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I seem to be encountering a strange bug with the ceremonial burial founder belief. The faith and culture on great person use seems to be triggering multiple times...by which I mean 10+ times. One great person is typically getting me both a new policy and a new prophet. Is this something weird on my end, or a bug in the new version?
 
I seem to be encountering a strange bug with the ceremonial burial founder belief. The faith and culture on great person use seems to be triggering multiple times...by which I mean 10+ times. One great person is typically getting me both a new policy and a new prophet. Is this something weird on my end, or a bug in the new version?

Is bug. Will crush.
G
 
New Version - January 9th - CP 66.13.1, CBP 13.4.1

Sovereignty seems to work weirdly. I noticed this a while back thinking it only gave you local happiness(the type that only removes unhappiness) but the last 5 times I've picked it I've gotten exactly 5 happiness so it might be possible that it just doesn't count the happiness from connected cities.


Another thing completely unrelated and which actually isn't a bug, or a real problem considering you shouldn't be using automated workers in the first place, but automated workers seem to think that the 4th ring of cityrange is workable for some reason. They prefer farming/tradingposing randomtiles that no city can use while I have plenty of unimproved resources in my territory.
 
So I downloaded the mods, they show up fine... but I can't select the Community Patch since it says "this version of the game is not compatible with this mod." This also obviously means I can't select the Community Balance Patch. The only other mod I have is CSD and it works fine, and I followed all the instructions in How to Install thread.

I presume my version of the game is the latest one, since I downloaded it this morning.

Any help would be appreciated!
 
Just one more note about automated workers, they seem to be replacing landmarks with farms for no reason at all.


Also I'm not 100% sure the sanction civ option in the world congress works correctly, I get huge warmonger pentalties for capturing a city that is supposed to count as "minor" with both global peace accord and sanction vs that civ active. Feels like they would atleast take eachother out, if not the sanction just being way stronger.
 
I did notice (jan 13 update) Assyrian was spamming his unique siege unit against barbs and their encampments and I was seeing barbs abandon their encampments alot near enemy units.

Only 90ish turns in and I killed gandi and goin for Assyrian. Also Rome and Zulu declared war on me even though they are warmongering their neighborhoods and I'm no were near them oh those derps.
 
So I downloaded the mods, they show up fine... but I can't select the Community Patch since it says "this version of the game is not compatible with this mod." This also obviously means I can't select the Community Balance Patch. The only other mod I have is CSD and it works fine, and I followed all the instructions in How to Install thread.

I presume my version of the game is the latest one, since I downloaded it this morning.

Any help would be appreciated!

I'd double check that you are using the latest version. Sounds like it may not have downloaded the most recent one.
 
I can't scroll leaders in "Modding Game Setup" (in advanced I can)

Do me a favor – look in your Database.log file (in your my games/civ 5/logs folder) and scroll to the very bottom – do you see any errors aside from the normal ones?

Are you using all four of the mods (CP, CBP, CIV4DF, CSD) listed on the 'how to install' page? If not, did you delete the mod compatibility files for the ones you aren't using?
G
 
Do me a favor – look in your Database.log file (in your my games/civ 5/logs folder) and scroll to the very bottom – do you see any errors aside from the normal ones?
Here is Database.log:
Spoiler :
[351097.160] columns StrategicViewType, TileType are not unique
[351097.160] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[351132.307] no such table: ContentPackage.LocalizedText
[351142.260] no such table: ContentPackage.LocalizedText
[351145.240] columns StrategicViewType, TileType are not unique
[351145.240] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[351146.534] no such table: ContentPackage.LocalizedText
[351156.097]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6206440 75794408
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5791800 62890128
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[351156.752]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6207616 75794408
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5792976 62890128
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------


Are you using all four of the mods (CP, CBP, CIV4DF, CSD) listed on the 'how to install' page? If not, did you delete the mod compatibility files for the ones you aren't using?
G
Also I'm not using Health and Plague, so I deleted Healthandplague file from this directory - MODS\Community Balance Patch (v 13.4.8)\Mod Compatibility but still I can't scroll leaders.

Edit: @down, yes, work boats should be cheaper, because they are, like you said, single-use and we need sea defence like Trireme, so they're like double-cost, single-use and easy to plunder :(
 
Huh, Whoward's cheaper work boats mod doesn't seem to be working anymore. I guess some change or another must have broken compatibility with it. Not really important, but a bit unfortunate. I liked the mod, since it doesn't really make sense for the single-use work boat to be nearly as expensive as a regular worker.
 
Huh, Whoward's cheaper work boats mod doesn't seem to be working anymore. I guess some change or another must have broken compatibility with it. Not really important, but a bit unfortunate. I liked the mod, since it doesn't really make sense for the single-use work boat to be nearly as expensive as a regular worker.

I edited the cost of work boats in the CBP, so I imagine it is overwriting it – you could change the cost manually if you search for UNIT_WORKBOAT in the unitcosts.sql file in the CBP.

G
 
now i don't know if that's really a bug, but i sure hope it is ... the plundering barbarians are really a nice addition, but they also plunder if the city has a garrison. is this by design? my expectation would be that they can only plunder unprotected cities.
 
now i don't know if that's really a bug, but i sure hope it is ... the plundering barbarians are really a nice addition, but they also plunder if the city has a garrison. is this by design? my expectation would be that they can only plunder unprotected cities.

They can plunder garrisoned cities, as they're actually plundering 'the land' around the cities, not the cities themselves (the notification should state something to this effect). Beware barbarians!

In the next version, I'm going to have Barbarians choose from a range of actions in addition to gold plunder, as this will make them equally terrifying, but less specifically punishing regarding gold:

Break artifacts (you lose some culture)
Burn books (you lose some science)
Steal food (you lose some food)
Enslave workers (you lose some production)

I'm also going to have city defenses and garrisons effect the random number generator, so that it is harder for Barbs to succeed when pillaging.
G
 
They can plunder garrisoned cities, as they're actually plundering 'the land' around the cities, not the cities themselves (the notification should state something to this effect). Beware barbarians!

In the next version, I'm going to have Barbarians choose from a range of actions in addition to gold plunder, as this will make them equally terrifying, but less specifically punishing regarding gold:

Break artifacts (you lose some culture)
Burn books (you lose some science)
Steal food (you lose some food)
Enslave workers (you lose some production)

I'm also going to have city defenses and garrisons effect the random number generator, so that it is harder for Barbs to succeed when pillaging.
G

Please put a hardcap at what the city actually makes. It's rather silly seeing a barb run into my newly founded city with one citizen working the wheatfield and somehow manages to steal 150 gold from my treasury.


I edited the cost of work boats in the CBP, so I imagine it is overwriting it – you could change the cost manually if you search for UNIT_WORKBOAT in the unitcosts.sql file in the CBP.
Workboats are pretty overpriced anyways, CEP tuned the price down, maybe you should do the same? :D
 
My version is 1.0.3.276, which is the the latest I believe.

Nope, it is not, my Civ shows version 1.0.3.279. The game should be updated automatically, but if not, I am sure you can force an update somehow via Steam app.

Good luck!
 
Please put a hardcap at what the city actually makes. It's rather silly seeing a barb run into my newly founded city with one citizen working the wheatfield and somehow manages to steal 150 gold from my treasury.
I have never seen barbarians steal this much. What speed / map size / difficulty level do you play with? Gazebo, does the amount stolen scale in some way?
 
I have never seen barbarians steal this much. What speed / map size / difficulty level do you play with? Gazebo, does the amount stolen scale in some way?

It caps at 10% of your total gold, but that's only if the random roller rolls the max value. You'd have to have 1500 in the bank, and be absolutiey unlucky, to get that.
G
 
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