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I noticed that the Great Admiral doesn't benefit from the Great Lighthouse buff. Is this intended since he's not technically classified as a military unit? It's been rather frustrating, as he now lags behind the entire navy. On a similar note, while this certainly isn't a bug and is therefore in the wrong thread, I feel like he should gain movement as you tech to higher movement ships for the same reason.

I noticed this too.

In the Modern Era Great Admirals move at a snail's pace - 4 tiles per turn. My destroyers move at double that speed.

Great Admirals definitely need a speed boost, either from policies or tech. Or maybe just have any effect that increases embarked movement also apply to Great Admirals, that would fix it.
 
Not sure if this was mentioned, but I'm still having leaders offer me gifts but refuse as soon as you press accept. Not a single gift transaction has been complete.

This happens to me one out of every 8 or so times that the AI makes an offer.

This is a vanilla bug, it's present in the base game too.
 
Attached are the tech cost values I'm using.

They're a 15% - 20% increase on the 2/6 CBP version for techs starting in the late medieval era (I didn't touch Ancient and Classical tech costs, those are actually fine).

Note that I usually play on huge maps, Emperor or Immortal Difficulty so I tend to have more big, high-population cities than normal. For standard size games you may want to reduce the later half of the research costs by 5% (just to be safe).

With the values in the attached file I tend to discover a new tech every 6 - 8 turns if I'm playing my A game and have a reasonably good start. At this rate you'd reach the Industrial age at around 1700 AD unless you're falling pretty significantly behind.

This also brings me to a key observation: with the CBP, the lack of percentage modifiers for science means that food is the #1 driver of tech progress, since almost all science comes from population, population-based building yields, and scientist specialists that yield more than in the base game. Although it's nice not to have to precisely time and rush the National College, it does give a pretty impressive boost to civs that start in locations with abundant food (especially locations with fish - they can yield 8 food by the end of the Industrial era!).

Also, the Might policy that adds food and gold each time borders expand is in my opinion significantly better for fast city growth than Tradition and Landed Elite. +15 to +30 food for each border pop adds up pretty quickly, and makes the Monument a better growth building than the Granary if you're taking the Might tree from the start.
 

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Not sure if this was mentioned, but I'm still having leaders offer me gifts but refuse as soon as you press accept. Not a single gift transaction has been complete.

This is a LUA issue that is, I believe, related to the fact that the CBP's version of the DiscussionDialog.lua sometimes overwrites the C4DF - CBP Compatibility's version of the same file, even though the latter is supposed to be the one that overwrites.
G
 
This also brings me to a key observation: with the CBP, the lack of percentage modifiers for science means that food is the #1 driver of tech progress, since almost all science comes from population, population-based building yields, and scientist specialists that yield more than in the base game. Although it's nice not to have to precisely time and rush the National College, it does give a pretty impressive boost to civs that start in locations with abundant food (especially locations with fish - they can yield 8 food by the end of the Industrial era!).
This is correct. I don't really see it as a problem however, you can usually improve your startinglocation the way you want it anyways.

Also, the Might policy that adds food and gold each time borders expand is in my opinion significantly better for fast city growth than Tradition and Landed Elite. +15 to +30 food for each border pop adds up pretty quickly, and makes the Monument a better growth building than the Granary if you're taking the Might tree from the start.
It is not that out of control anymore. Before the nerf cities you settled in later eras caught up with your capital in pop damn quickly because every borderexpand pretty much meant one pop.

On the other hand I'm not convinced that policy needs to improve with eras, I mean it's not like any other policies in the starttrees scale with eras. (except the liberty gold on growth, but that one could get tuned down aswell for all I care). Maybe increase the basevalues by a bit and remove the scaling would balance it out?
 
I've made it to the Atomic Age in my game and have run into a pretty glaring issue.

The Lebensraum tenet from Autocracy is out of control. Every time a border expands I am getting a minimum of 100 Culture and 100 Golden Age points. With 12 cities, and new ones being conquered, I am getting flooded with culture and GA points. Basically getting a new policy every 4 turns (also, when I conquer a city I am getting thousands of culture, that needs to be toned down IMO).

Also I am now in a permanent Golden Age. I checked the meter and I have accumulated 27,000 golden age points, mostly from the border pop Lebensraum effect.

The city conquest bonuses in general are just way too strong in the later eras. Even though the gold from Civilizing Mission has been reduced by 75% I am still sitting on over 40,000 gold after taking 9 cities (2 of them capitals, one liberated) and liberating 3 city-states. The floating text says I'm only getting +750 gold from a city but I am sure that is getting applied multiple times. I am getting thousands of gold per city in the Atomic Era. The same may be happening with culture on city conquest.

Also another issue: I'm burning down most of the cities I conquered, and noticed that while in resistance these cities are producing no unhappiness whatsoever. It makes it super easy to go on a demolition spree and take lots of cities one after another with no penalty.

And lastly, I raze everything in sight that the game will allow me to. The reason? No matter how big a conquered city is, I can get it to that size and level of development with a colonist in under 20 turns, mostly because of the insane +food and +gold from border expansion. +75 food and +100 gold per border tile claimed adds up fast, especially if I place a couple of great works in the new city (it comes with over a dozen buildings!). I can also rush-buy 6 or 7 buildings basically for free in those new cities. Between the border expansion gold and the free gold from the industry opener when I settle the city, I have over 2,000 gold with which to buy things on Colonist-settled cities.

These +resource abilities that come with policies need to have their per-era scaling toned down significantly in my opinion.

Finally, the Landship is just crazy at 60 Combat Strength. Going from 40 Strength to 60 Strength Cavalry->Landship is such a short time makes conquest too easy if you beeline it. Especially since the Landship requires Iron instead of Oil. Maybe reduce the Landship CS to 55 and its speed to 4, and raise the Tank to 75 so it can compete with Infantry of its era.
 
Also I am now in a permanent Golden Age. I checked the meter and I have accumulated 27,000 golden age points, mostly from the border pop Lebensraum effect.

I managed to get 350 turns of continuous golden age in one game aswell, in a completely different way. It's pretty much just a part of the game, sometimes something just clicks and you get a freakishly long golden age.

On the other hand you're completely right about the scaling policies, they should probably just not scale with era. They should have a decent startvalue and just stay that way.

However, I'm completely fine with you getting 40k gold from conquering 6 capitals, I don't think that's unreasonable at all.
 
Hi there,

first post for me here - but I've been watching closely and "benefitting" from this project since quite some time now ;)

Straight to the point - I have a bug in all of my games: when I get to the "colonist" stage of the Settler (playing w/ SettlerMod enabled within CBP), this colonist behaves as a straightforward settler: no buildings already there when I found the city, no additional tiles expansion.

I have enabled CP, CPB (incl. SettlerMod & Events and Decision), More Luxuries and Trade Route Enhancements - no more than that.

I understand it might be difficult to track such a problem down, and I'm starting to think that I could be the only one affected given nobody else has raised the problem (that I know); ie it could be PC specific.

Thanks for any feedback and for all the work you all do as a community.
 
Colonist/Pioneer always works for me.

Though I did find one issue with them: If the barbarians capture someone's Pioneer, and we take it back, there's no option to return it to the previous owner. It just becomes a worker.
 
in Community Balance Patch (v 13)\Balance Changes\Buildings\NewBuildings

double entry from Building_ResourceYieldChanges for BUILDING_BATH
Spoiler :
<Building_ResourceYieldChanges>
<Row>
<BuildingType>BUILDING_BATH</BuildingType>
<ResourceType>RESOURCE_CITRUS</ResourceType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<BuildingType>BUILDING_BATH</BuildingType>
<ResourceType>RESOURCE_WINE</ResourceType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>1</Yield>
</Row>
</Building_ResourceYieldChanges>
 
I don't have any idea of code and stuff like that, but that's two different resources isn't it?
 
I noticed that the Grand Temple can be built in any city so long as it has a Temple. In the description though it says that it must be built in a holy city.
 
I've made it to the Atomic Age in my game and have run into a pretty glaring issue.

The Lebensraum tenet from Autocracy is out of control. Every time a border expands I am getting a minimum of 100 Culture and 100 Golden Age points. With 12 cities, and new ones being conquered, I am getting flooded with culture and GA points. Basically getting a new policy every 4 turns (also, when I conquer a city I am getting thousands of culture, that needs to be toned down IMO).

Also I am now in a permanent Golden Age. I checked the meter and I have accumulated 27,000 golden age points, mostly from the border pop Lebensraum effect.

The city conquest bonuses in general are just way too strong in the later eras. Even though the gold from Civilizing Mission has been reduced by 75% I am still sitting on over 40,000 gold after taking 9 cities (2 of them capitals, one liberated) and liberating 3 city-states. The floating text says I'm only getting +750 gold from a city but I am sure that is getting applied multiple times. I am getting thousands of gold per city in the Atomic Era. The same may be happening with culture on city conquest.

Also another issue: I'm burning down most of the cities I conquered, and noticed that while in resistance these cities are producing no unhappiness whatsoever. It makes it super easy to go on a demolition spree and take lots of cities one after another with no penalty.

And lastly, I raze everything in sight that the game will allow me to. The reason? No matter how big a conquered city is, I can get it to that size and level of development with a colonist in under 20 turns, mostly because of the insane +food and +gold from border expansion. +75 food and +100 gold per border tile claimed adds up fast, especially if I place a couple of great works in the new city (it comes with over a dozen buildings!). I can also rush-buy 6 or 7 buildings basically for free in those new cities. Between the border expansion gold and the free gold from the industry opener when I settle the city, I have over 2,000 gold with which to buy things on Colonist-settled cities.

These +resource abilities that come with policies need to have their per-era scaling toned down significantly in my opinion.

Finally, the Landship is just crazy at 60 Combat Strength. Going from 40 Strength to 60 Strength Cavalry->Landship is such a short time makes conquest too easy if you beeline it. Especially since the Landship requires Iron instead of Oil. Maybe reduce the Landship CS to 55 and its speed to 4, and raise the Tank to 75 so it can compete with Infantry of its era.

Yep.
I agree, the border expansion cost and policy cost should scale with era even more. In late game we have too many culture and Gold that the game becomes quite crazy to play.
But here is something for us to ponder on:
in realistic terms it does make sense because we did had a crazy cultural/population growth after industrialisation in history. There had to be a 100 folds increase in GDP and productivity per capita. So kinda of a pickle here.
 
Yep.
I agree, the border expansion cost and policy cost should scale with era even more. In late game we have too many culture and Gold that the game becomes quite crazy to play.
But here is something for us to ponder on:
in realistic terms it does make sense because we did had a crazy cultural/population growth after industrialisation in history. There had to be a 100 folds increase in GDP and productivity per capita. So kinda of a pickle here.

You have to realise that a turn in lategame is worth 15 or 20 turns in earlygame, everything is supposed to happen more quickly in the lategame. So picking up a policy every 5-10 turns in informationera is totally fine in my eyes, Borderexpansion also needs to be this speed to make cities founded later on actually have any land to work.

What probably isn't needed however is the era-scaling of borderexpansion/popgrowth.
Honestly if possible the best solution would be to make those values scale off the number of expansions before. Example: growing a city from pop 22 to pop 23 would provide a larger bonus than growing a city from pop 1 to pop 2.
Same thing with border expands, the first border expand would provide less yields than the 50ieth.
 
Hi all,

first post for me - but I've been following the forum quite closely and highly appreciate the work that developers and the community is doing!

Coming to the point - I experience a bug in all of my games: the "colonist" behaves exactly as a "settler", so no add'l buildings nor add'l tiles upon founding. Funny enough: the pioneer instead works as intended by the mod...

I'm using merely the latest version of CP, CBP (including SettlerMod), Events and Decisions and More Luxuries.

I understand this might be highly situational, in that it may somehow depend on my own PC / installation / environment, so the first question for me is whether any of you had experiences like this.

And the second is: can it be fixed? ;)

Thanks for your attention!
 
Hi all,

first post for me - but I've been following the forum quite closely and highly appreciate the work that developers and the community is doing!

Coming to the point - I experience a bug in all of my games: the "colonist" behaves exactly as a "settler", so no add'l buildings nor add'l tiles upon founding. Funny enough: the pioneer instead works as intended by the mod...

I'm using merely the latest version of CP, CBP (including SettlerMod), Events and Decisions and More Luxuries.

I understand this might be highly situational, in that it may somehow depend on my own PC / installation / environment, so the first question for me is whether any of you had experiences like this.

And the second is: can it be fixed? ;)

Thanks for your attention!

Fixed? Depends where the issue lies. If the Pioneer works, but the Colonist doesn't, that seems indicative of an XML issue. If you don't mind, load up all the mods, start a game, and then post a copy of your database.log here. I can't offer a real solution without more information on your case.
G
 
Version 2/10

Belief - Pantheon: "Stone Circles" grants +2 Faith from Quarries (text says +1).
Policy - Industry: When I adopt "Organization", the color of the icon doesn't turn yellow.
 
Version 2/10

Belief - Pantheon: "Stone Circles" grants +2 Faith from Quarries (text says +1).
Policy - Industry: When I adopt "Organization", the color of the icon doesn't turn yellow.

Thanks - fixed both, uploaded as 2/10 v.2 (CBP) - should be savegame compatible.
G
 
Fixed? Depends where the issue lies. If the Pioneer works, but the Colonist doesn't, that seems indicative of an XML issue. If you don't mind, load up all the mods, start a game, and then post a copy of your database.log here. I can't offer a real solution without more information on your case.
G

Thanks for taking this up - and sorry for the double-post above.

I did what you requested, and I attach below the zipped database.log file.

Again thanks for what you will be able to do, the mere act of trying is much appreciated.
 

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