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Finally got around to testing portugal, and that automatic feitora when using the nau ability doesn't work at all. No feitora is created at all.

Confirmed that feitoras are actually placed if there are tiles without improvements. (Found a citystate with snow-tiles :D)
 
University of Sankore doesn't actually seem to need Piety to be built. Kinda shameful it took me this long to notice, but I usually pick piety I guess :D
 
Version 01/22
Community Patch
Community Balance Patch
City States Diplomacy Mod
Civ 4 Diplomacy Features


Neither one of the tech and policy trees are working, leaders aren't revamped, which makes me think, that the entire patch is not working for me for whatever reason. Latest version of the game, fresh install, all DLCs installed. No other mods other than the ones listed. I'm completely clueless on what I'm supposed to do to make it work. Before I was running a few mods and everything seemed perfect. Adding database and lua logs.
 

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Version 01/22
Community Patch
Community Balance Patch
City States Diplomacy Mod
Civ 4 Diplomacy Features


Neither one of the tech and policy trees are working, leaders aren't revamped, which makes me think, that the entire patch is not working for me for whatever reason. Latest version of the game, fresh install, all DLCs installed. No other mods other than the ones listed. I'm completely clueless on what I'm supposed to do to make it work. Before I was running a few mods and everything seemed perfect. Adding database and lua logs.

I don't see any inherent bugs in your logs...to be clear, you installed the compatibility mods to go with these, right? There should be two for CSD and two for C4DF.

G
 
Bunching this together so that it gets noticed.

1. Nau automatic Feitoras only work if the citystate have a coastal tile with no improvement where the feitora can be placed. Probably an issue with replacing improvements.

2. University of Sankore doesn't seem to require piety to be built.

3. Persian Immortal costs 5 hammers more than a normal spearman (This affects the gold and faithcost aswell naturally)

4. Events that spawns units either for your side or against your side(barbarians) doesn't trigger at all, you just lose/gain whatever the cost was and the units wont spawn.

5. The Persian immortal doesn't seem to regen at double speed, just 10 extra per turn.

6. The tiles improved by the Imperialism policy Exploitation keeps their yields when improved. Workers won't automatically improve them however because the tooltip claims the yields will be lost if the tile is improved. So the bug is either in the tooltip or in th yields actually being kept.

7. The Satrap-court currently only provides 1 happiness, 1 merchant and 3 gold. No gold/pop or bonus to traderoutes that are on the Bank.
 
Bunching this together so that it gets noticed.

1. Nau automatic Feitoras only work if the citystate have a coastal tile with no improvement where the feitora can be placed. Probably an issue with replacing improvements.

2. University of Sankore doesn't seem to require piety to be built.

3. Persian Immortal costs 5 hammers more than a normal spearman (This affects the gold and faithcost aswell naturally)

4. Events that spawns units either for your side or against your side(barbarians) doesn't trigger at all, you just lose/gain whatever the cost was and the units wont spawn.

5. The Persian immortal doesn't seem to regen at double speed, just 10 extra per turn.

6. The tiles improved by the Imperialism policy Exploitation keeps their yields when improved. Workers won't automatically improve them however because the tooltip claims the yields will be lost if the tile is improved. So the bug is either in the tooltip or in th yields actually being kept.

7. The Satrap-court currently only provides 1 happiness, 1 merchant and 3 gold. No gold/pop or bonus to traderoutes that are on the Bank.

1.) Already fixed for next version
2.) Same
3.) Fixed
4.) that's an E&D problem - report there, not here
5.) Bumped to +15
6.) EUI tooltip? Sounds like a goofy bug. In either case, the yield functions correctly.
 
1.) Already fixed for next version
4.) that's an E&D problem - report there, not here
Actually, the normal E&D versoon works fine, it is your verson that breaks somehow. Would that still be a E&D problem? :D

5.) Bumped to +15
Oh, so the actual "double" value isn't a possibility? I thought it worked that way in the basegame. In that case it wasn't actually a bug, sorry about that.
6.) EUI tooltip? Sounds like a goofy bug. In either case, the yield functions correctly.
Don't think it's EUI, it was that way before I started using EUI. But it actually isn't supposed to be removed when improved?
 
I have had a case where taking the Imperialism Exploitation Policy on a city that already has an Observatory causes the policy effect to be applied twice to the mountains in the city's radius: 4 food, 4 production, 2 science.
 
I don't see any inherent bugs in your logs...to be clear, you installed the compatibility mods to go with these, right? There should be two for CSD and two for C4DF.

G

Of course, also before that I was running only CP and CBP, and it wasn't working either. What kind of sorcery is this x_x
 
Oh, so the actual "double" value isn't a possibility? I thought it worked that way in the basegame. In that case it wasn't actually a bug, sorry about that.

Yeah, I would also like it better with real double healing rate

6. The tiles improved by the Imperialism policy Exploitation keeps their yields when improved. Workers won't automatically improve them however because the tooltip claims the yields will be lost if the tile is improved. So the bug is either in the tooltip or in th yields actually being kept.

I also noticed this one
Tiles get their extra yields after selecting the policy, but the tooltip on worker actions doesn't show it correctly (the tooltip on building a new improvement on the tile)
Don't think it's EUI, it was that way before I started using EUI. But it actually isn't supposed to be removed when improved?

Probably shouldn't be removed, because if a tile is already improved when you select that policy, it will also get that the bonus. Would only force players to improve their desert/snow tiles as much as possible before choosing the policy.
Although it does feel strange when a riverside desert farm is stronger when a riverside grassland farm (same food but better production IIRC), so maybe a nerf to the food bonus would be good here.
 
Monasticism has a bug, it should allow to build monasterie and give a free monasterie in the Capital, but it only allow to build it in the capital.
 
I cant load a saved Game :(
did everybody else have the same issue?

Savegame and Dmp attached

Found something like this: http://forums.2k.com/showthread.php...-can-t-load-saved-games&p=1791951#post1791951
(CPP will delete much Promotions)

In the Database.log i found:
[5028.707] Invalid Reference on Unit_FreePromotions.PromotionType - "PROMOTION_RECON_SHORT_RANGE" does not exist in UnitPromotions
[5028.707] Invalid Reference on Unit_FreePromotions.PromotionType - "PROMOTION_RECON_LONG_RANGE" does not exist in UnitPromotions

This Error occurs at the 2nd start from Civ.
Reason: The File MODS\Community Patch (v 66)\Core Files\PNM Mods DB\PROMOTIONS\VariableRecon.sql will be executed a second time

File VariableRecon.sql
Spoiler :
ALTER TABLE UnitPromotions
ADD ReconChange INTEGER DEFAULT 0;
<-- if the table already exist, the rest of the file will not executed


INSERT INTO UnitPromotions(Type, Description, Help, Sound, ReconChange, LostWithUpgrade, PortraitIndex, IconAtlas, PediaType, PediaEntry)
VALUES('PROMOTION_RECON_SHORT_RANGE', 'TXT_KEY_PROMOTION_RECON_SHORT_RANGE', 'TXT_KEY_PROMOTION_RECON_SHORT_RANGE_HELP', 'AS2D_IF_LEVELUP', -2, 1, 59, 'ABILITY_ATLAS', 'PEDIA_ATTRIBUTES', 'TXT_KEY_PEDIA_PROMOTION_RECON_SHORT_RANGE');
INSERT INTO UnitPromotions(Type, Description, Help, Sound, ReconChange, LostWithUpgrade, PortraitIndex, IconAtlas, PediaType, PediaEntry)
VALUES('PROMOTION_RECON_LONG_RANGE', 'TXT_KEY_PROMOTION_RECON_LONG_RANGE', 'TXT_KEY_PROMOTION_RECON_LONG_RANGE_HELP', 'AS2D_IF_LEVELUP', 2, 1, 59, 'ABILITY_ATLAS', 'PEDIA_ATTRIBUTES', 'TXT_KEY_PEDIA_PROMOTION_RECON_LONG_RANGE');

INSERT INTO CustomModDbUpdates(Name, Value) VALUES('PROMOTIONS_VARIABLE_RECON_SQL', 1);


Possible Solution:
Split the File or ...?

See also SQLite doesn't support an IF NOT EXISTS clause on ALTER TABLE
 

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Probably shouldn't be removed, because if a tile is already improved when you select that policy, it will also get that the bonus. Would only force players to improve their desert/snow tiles as much as possible before choosing the policy.
Although it does feel strange when a riverside desert farm is stronger when a riverside grassland farm (same food but better production IIRC), so maybe a nerf to the food bonus would be good here.

This isn't the place to discuss balance, I only mentioned a bug :D
But yes I could be behind atleast some kind of nerf on this policy. But the kept yields with improvements is usually balanced out with deserttiles being extremely hard to improve unless you have some kind of unique improvement, as tradingposts can't be next to eachother.
 
Actually, the normal E&D versoon works fine, it is your verson that breaks somehow. Would that still be a E&D problem? :D


Oh, so the actual "double" value isn't a possibility? I thought it worked that way in the basegame. In that case it wasn't actually a bug, sorry about that.

Don't think it's EUI, it was that way before I started using EUI. But it actually isn't supposed to be removed when improved?

The only changes I make to a E&D are to clean out references to units that don't exist anymore and tweak some values. I haven't edited any of those lua functions, so it is most certainly not a problem with the custom E&D I use. Please report the problem to the E&D thread.

It is not supposed to be removed when improved - I'll check the code again, but it is a simple yield bump - nothing related to improvements.
G
 
So, regarding my issue. I've ran the game on my laptop (same steam account, never had Civ installed here), and the patch isn't working there either. Database logs are basically identical, lua log on laptop looks different, though as far as I can tell everything seems to be in order (then again I'm not into modding so I might be mistaken). I've ran out of options. I even tried disabling and reenabling the entire mod manually, changing language and following this http://forums.civfanatics.com/showthread.php?t=539883 guide to change sql files for appriopriate language version... nothing works. Only thing I can think of is that my version is somewhat flawed... then again I don't see how could that be possible, since I own regular steam version of the game? Any other ideas? Hints? I'd love to play with this mod but I just can't get it to work for me :(
 
So, regarding my issue. I've ran the game on my laptop (same steam account, never had Civ installed here), and the patch isn't working there either. Database logs are basically identical, lua log on laptop looks different, though as far as I can tell everything seems to be in order (then again I'm not into modding so I might be mistaken). I've ran out of options. I even tried disabling and reenabling the entire mod manually, changing language and following this http://forums.civfanatics.com/showthread.php?t=539883 guide to change sql files for appriopriate language version... nothing works. Only thing I can think of is that my version is somewhat flawed... then again I don't see how could that be possible, since I own regular steam version of the game? Any other ideas? Hints? I'd love to play with this mod but I just can't get it to work for me :(

What is your civ 5 version #?
G
 
What is your civ 5 version #?
G

1.03.279


Holy smokes, I finally made it to work. It puzzles me, since I haven't done anything else that I didn't try already. Ran file integrity check, for some devilish reason it download almost 1gb of files (even though it was the fresh install) and it works now :D Now gonna enjoy Civ even more <3
 
1.03.279


Holy smokes, I finally made it to work. It puzzles me, since I haven't done anything else that I didn't try already. Ran file integrity check, for some devilish reason it download almost 1gb of files (even though it was the fresh install) and it works now :D Now gonna enjoy Civ even more <3

Sounds like your civ was not at the latest version - that's a common problem with steam - the rapid-download install files aren't always the most recent version of the product. Glad it is working!

G
 
in xml.log

[5031.609] **** Validating Prefetch Process *****
[5031.609] ERROR: gc.getNumDiploModifierInfos <= 0
[5031.609] **** VALIDATION FAILED *****
 
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