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I only make very minor adjustments to Policies in WFTW, namely just adding stuff to the Finishers. I'm curious if Chrion has this issue without it loaded?

Still happens without WFTW.
The mods used should be below.
 

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I have not had any CTD with the 4-2 version so far. And I have loaded a save (not from within the game, you have to quit to the main menu first, loading from within the game breaks LUA, but should not cause CTD).

thanks ... i know.
i always start the game, load the mods, load the game.
after hit on "load game" - instant ctd :(
 
thanks ... i know.
i always start the game, load the mods, load the game.
after hit on "load game" - instant ctd :(

And it started with version 4-2??? Are you using any other mods?
By the way if you start a game with certain mods and then add/remove some of them, it might cause CTD upon loading - but I suppose this is not your case ... ?
 
Using the latest version, great generals/garrisons are no longer giving additional city strength. Well.. that's not entirely true. As a test I started a game in information era, putting a marine in my city increased the combat strength from 22 to 23.
 
why will be the UNIT_AMERICAN_B17 and other's deleted and then readded?

Spoiler :
<UpdateDatabase>Balance Changes/Leaders/Vanilla/VanillaLeaderChanges.sql</UpdateDatabase> <-- Delete
.....
<UpdateDatabase>Balance Changes/Units/LeftoverUnits.xml</UpdateDatabase> <-- readd
 
And it started with version 4-2??? Are you using any other mods?
By the way if you start a game with certain mods and then add/remove some of them, it might cause CTD upon loading - but I suppose this is not your case ... ?


yes, ontop of CB/CBP/CDF/CS/ED is Anc ... but none removed.
whole mod loads like a dream ... new game, all works.
save, new start from civ, load the same mods without any changes, load saved game --> CTD
no info about crash in any of the logs

think, its a lua problem ...
did also not see any error in the logs while playing.
 
Using the latest version, great generals/garrisons are no longer giving additional city strength. Well.. that's not entirely true. As a test I started a game in information era, putting a marine in my city increased the combat strength from 22 to 23.

They simply boost the garrison strength of the unit that is garrisoning by 50%.
G

why will be the UNIT_AMERICAN_B17 and other's deleted and then readded?

Easier for me to control changes and set a distinct unitclass, etc., that way. Also guarantees that any other mod that edits said unit will be overwritten.

G
 
They simply boost the garrison strength of the unit that is garrisoning by 50%.
G

Yes, but putting a horseman in a city with the strength of 5 hasn't increased it's strength at all, even with a great general. However in my capital I was able to increase it to 12 from 11 after some population growth. As another test, the highest I was able to achieve was an additional 3 strength, and that was with a giant death robot + great general. 2 without a great general. It doesn't matter how many turns have passed, or how much population the city has, or how many walls or buildings in general I've built, or what unit I use or how experienced the unit is, it's never higher then 3.

Roughly speaking, before 4/15 a horseman and great general would give 10 or more city strength. Less if the city had walls. I typically keep melee units in my cities, and even with a spearmen a great general use to increase the combat strength by an additional 4 or so, on top of the 2-3 strength given by the spearmen.
 
Yes, but putting a horseman in a city with the strength of 5 hasn't increased it's strength at all, even with a great general. However in my capital I was able to increase it to 12 from 11 after some population growth. As another test, the highest I was able to achieve was an additional 3 strength, and that was with a giant death robot + great general. 2 without a great general. It doesn't matter how many turns have passed, or how much population the city has, or how many walls or buildings in general I've built, or what unit I use or how experienced the unit is, it's never higher then 3.

Roughly speaking, before 4/15 a horseman and great general would give 10 or more city strength. Less if the city had walls. I typically keep melee units in my cities, and even with a spearmen a great general use to increase the combat strength by an additional 4 or so, on top of the 2-3 strength given by the spearmen.

I didn't mess with that code at all, but I'll take a look.
G
 
I didn't mess with that code at all, but I'll take a look.
G

CITY_STRENGTH_UNIT_DIVISOR in coredefines.xml has been set to 10000, which equates to 1% of garrison strength carrying over. 1000 is 10%. Also, great general bonus is 100%, not 50%. Unless I am mistaken, I could of sworn you get more strength from a garrison the lower the base strength.
 
CITY_STRENGTH_UNIT_DIVISOR in coredefines.xml has been set to 10000, which equates to 1% of garrison strength carrying over. 1000 is 10%. Also, great general bonus is 100%, not 50%. Unless I am mistaken, I could of sworn you get more strength from a garrison the lower the base strength.

Ilteroi changed that in the latest version - I'll let him answer as to why.
G
 
4/16 build
* Old bug: Rome asked me to DoW on France and i asked him to wait 10 turns. During that time, my armies were caught by France so i had to DoW on France. After 5 turns, we negotiated a peace treaty. Then, Rome came and asked me to get the war against France started. I was still able to DoW on France again while our peace treaty was still effective.
* Stadium bug: Stadium gave me duplicated GA points if i deleted it and built it again in a city.
 
AI:

- gold-gift's
most of AI@King is tooo friendly ... after a few rounds (marathon), the will make a declaration of friendship.
after that they gift gold (i was making a minus from 1-3/round, but i had over 400 on my account)
gold-gifting was around 100-400 gold.

- settling
AI takes much better spots for settling... only problem, they settle to wide around the globe.
1st City is @ startingplace.
2nd in most cases near the 1st
3th and 4th in most caes somewhere else.
(Maria is settling in Turkey)
(Agypt is settling on the other side of Africa)
(Isabella's 3 City was in Italy and the 4&5 are in Asia and Pacific)
(Alexander's 3 are in Africa and 4th near India)
(Attila had 2 City's in India)
and so on...

(Korea's, Mongolia, Wiking's and China's settling was ok)

because of this, they begun to hate each other and had much wars from the Ancient to Medieval... and there Infrastructure did not working and fall rapid behind the other's in Science and other area's.
(is this behaviour a setting in the DB? Which table and Key?)

Other:
- Might Policy
should show new barbarian camp's, but it does not.

- TXT Wrong (see picture)
Yes, i refused a request from Genghis Khan and France ... but i never had a DOF with them. The asked me, to make a DOW on one of my Friend's, which i refused.
 

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And it started with version 4-2??? Are you using any other mods?
By the way if you start a game with certain mods and then add/remove some of them, it might cause CTD upon loading - but I suppose this is not your case ... ?

Have made futher testing ...
CTD is only after X Turns after Start of the game.

50 turns - save - load - ok
100 turns - save - load - ok
150 turns - save - load - ok
~233 turns - saved - load - CTD

lua.log is free from error while playing.

i can't open the CivDump to have a look what's wrong... maybe someone can help and give me an hint? :)
 

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KI:

(Maria is settling in Turkey)
(Agypt is settling on the other side of Africa)
[/QUOT]

What s KI?

You said you were not using any other mods, but aren't you using the YNAEMP mod/map? Or is it just the "standard" Earth map? YNAEMP should be compatible, but if you want to track down the source of your load-related CTDs, I suggest you start the game with the basic setup without any further mods on some "standard" map, such as Continents+.

yes, ontop of CB/CBP/CDF/CS/ED is Anc ... but none removed.
[/QUOT]

What is Anc? Is it another mod? Or your own additions and changes?

Other:
- Might Policy
should show new barbarian camp's, but it does not.[/QUOT]

This ability was intentionally removed a couple of versions ago - I think even the policy tooltip should not be showing this description - if it is, then your game is broken or you are playing in a non-English language and it is messing up with the game texts (maybe it could be causing your CTDs??). If your game is in English and want this policy back, open this file:
  • Policies/Honor/Honor.sql

And delete this:
Code:
UPDATE Policies
SET AlwaysSeeBarbCamps = 'false'
WHERE Type = 'POLICY_HONOR' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_POLICIES' AND Value= 1 );

50 turns - save - load - ok
100 turns - save - load - ok
150 turns - save - load - ok
~233 turns - saved - load - CTD

I feel your pain! I suggest you start a new game with the latest version of CPP (4-15) with the basic setup: CB/CBP/CDF/CSD and More Luxuries (+ the compatibility mods) only = without ED, EUI or any other mods, and then repeat the test. Then post an ok-save and CTD-save here and I (or anyone else) can try to load your game with the same setup and tell you if it loads or not. If it loads, then it will indicate there is some problem on your side.
 
i understand

Easier for me to control changes and set a distinct unitclass, etc., that way. Also guarantees that any other mod that edits said unit will be overwritten.

G

this should fix some of the new unit's :)

-- Fix for 4-2 (UNIT_SWEDISH_HAKKAPELIITTA + UNIT_OTTOMAN_SIPAHI)
UPDATE Units
SET GoodyHutUpgradeUnitClass = 'UNITCLASS_CAVALRY'
WHERE Type = 'UNIT_OTTOMAN_SIPAHI' AND GoodyHutUpgradeUnitClass = 'UNITCLASS_ANTI_TANK_GUN';

UPDATE Units
SET GoodyHutUpgradeUnitClass = 'UNITCLASS_CAVALRY'
WHERE Type = 'UNIT_SWEDISH_HAKKAPELIITTA' AND GoodyHutUpgradeUnitClass = 'UNITCLASS_ANTI_TANK_GUN';

UPDATE Unit_ClassUpgrades
SET UnitClassType = 'UNITCLASS_CAVALRY'
WHERE UnitType = 'UNIT_SWEDISH_HAKKAPELIITTA' AND UnitClassType = 'UNITCLASS_ANTI_TANK_GUN';
 
it seems, that you make all querys with SQL and within the DLL on tables like Beliefs.RequiresResource, Traits.FasterAlongRiver, Resources.IsMonopoly, Units.RequiresFaithPurchaseEnabled (and a few others) always with
- NOT 0
- != 0
or
- = 'true'
- = 0
?

then it should be no prob, if i update all entry's with true to 1?

thanks for info :)
 
So I have a CTD issue in my recent games. I will describe the one with the latest version of the CP, though it has happened with previous versions.

I will play the game through to some specific turn, usually before turn 100. It CTDs after hitting end turn. Reloading the game from an autosave will cause the CTD again on the exact same end turn. This CTD leaves no trace in the lua.log. I don't know how that minidump thing works at all, perhaps someone could explain it to me?

Some games will get past turn 100 and any CTDs after that are just the usually Civ V throwing a doozy and it works fine upon reload.

I have no real idea what is causing this. I am running CP and then other mods. I can't really find the source by disabling mods in any kind of time-efficient manner, and there is no clue in the lua, so I am at a complete loss. I assume it is to do with the mysterious DLL and that is why I am posting it here.

Spoiler :
I say there are no clues in the lua. What I mean is that it has been different each time, though the same for the same CTD. Since I have changed things since the last crash, perhaps this is a clue!
Code:
TurnProcessing: Hiding TurnProcessing
[23321.119] DiscussionDialog: Handling LeaderMessage: 30, Robert III has gone too far, and must be stopped. I look to you for assistance: shall we fight this menace together?
[23325.425] DiscussionDialog: Handling LeaderMessage: 12, I am saddened by your decision.
[23326.938] EnactDescisionsPopup: Did this even trigger? Religion is 15
[23327.157] EnactDescisionsPopup: Did this even trigger? Religion is 15
I'm not sure if this is E&D or the P&P edit, so will ask there too.
 
Some musket UUs (janissary & minutemen) have 24 strength while muskets themselves have 25. I think this is a bug.
 
Entry's in CustomModOptions.xml 4-15

Global - City Bombard Range
Spoiler :
<!-- Event sent to ascertain the bombard range for a city, and if indirect fire is allowed (v32) -->
<!-- Return a negative range if indirect fire is permitted -->
<!-- GameEvents.GetBombardRange.Add(function(iPlayer, iCity) return (-1 * GameDefines.CITY_ATTACK_RANGE) end) -->
<!-- See also: "Global - City Bombard Range" -->
<Row Class="3" Name="EVENTS_CITY_BOMBARD" Value="0" DbUpdates="1"/>

Info would be great, that EVENTS_CITY_BOMBARD need no mod with CBP/Balance Changes/Tech/GlobalCityBombardRange.sql

Global - Spice Islands
Spoiler :
<!-- Events sent to ascertain if an area can have civ specific resources and to place those resources (v20) -->
<!-- GameEvents.AreaCanHaveAnyResource.Add(function(iPlayer, iArea) return true end) -->
<!-- GameEvents.PlaceResource.Add(function(iPlayer, iResource, iCount, iPlotX, iPlotY) end) -->
<!-- See also: "Global - Spice Islands" -->

will be halfactiv with CBP/Modular Elements/SpiceIslands/GlobalSpiceIslands.xml + Art
Just the 2 lua and EVENTS_AREA_RESOURCES 1 are missing.

... same for some other's
 
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