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Playing on an archipelago map still seems to cause the game to freeze up when trying to process the first city state turn. Was a bit disappointed to see that was still the case as I had randomed into Carthage, which fit the map type perfectly. I imagine that trying to make sure every map type works would be a great deal of effort for something most would never use, but archipelago at least is one of the standard map types.

I posted this on that "github" site as well, but I have no idea what I'm doing with that thing so I thought I'd post it here too just in case I messed something up trying to post it there.
 
I've noticed two things with the 1/22 megapack. First, in the spy panel now every city has the 'capital city star'. The other thing is with Civ IV Diplo Features, the Map/Tech trading are unlocked at Steam Power/Replaceable Parts rather than Astronomy/Education as the ingame text says.
 
Hallo,

think that's wrong in CBP/BalanceChanges/Buildings/BuildingChanges.sql

UPDATE Building_DomainProductionModifiers
SET Modifier = '0' --> this should be 15
WHERE BuildingType = 'BUILDING_FORGE' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE Language_en_US
SET Text = '+15% [ICON_PRODUCTION] Production when building Land Units.[NEWLINE][NEWLINE]Each source of [ICON_RES_IRON] Iron and [ICON_RES_COPPER] Copper worked by this City produces +1 [ICON_PRODUCTION] Production.'
WHERE Tag = 'TXT_KEY_BUILDING_FORGE_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );
 
Sorry for hijacking your posts from the "How to install" thread Gazebo, but I am sure that it will be better to continue the discussion here in the "Bug Reports" thread:

History:
Yet (not) another Earth Map Pack
I have new result for my latest investigation in "Why will the game freeze?"

I made a list recently which Civs and which City States are in the game while it is working or while it is freezing. I made a color code to see the status of the corresponding Civ and CS. So when the first turn worked I set them all to green, when it froze I added all new CS in red, those who were already green, remained green. I made about 30 tries, sometimes it was working, sometimes not. I always quit the game and ran it again afterwards. Once per try I made a screenshot of the "Ingame Editor" Mod to see which City States were in the game.

So after so many tries a lot of the City States became green (because when they were red at first and green later, they remained green instead). Two are left red and one City State was deleted because of a second freeze in a row. From then on I never experienced any freezes, but maybe I should do now another 30 tries ^^..

After some time of testing I dropped the idea of also registering the Civ's because they all turned green overtime anyway..
Nice research here. The bugs seem to indicate, to me at least, that there's a problem with islands and/or an invalid initial placement. Balerune reported that archipelago freezes for him, which could be tied to the same issue. On the games that freeze, and you have to force close, would you mind looking in your logs folder and posting your database.log, lua.log and homelandai.log?

Thanks
G
Thank you, I hope we can uncover the reason for the freezes. Where can I find the homelandai.log? For now Iam very sure that by deleting Zanzibar from YnAEMP I eliminated or at least reduced the freezes,..

BTW: By Choosing Alexander for yourself, Maria of Austria (second position), Kamehameha (third position) and the rest of the Civs random (sum of 23 + 41 City States) your first turn will very likely freeze..
Should be in the same location. If you don't have AI logging turned on in your config.ini, it won't be created by the game.

G

Today:

It took some time to find out what I have to change in the config.ini file to see not only the log files, but also the csv files as you suggested. So I have now the "PlayerHomelandAILog.csv" file (Did you mean this file?).

I changed the following lines in my config file to this:
Code:
LoggingEnabled = 1 <- It was already enabled to get the log files
ValidateGameDatabase = 1 <- I did this some time ago
AILog = 1 <- I hoped I could see the AI output by changing this to 1
AIPerfLog = 1 <- In addition I set this to 1
BuilderAILog = 1 <- In addition I set this to 1

After this I started Civ and found out, that there were no new files in the log folder. Only the log files which were already there by enabling logging and ValidateGameDatabase. So I searched on the Internet and also set this to 1:
Code:
MessageLog = 1
After this I got all files which you can find in the attached MessageLog-enabled.zip. Can you confirm this problem? So do you will get all needed log and csv files by not activating MessageLog? It is important for me, because of the now following issue..

Now with all tweaks of the config file I started Civ after deleting the Cache, Logs and ModUserData folder, activated the following mods and set up a game with these settings:

All CPP files version 1/22
  • Community Patch (v 66)
  • Community Balance Patch (v 13)
  • Community Patch - CSD Compatibility Enabler (v 1)
  • Community Patch - Civ IV Diplomatic Features Enabler (v 1)
  • City-State Diplomacy Mod (CSD) for CBP (v 26)
  • Civ IV Diplomatic Features (v 10)
  • Community Balance Patch - Civ IV Diplomatic Features Compatibility Files (v 1)
  • Community Balance Patch - CSD Compatibility (v 1)
  • EUI - CBP Compatibility Files (v 1)
  • Ingame Editor (v 28)
  • Yet (not) Another Earth Maps Pack (v 23)
2015-01-25_00006.jpg

Still hoping that the log output will help you to find out what is going wrong, I chose my production, my tech and set my warriors to autoscout. I then opened the "Ingame Editor" made a screenshot of the Civs and City States ingame and hit "Next turn".
2015-01-25_00004.jpg

I was at first very surprised that I was actually in the second turn. So no freeze! So I quit Civ, started it again and made the same setup. I followed my procedure of choosing production etc, making a screenshot and so on. It worked the second time :confused: no freeze. In the end I was able to process City States 6 times in a row, without freezing the game. For me it was not a good result, because I wanted to freeze the game and to see into the logs why it was freezing, but no it was not happening.

I suspected my tweaks to the config.ini file, that something I had changed resulted in a successful turn number two, so I deleted my config.ini, deleted Cache, Logs and ModUserData folder just to be on the safe side and started Civ again, now with the vanilla config.ini. What then happened was the same procedure as written above: Activating those listed mods, set up a game like shown above and made all the things like choosing production, saving screenshot etc. BUT this time I saved my game before I hit "Next turn". After this and by hitting "Next turn" the game froze by processing the City States: Wuhuuu! That's a Bingo!

Summary:
Config.ini:
  • By changing all listed values above to 1 (includig MessageLog = 1), the game will create all needed log files (incl. AI logs). I am then able to process City States.
  • By changing all listed values above to 1 (except MessageLog, this time = 0), the game will only create the .log files, but no AI related logs. The game will freeze during the calculation of the City States.
This could be the reason why you (Gazebo) can not reproduce the freeze, or why it is working for you. I think that you have all logging settings enabled to observe your work at the CP-Project. Please check my attached config.ini file View attachment config.zip. MessageLog is disabled and I can not continue the first turn until I change the value to 1.
This will also mean, that I can not provide the information you need. Because when I change the settings in order to get the needed files, the game will not freeze.

Yet (not) another Earth Map Pack:
  • I found the cause of the freeze. It is one City State: Valletta! There is a hint in the net_message_debug.log which stops at calculating Valletta. This City State is highlighted in red in my analysis file. So it means that I have the suspicion that this CS is causing the freeze. Last time when I set up a game with Zanzibar City State the game was also freezing at this point, so I removed Zanzibar from YnAEMP. Btw. both City States will work then I activate MessageLog..
  • It is still not clear why some AI's will freeze the game during the calculation of the City States. I mean under the condition that you have not enabled MessageLog. Below you can see the conditions of Valletta, they spawn on a single tile island. I put another screenshot on top to show you the resources, too. You will find the same conditions for Zanzibar, they will also spawn on a single tile island. The questions should be "What is causing the AI to be confused or something by beeing on a single tile island?"
2015-01-25_00005.jpg


Sorry for such a long post, but I wanted to show you all the data and all my results of my analysis. Here you can download my used mods above, it also contains the newest (inofficial) version by JFD. ModdedSaves.zip contains the save file which I made for testing purpose..

BR
 

Attachments

and this

-- Seaport
UPDATE Building_DomainProductionModifiers
SET BuildingType = 'BUILDING_HARBOR'
WHERE DomainType = 'DOMAIN_SEA' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

should be more fail-safe :D

-- Seaport
UPDATE Building_DomainProductionModifiers
SET BuildingType = 'BUILDING_HARBOR'
WHERE DomainType = 'DOMAIN_SEA' AND BuildingType = 'BUILDING_SEAPORT' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

If you have an another Mod installed... like Unique Building Riverport, you will have 2 or more entry's changed in Building_DomainProductionModifiers to Harbor.
 
I'm curious if somehow CPP's version of EUI is incompatible with the latest version of IGE. I asked and it seems that there is a possible problem with the pop-up tool-tips. I followed EUI's directions for making IGE compatible so I'm wondering if something different has to be done for this one.

Here's the issue I was having in more detail.
 
Same issue again. I re-download all the CPP related mods on the CPP page except Health and Plague, I checked the EUI compatibility page again just to make sure, and I deleted the cache and ModUserData folders. I made a new game and after about an half hour I exited out and checked the lua. It's 10.3 MB in size and has the pretty much the same errors.

What in the Hell is going on here? It's baffling.
 

Attachments

Same issue again. I re-download all the CPP related mods on the CPP page except Health and Plague, I checked the EUI compatibility page again just to make sure, and I deleted the cache and ModUserData folders. I made a new game and after about an half hour I exited out and checked the lua. It's 10.3 MB in size and has the pretty much the same errors.

What in the Hell is going on here? It's baffling.

Mind posting the database.log? Looks like you may have overlapping LUA or XML somewhere.

G
 
Here you go.

Looks like a couple of outdated wonders (they're referencing a column that no longer exists) and something that is overlapping CBP's Encampment:

[15602.907] table Buildings has no column named TradeRouteModifier
[15602.907] In Query - insert into Buildings('Type', 'BuildingClass', 'Description', 'Help', 'Civilopedia', 'Quote', 'Cost', 'PrereqTech', 'MaxStartEra', 'SpecialistType', 'GreatPeopleRateChange', 'NukeImmune', 'HurryCostModifier', 'MinAreaSize', 'ConquestProb', 'TradeRouteModifier', 'Water', 'IconAtlas', 'PortraitIndex', 'WonderSplashImage', 'WonderSplashAnchor') values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
[15602.907] In XMLSerializer while updating table Buildings from file XML/Buildings/Haji_Ali_Dargah_Buildings.xml.
[15603.251] columns Language, Tag are not unique
[15603.251] While executing - 'insert into Language_en_US('Tag', 'Text') values (?, ?);'
[15603.251] In XMLSerializer while inserting row into table insert into Language_en_US('Tag', 'Text') with values (TXT_KEY_BUILDING_GOLDEN_PAVILION, Pabellón Dorado, ).
[15603.251] In XMLSerializer while updating table Language_en_US from file XML/Text/Golden_Pavilion_text_es_ES.xml.
[15603.251] columns Language, Tag are not unique
[15603.266] table Buildings has no column named TradeRouteModifier
[15603.266] In Query - insert into Buildings('Type', 'BuildingClass', 'Description', 'Help', 'Civilopedia', 'Quote', 'Cost', 'PrereqTech', 'MaxStartEra', 'SpecialistType', 'GreatPeopleRateChange', 'NukeImmune', 'HurryCostModifier', 'MinAreaSize', 'ConquestProb', 'TradeRouteModifier', 'FreeBuildingThisCity', 'Water', 'River', 'IconAtlas', 'PortraitIndex', 'WonderSplashImage', 'WonderSplashAnchor') values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
[15603.266] In XMLSerializer while updating table Buildings from file XML/Buildings/Torre_Buildings.xml.
[15604.234] no such table: Language_zh_CN
[15604.234] In Query - insert into Language_zh_CN('Tag', 'Text') values (?, ?);
[15604.234] In XMLSerializer while updating table Language_zh_CN from file Localization/IGE_ZH_CN.xml.
[15604.608] no such table: Language_zh_CN
[15604.608] In Query - insert into Language_zh_CN('Tag', 'Text') values (?, ?);
[15604.608] In XMLSerializer while updating table Language_zh_CN from file Localizations/RSD_ZH_CN.xml.
[15605.575] column Type is not unique
[15605.575] While executing - 'insert into Builds('Type', 'Time', 'ImprovementType', 'PrereqTech', 'Description', 'Help', 'Recommendation', 'EntityEvent', 'HotKey', 'OrderPriority', 'IconIndex', 'IconAtlas') values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);'
[15605.575] In XMLSerializer while inserting row into table insert into Builds('Type', 'Time', 'ImprovementType', 'PrereqTech', 'Description', 'Help', 'Recommendation', 'EntityEvent', 'HotKey', 'OrderPriority', 'IconIndex', 'IconAtlas') with values (BUILD_ENCAMPMENT, 700, IMPROVEMENT_ENCAMPMENT, TECH_ARCHERY, TXT_KEY_BUILD_ENCAMPMENT, TXT_KEY_BUILD_ENCAMPMENT_HELP, TXT_KEY_BUILD_ENCAMPMENT_REC, ENTITY_EVENT_BUILD, KB_E, 1, 0, UNIT_ACTION_ENCAMPMENT, ).
[15605.575] In XMLSerializer while updating table Builds from file Balance Changes/Leaders/BraveNew/UniqueImprovementBNW.xml.
[15605.575] column Type is not unique
[15606.901] no such table: Civilizations_YagemStartPosition
[15607.026] columns Language, Tag are not unique
[15607.026] While executing - 'insert into Language_en_US('Tag', 'Text') values (?, ?);'
[15607.026] In XMLSerializer while inserting row into table insert into Language_en_US('Tag', 'Text') with values (TXT_KEY_TRO_LOCATE_RECALL_TT, Click to view, Control-Click to recall, ).
[15607.026] In XMLSerializer while updating table Language_en_US from file XML/UITradeRoutesEnhancements.xml.
[15607.026] columns Language, Tag are not unique

There's also a few text errors in there, but I'd say that there are enough errors here that you are going to see some major problems.

G
 
The encampment is very likely the Barbarian Immersion Enhancements, I had hoped that it would work by changing the settings of it but I suppose not. As for the wonders I'm actually surprised that they would cause issues, I've never had any problems show up with them since I've installed them.

I think I'll take the Barbarian Immersion Enhancements off and see if the game is stable enough then. Hopefully that will be enough, thank you for the help Gazebo.
 
More Luxuries: Maps spawn no/very few luxuries (even with abundant settings) and no ancient ruins. I've tried several maps.

Events and Decisions: Crashes half the time when a random event occurs, after an option has been selected.

-Latest and complete CBO/CP/CSD etc. core, components and patches as of 25th Jan, More luxuries v155.

The mod itself is fantastic, however.
 
More Luxuries: Maps spawn no/very few luxuries (even with abundant settings) and no ancient ruins. I've tried several maps.
That sounds really odd tbh. Are you sure you installed the mod correctly and that you're not using any other conflicting mods?

Events and Decisions: Crashes half the time when a random event occurs, after an option has been selected.
I've heard people complain about this, but since it never happend to me I just assumed that they are crazy. But now it actually did happen to me. I got one of those 1 choice event and I picked the one choice really fast and the game crashed to desktop. I have however gotten that same event at other times, including some turns later in that same game, I did not crash to desktop at that point so I'm generally still confused.

Also did you empty your moduserdata-folder and cache-folder? :D
 
I installed the current version (everything downloaded from here) and everything seems to be running smooth except I don't have EUI tool tips in the tech tree to work. I'm pretty sure I followed all the installation instructions except one:

In EUI - CBP Compatibility Files (v 1)\Readme.txt it says that you should copy "the EUI_tooltips file" to the "core" directory of the EUI installation. These files are however exactly the same.

EDIT: I found out that tool tips work for me if I delete TechButtonInclude.lua from "EUI - CBP Compatibility Files (v 1)" and "Civ IV Diplomatic Features (v 10)"

\Skodkim
 
Hmm, found one more thing.

I play with some of whowards mods and the latest version of CBP breaks compatibility with at least one of these ("Global - City Forest Bonus (v 3)"). It is supposed to give a production bonus when you found a city on a forested tile but it doesn't with the new version. Would really like a fix!

Edit: Can see that this has been posted before. I really love this little mod so I'd really appreciate a fix.

\Skodkim
 
More Luxuries: Maps spawn no/very few luxuries (even with abundant settings) and no ancient ruins. I've tried several maps.

Are you sure you have the latest Civ V patch installed?
AFAIK using an eariler Civ version can cause some similar issues
 
The Techtree dont work for me:

Spoiler :
2E819857FDE011BA476AC9C127B1ED0B0DB95DAB


The bug is new, in the older (1 Month ago) Version he was not there. I have the same bug with the "Super Power Modpack".

Before intalling the new mod, i deleted all old moddata and clean the cache.
 
Hmm, found one more thing.

I play with some of whowards mods and the latest version of CBP breaks compatibility with at least one of these ("Global - City Forest Bonus (v 3)"). It is supposed to give a production bonus when you found a city on a forested tile but it doesn't with the new version. Would really like a fix!
Just your capital or all of your cities? Because CFN works fine for me.

The Techtree dont work for me:

Spoiler :
2E819857FDE011BA476AC9C127B1ED0B0DB95DAB


The bug is new, in the older (1 Month ago) Version he was not there. I have the same bug with the "Super Power Modpack".

Before intalling the new mod, i deleted all old moddata and clean the cache.
Only thing I can think of is that this looks like the problem you used to get if you tried using EUI without deleting the conflicting files.
Are you sure you didn't mess something up when you installed?
 
Just your capital or all of your cities? Because CFN works fine for me.

Hmm, turns out that it is only my capital - weird!

BTW: Do India get a free Panthenon in the new version? They got one at turn 1 but can't find anything in the civilopedia.

\Skodkim
 
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