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Yeah it seems to me like a cheap way to make people build forges when they wouldn't otherwise. I don't like it either. Workshop already takes a long time to research and it is now placed in a very awkward place in the tech tree, so it's already harder to build than in the main game.
 
I just downloaded the new patch (3/24), followed the instructions closely with these mod enabled: CP, CBP, More luxuries & stand-alone compatibility, & IGE. When i first started a new game, i opened IGE to change most coastal tiles to ocean where possible, and saved game. After that, i deleled the cache folder and the LUA folder in CP, loaded the mods in the same order, and finally loaded the saved game but i encountered a hard loading screen again which we used to mention in some previous versions. It was due to path-finding mechanics, wasn't it?
 
Not sure if this is a bug or not, but in the most recent build (24/03) Barbarian camps aren't spawning with Barbarians in them. The camps are just empty. They still spawn units as the game goes on, but particularly at the start of the game, your units can just roam around with impunity clearing them.
 
Not sure if this is a bug or not, but in the most recent build (24/03) Barbarian camps aren't spawning with Barbarians in them. The camps are just empty. They still spawn units as the game goes on, but particularly at the start of the game, your units can just roam around with impunity clearing them.

Sounds like a bug, which is odd because I haven't messed with the barbarian spawn code lately. I'll look at it.

G
 
I just downloaded the new patch (3/24), followed the instructions closely with these mod enabled: CP, CBP, More luxuries & stand-alone compatibility, & IGE. When i first started a new game, i opened IGE to change most coastal tiles to ocean where possible, and saved game. After that, i deleled the cache folder and the LUA folder in CP, loaded the mods in the same order, and finally loaded the saved game but i encountered a hard loading screen again which we used to mention in some previous versions. It was due to path-finding mechanics, wasn't it?

If you change tiles like that, you are going to mess with how the game registers coastal tiles, etc, which will cause problems with functions that rely on coastal logic. I'd be careful with that. IGE is a fickle friend of the CP. Out of curiosity, why are you changing coastal tiles like that in IGE anyways?

G
 
Out of curiosity, why are you changing coastal tiles like that in IGE anyways?
G
Just my own preference. I'm interested in naval army and usually play until very late game (2050) when most players are guarded towards other and naval armies have a little difficulty to navigate because of claimed water tiles. Btw, it's not really a big deal, i can still have fun without that edition. Thanks for your reply.

out of topic: I'm trying to run all the way to the year 2050 to see if there are any other possible bugs. So far, the mod is really awesome despite of the reported barbarian bug.
 
Autocracy - Autarky Policy that gives +10 G for internal traderoutes doesnt work, it does not give the gold, and I have 7 internal traderoutes.
 
Autocracy - Autarky Policy that gives +10 G for internal traderoutes doesnt work, it does not give the gold, and I have 7 internal traderoutes.

It does- the gold income is reported in your 'internal trade routes' tooltip on the top bar. It doesn't show up in the internal trade route panel or popup.
G
 
Spoiler :
zMzuoJZ.jpg


I have a feeling I'm not supposed to see all of these tooltips. I think I have everything installed correctly, everything else seems to be working just fine. Just using CPP bundle with EUI, nothing else.
 
Spoiler :
zMzuoJZ.jpg


I have a feeling I'm not supposed to see all of these tooltips. I think I have everything installed correctly, everything else seems to be working just fine. Just using CPP bundle with EUI, nothing else.

Uncheck 'show basic tooltip help.' Ilteroi and I use those for debugging.
G
 
So, I saw a settler from another civilization, and in wanting to take it, I clicked on it with my unit and declared war. The thing is, rather than taking the unit, it simply stepped over it and both stood on the same tile. Next turn he settled a city there and then and I pretty much ragequit that game.

Is this a CP bug?
 
So, I saw a settler from another civilization, and in wanting to take it, I clicked on it with my unit and declared war. The thing is, rather than taking the unit, it simply stepped over it and both stood on the same tile. Next turn he settled a city there and then and I pretty much ragequit that game.

Is this a CP bug?

Did you actually Dow before stepping onto the unit?
G
 
Investing in a worker isn't reducing the production cost. I noticed this in 3/14 version with EUI, and also in the latest version with No-EUI.
 
Investing in a worker isn't reducing the production cost. I noticed this in 3/14 version with EUI, and also in the latest version with No-EUI.

I'd recommend clearing your cache and checking your installation. It worked fine with the eui version from 3-26 when I played it yesterday.

\Skodkim
 
It does- the gold income is reported in your 'internal trade routes' tooltip on the top bar. It doesn't show up in the internal trade route panel or popup.
G

Ok so I digged a bit more and that what I found :

1. It doesnt show the gold input from internal trade routes anywhere :
Spoiler :
f2502c8475.jpg


Spoiler :
9c9851cb92.jpg


2. It does give me gold though, as I can see that I get much more then what is stated in the (+57).

3. I get huge sums of gold which I dont know from where, it fluctuate from 200 to 500, and it doesnt show why and where...

Using 3-14 version.
 
I do as Germany upon barbarian reveal. This only started after turn 230 or so. The first time was circumvented by loading a previous save and taking different actions, somehow preventing a second wave of barbarians (5-6 spearmen) attacking an allied city-state. The second time was prevented by going 2D (f10). The third I tried a variety of things and no luck.

Edit: Switching to EUI and it's associated compatibility patch seems to have fixed it.
 
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