but nothing is selectable other than the cancel button.
 

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I remember experiencing the same, but are you sure this is not the intended behavior even in the base game??

It sort of makes sense to me: you are trying to access a tile and you do not know if it is occupied or not. If it is occupied, your unit should stop one tile before reaching the destination tile, however it cannot in your case, as there already is another unit in that tile (the Spanish ship). This is why it won't let you do the move until you make sure your unit can finish its turn on a tile which is not occupied (be it the destination or a tile en route).

I definitely remember situations in the base game where my unit comes up a tile short of the destination due to the destination being occupied. If there's already a unit where my unit stops, I get the message "move stacked unit" replacing the "next turn" button...the button looks like this (not my screenshot) :
Spoiler :
Le6gL.jpg
 
Installed both new versions this morning, been testing another mod with them both came across a error in Lua.log and database.log. So I disabled the mod I was testing cleared the cache and tried with just CP+CBP. Logs are attached.

It prevents Trading of any kind. The pop displays but nothing is selectable other than the cancel button.

You have an error here related to not using CSD:

Code:
[31695.534] no such column: GreatDiplomatRateModifier

If not using CSD or Civ IV DF, make sure to delete the mod compatibility files from the mod compatibility folder in the CBP.

G
 
I was not using Civ 4 Diplomacy Features Mod. Which I am now. An that has fixed said issue thanx. I would like to mention that there is not a file listed in the mentioned folder for Civ 4 Diplomacy Features, I am guessing its included in the CSD file? Hense I missed it :)
 
Someone else had that problem, and switched to the Near Perfect Earth maps to get it to work.
G

Thank you very much!

Oh, and I just had a game where the game got stuck at city state turn (turn 1), and when I pressed menu the game crashed.
 
I was not using Civ 4 Diplomacy Features Mod. Which I am now. An that has fixed said issue thanx. I would like to mention that there is not a file listed in the mentioned folder for Civ 4 Diplomacy Features, I am guessing its included in the CSD file? Hense I missed it :)

you have to move over the lua files from the inactive folder to the active folder (see the how to install thread).

G

Oh, and I just had a game where the game got stuck at city state turn (turn 1), and when I pressed menu the game crashed.

Odd. Check cache, reload, try again.
 
I found two E&D compatibility issues after randoming into Venice. The first is that the Doge's Palace doesn't give the two free magistrates that an ordinary palace does. This makes many decisions impossible to enact without the wonder that gives extra magistrates. Granted, that wonder isn't hard to get, but it still ends up being a significant setback.

The second (and much more important) issue is with one of Venice's unique decisions: Found the Arsenale. The decision is supposed to give +33% production to naval units and instantly spawn three Great Galleasses. The problem, of course, is that Great Galleasses don't exist in this mod. As a result, you end up getting three settlers. Why it picks settlers I have no idea, but because of Venice's UA, you can't even use them. The option to try to found a city with them simply isn't there. At least, the UA is what I would imagine is the cause of that part.
 
Is it intentional that the UB versions of the library (Royal Library/Paper Maker) still give 0.25 science/pop in 66.13.1/13.4.1 while the standard library was nerfed (to 0.15 science/pop)?

EDIT: Don't ask me why but I decided to open the database take a closer look at the library, university and public school buildings compared to the unique versions of these. My feeling is that they're not really aligned (but you're the boss), e.g. the Royal Library/Paper Maker seems much stronger than the standard library while the Seowon seems rather weak compared to the Wat. Take a look at the attached Excel file with my findings and see if they match your intentions.

\Skodkim
 
Very minor, but the Naga-Malla does not appear under Mathematics on the tech tree.

Spoiler :
DunF9nr.jpg


The same might be true for the Horse Archer but I haven't checked.
 
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