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The shrine and temple descriptions don't seem to update to mention the extra food and faith when I take the first piety policy. This is odd, because they DO mention the culture, and all three effects seem to work. I don't know why it's just those two that don't display.
 
The shrine and temple descriptions don't seem to update to mention the extra food and faith when I take the first piety policy. This is odd, because they DO mention the culture, and all three effects seem to work. I don't know why it's just those two that don't display.

It's an absence in the lua. I'll try to remember to address it for the next version.
G

Edit: looked at LUA, looks fine to me. Not sure why it isn't updating, as it is 'stock' (i.e. vanilla) LUA for that change.

G
 
I'm running Community Patch 66.13.5 and things seem to work well, except for one minor display bug. Whenever I try to use a ranged unit, it only shows two possible target hexes, the one immediately right of attacker, and the one further north-east of that one. However, I can correctly target any unit within range, even if these don't light up, so this is purely a display bug.

Spoiler :
 
With the newest version of CP and CBP, the Mod Yet (not) another Earth Map Pack will load correctly. So it will no longer crash, but I get now stucked in calculating the first round by waiting for the City States to progress.

Active Mods:
  • Yet (not) Another Earth Maps Pack (v.23)
  • Community Balance Patch (v 13.4.9)
  • Community Patch (v 66.13.6)

What I did:
  • If using the CBP, navigate to the MODS/Community Balance Patch/ModCompatibility folder, and delete any files there for mods you are not using (if you are just using the CP and CBP, delete that entire folder). -> So I deleted the entire folder..
  • If you are not using CSD, navigate to MODS/Community Balance Patch/LUA/Inactive/NoCSD and copy those files into the MODS/Community Balance Patch/LUA/Active/Standard CBP folder, overwriting where necessary.
  • If you are not using Civ IV DF, navigate to MODS/Community Balance Patch/LUA/Inactive/NoCiv4DF and copy the file(s) into the MODS/Community Balance Patch/LUA/Active/Standard CBP folder, overwriting where necessary.

Ingame Setup:
  • As Gazebo recommended I have only the default Setup of the YnAEMP settings active.
  • I chose Alexander and started the game.
  • I chose my Tech & Production after founding the city.
  • I set the Unit to auto-scout.

To make it easier I uploaded my Mod-Pack to Dropbox, so you will get the exact mod setup if you want to test and maybe repeat the infinite calculating loop. In addition to that I also uploaded my log files and the save game before I hit "Next turn". So for me it was then loading forever. It will not crash, but the game will stop calculating at the City States..

Side note:
I tried it out three times: When I deactivate CBP and let the other mods active, I am able to continue the calculation to the second turn. So there must be something wrong between CBP and the Map Pack.. I don't know what I wrote this morning. No it's wrong. Only with CP and YnAEMP active it will also get stucked at the City States..

ModPack
The savefile
 

Attachments

With the newest version of CP and CBP, the Mod Yet (not) another Earth Map Pack will load correctly. So it will no longer crash, but I get now stucked in calculating the first round by waiting for the City States to progress.

Active Mods:
  • Yet (not) Another Earth Maps Pack (v.23)
  • Community Balance Patch (v 13.4.9)
  • Community Patch (v 66.13.6)

What I did:
  • If using the CBP, navigate to the MODS/Community Balance Patch/ModCompatibility folder, and delete any files there for mods you are not using (if you are just using the CP and CBP, delete that entire folder). -> So I deleted the entire folder..
  • If you are not using CSD, navigate to MODS/Community Balance Patch/LUA/Inactive/NoCSD and copy those files into the MODS/Community Balance Patch/LUA/Active/Standard CBP folder, overwriting where necessary.
  • If you are not using Civ IV DF, navigate to MODS/Community Balance Patch/LUA/Inactive/NoCiv4DF and copy the file(s) into the MODS/Community Balance Patch/LUA/Active/Standard CBP folder, overwriting where necessary.

Ingame Setup:
  • As Gazebo recommended I have only the default Setup of the YnAEMP settings active.
  • I chose Alexander and started the game.
  • I chose my Tech & Production after founding the city.
  • I set the Unit to auto-scout.

To make it easier I uploaded my Mod-Pack to Dropbox, so you will get the exact mod setup if you want to test and maybe repeat the infinite calculating loop. In addition to that I also uploaded my log files and the save game before I hit "Next turn". So for me it was then loading forever. It will not crash, but the game will stop calculating at the City States..

Side note:
I tried it out three times: When I deactivate CBP and let the other mods active, I am able to continue the calculation to the second turn. So there must be something wrong between CBP and the Map Pack..

ModPack
The savefile

I'll look at it. Sounds like something is firing for CSD that shouldn't, if I could guess. Do me a favor and try deleting the CSDC4DFCompatibility folder in the CP.
G
 
I'll look at it. Sounds like something is firing for CSD that shouldn't, if I could guess. Do me a favor and try deleting the CSDC4DFCompatibility folder in the CP.
G
You were right, after deleting the folder I successfully started the game two times and each time I was able to progress the first turn beyond the City States. Ok now because it is working, I would like to ask how it could be handled if I decide to use CBP and CSD in addition. So when I would use CP, CBP and CSD it would result in the old problem, because of the "City States factor" which are in all three elements.

Is it necessary to alter the Mod YnAEMP, or is it a problem of CP, CBP and CDS in total?

EDIT:
Please note that this result was only possible because only CP and YnAEMP were active. I overlocked the active Mods. So when I also activate CBP, it will result in the old infinite-loop-calculation..
 
Active mods: Community Balance Patch, Community Patch, Info addict, City limits,

So my problem is I dont see the stats of my city ( culture prodution etc)
also i cannot buy tiles ( dont have the option)

I installed everything like the thread said even douple checked/installed everything.
right now i have no idea how i can fix that bug.

Spoiler :
63C51B4CA20D194D9DEC27E250BB886DB3D4FB26
 
Looks like you are using EUI. You'll need to follow the instructions for getting EUI to work with the CBP.

Estebanium, if you want to use CSD and CBP it should work as normal. The reason I had you delete that folder was because you weren't using CSD. It worked for me with CSD+CBP+CP on the YNAEMP map.

G
 
1.
Mongol auto-annex ability can cause crashes. It crashed 2 times but for the third times it worked.

2.
Not really a bug more like an OP/weird combo. There is possible to get your ideology during the renaissance. If you get Civilizing Mission from Imperialism tree and you play aggressively you will get the 3 factories.
 
Estebanium, if you want to use CSD and CBP it should work as normal. The reason I had you delete that folder was because you weren't using CSD. It worked for me with CSD+CBP+CP on the YNAEMP map.

G
Ok it is currently something like the game is kidding me. I gave it a try after I were not able to progress the first turn with only CP and YnAEMP active.

So I thought "Ok let's give it another try, because it is working for Gazebo". I then activated the following mods, made the tweaks (it was only the compatibility tweak, and the Diplomatic Features tweak) from the How to install thing and let it run.

Active Mods:
  • Yet (not) Another Earth Maps Pack (v.22)
  • Community Balance Patch (v.13.4.9)
  • Community Patch (v.66.13.6)
  • City-State Diplomacy Mod (CSD) for Brave New World (v.26)

Now here comes the strange part. I activated the mods and loaded the game, hit next turn and it was working. I was finally in the second round. I then thought "Oh you forgot to change the sql-files and xml-files".. You remember my own guide of How to play the game in a different language? I did as I described it to myself :crazyeye: and loaded the game: Infinite loading time for the City States was the result..

I am now too tired of trying out if it would load successfully again, when I would run CP and CBP in their native language.. I will see it tomorrow,.. or today.. In relation to your time zone :lol:

What I really would like to know is WHAT IS GOING ON THERE, when it calculates the City States? My CPU's fan is turning up like hell, like he would calculate the meaning of life, but nothing will happen. So is it possible to see a log, or the current scripty language, or anything what will tell me what he is doing? I tried out FireTuner but the only info I got was the same as in the log files..
 

Attachments

Ok it is currently something like the game is kidding me. I gave it a try after I were not able to progress the first turn with only CP and YnAEMP active.

So I thought "Ok let's give it another try, because it is working for Gazebo". I then activated the following mods, made the tweaks (it was only the compatibility tweak, and the Diplomatic Features tweak) from the How to install thing and let it run.

Active Mods:
  • Yet (not) Another Earth Maps Pack (v.22)
  • Community Balance Patch (v.13.4.9)
  • Community Patch (v.66.13.6)
  • City-State Diplomacy Mod (CSD) for Brave New World (v.26)

Now here comes the strange part. I activated the mods and loaded the game, hit next turn and it was working. I was finally in the second round. I then thought "Oh you forgot to change the sql-files and xml-files".. You remember my own guide of How to play the game in a different language? I did as I described it to myself :crazyeye: and loaded the game: Infinite loading time for the City States was the result..

I am now too tired of trying out if it would load successfully again, when I would run CP and CBP in their native language.. I will see it tomorrow,.. or today.. In relation to your time zone :lol:

What I really would like to know is WHAT IS GOING ON THERE, when it calculates the City States? My CPU's fan is turning up like hell, like he would calculate the meaning of life, but nothing will happen. So is it possible to see a log, or the current scripty language, or anything what will tell me what he is doing? I tried out FireTuner but the only info I got was the same as in the log files..

So terribly odd! I'll keep tweaking and twisting it to see if I can't figure it out. Sorry about all this. I hate compatibility woes!

G
 
I've run into a nasty bug. I have the latest version of CPP and CBP installed, along with Events and Decisions. The tech tree is all screwed up, and I can't research any technologies past the ones shown.

I have CPP, CBP, Civ 4 Diplomacy, and CSD enabled.

Has anyone else run into this? How do I resolve it?

EDIT: Problem solved. Nothing else was working, so I downloaded and installed the Civ DLC packs I was missing (Babylon, Polynesia, Denmark). Installing these fixed the problem!
 

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I've run into a nasty bug. I have the latest version of CPP and CBP installed, along with Events and Decisions. The tech tree is all screwed up, and I can't research any technologies past the ones shown.

I have CPP, CBP, Civ 4 Diplomacy, and CSD enabled.

Has anyone else run into this? How do I resolve it?

This is usually a consequence of two things: not clearing your cache and the order in which you enable the mod. I know it seems odd, but check the CP and CBP first, then check everything else (in the mod enabling menu of civ). Also, make sure your mod folder only has the latest version of each mod.

G
 
So terribly odd! I'll keep tweaking and twisting it to see if I can't figure it out. Sorry about all this. I hate compatibility woes!

G
Yeah it's working.. I have no idea why..

I tried to find out what is going on during the calculation of the AI, but I was not able to see it in Firetuner. The log said "HidingTurnProcessing".. So I have no idea what was causing the problem with the City States. There was a time when it was working with the mods below, but Civ IV Diplo Features was at first deactivated plus with tweaked Active lua.. I messed around with the config and suddently it was working. So I thougt "Ok lets delete the config, userdata etc and try it again.

The first try went wrong. Turn processing stopped at the City States, so I closed the game via Task Manager, deleted the cache and ModUserData folder and tried it again.

This time it was working, I don't know why. I also activated the Mod "Ingame Editor (v 28)", because I have the suspicion that one or more City States are the reason for the calculation freeze.. I made a picture of the AI's and the City States which were in the game..

I tried it out three times afterwards: Deleted Cache, ModUserData, logs. Until then I also activated the Mod "Civ IV Diplo Features". I have started the game (is it incorrect, should it mean "I had started the game? some grammar question ^^), chose my Prod and Tech, had a look into the Ingame Editor and made a screenshot of the active AI's and City States. It was working each time, so I also activated my other mods like R.E.D etc. and it was still working.

Maybe it is because of the order of which mod is activated at which time, I don't know. I did too much testing to remember the activation order when it crashed..

So it is currently working, it is wonderful on the one side, but is is annoying that I can not reproduce the error on the other side..

Active Mods (organized by activation):
  • Community Patch (v 66.13.6)
  • Community Balance Patch (v 13.4.9)
  • Civ IV Diplomatic Features (v 10)
  • City-State Diplomacy Mod (CSD) for Brave New World - no DLL (v 26)
  • Yet (not) Another Earth Maps Pack (v 23)
 
I have cleared my cache (Users/Administrator/My Documents/My Games/Sid Meier's Civilization V/cache

I have also enabled the mods in this order: CP->CBP->CSD->Civ4 Diplomacy->Events and Decisions->InfoAddict

I still get the bug, both on save games and new games. Tech Tree is screwed up starting on Classical Era, and I'm unable to research anything other than what's shown.

I'll try verifying the Steam Cache, and even re-installing the game to see if that fixes it.

EDIT: I fixed it!! After trying everything I could think of, I purchased and downloaded the missing Civ DLC's (Babylon, Polynesia, Denmark). Installing the missing Civs fixed the tech tree. I can research techs again! So happy.

Just a suggestion: Maybe put that CP/CBP requires ALL DLC (Civs and Wonders) to be installed on the 'How to Install' page, maybe in bold red text.
 
hi,

thanks for the great mod! without such projects, i would just play CIV IV.

after my first round on PlaytheWorldHuge Marathon Prince and some other mods like ED and Civ IV Diplo., i found some ... points

there is an Bug in CBP - BalanceChanges/Units/UnitChanges.sql

-- Double INSERT INTO the same Promotion?
INSERT INTO Unit_FreePromotions (UnitType, PromotionType)
SELECT 'UNIT_SUBMARINE' , 'PROMOTION_TARGETING_1'
WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );

INSERT INTO Unit_FreePromotions (UnitType, PromotionType)
SELECT 'UNIT_SUBMARINE' , 'PROMOTION_TARGETING_1'
WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );

... and i think the Wolfpack is the more realistic promotion:

INSERT INTO Unit_FreePromotions (UnitType, PromotionType)
SELECT 'UNIT_SUBMARINE' , 'PROMOTION_WOLFPACK_1'
WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );

Have also some issues with other promotions.
some units receive the Drill II promotion at start.... the prom is not visible (and not active) after the next promotion with Drill I.

the AI have a strange behaviour... Isabella had built much ships (~15) and grouped the most of it in neutral area around Iceland (near England). The Shoshone have the same behaviour and place a massive amount of ships around Hawaii. Both did not scout the whole map nor defend the coast.

Austria was very aggressive but not strong (makes lot of war with a few civ's very early in the game and was wiped out).
America had not built much City's (4) after i visited them with my first caravel and was later wiped out from Shoshone and other.
Sweden had just built 2 City's for a long time (but there was room for more) ... and a 3th one surrounded with ice on the coast?!
China was very quickly wiped out by Mongolia.
Indonesia also just built 3 City's and left Papua and Australia blank.
the cultural and tourism output from all other was not very high.
Japan, India, also sucks... aso.
Some Leader will declare war, even if they far away from the other Civ without units near them?! ... just an diplomatic strike?
After ~900 turns, i made a cultural victory in my 1st Civ V Game (my 1st in all Civ 1-5 Games) and was the best in Tech (~8-12 techs ahead), GPT (~+3000/Turn), Production (double as the rest of the world together) :(

The AI razed some big and good Citys after capture?!... and left others as puppet where the much better decision is to enact them.

I have also installed some (if not all :) ) mods from WHoward's as addition. there are mods, that are already included... like AI Smart, some Buildings, Spices and other in CP/CBP. ArtificialUnint. and other's seems also already included.
Some References/Blocks would be fine in the CP/CBP modinfo file.
Some other mods from the GLOBAL selection should be integrated with switches in the mainmod... its odd to activate 20 mods as addition (in the right order with other mods), just to set an 1 in the DB or make 2 entry's in a table.

AI Player did not really use the Global 2 Units/Forts and 3 Units/City ...

Will lunch a 2nd game in the days... lets look.

just my 50 cent :)
 
I just started a new game with the megapack and the game hangs during the City State turn. If I click on the screen it will crash. I addition to the megapack I'm using infoaddict, IGE, and rotate starting position. Thanks for your help
 
I just started a new game with the megapack and the game hangs during the City State turn. If I click on the screen it will crash. I addition to the megapack I'm using infoaddict, IGE, and rotate starting position. Thanks for your help

Try it without those three extra mods and report back.
G
 
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