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I'm able to DM city-states as Spain. Pretty sure that's not intentional.

Any chance this can be fixed today so I can playtest the latest version over the weekend? If anyone can DM cs's, that pretty much breaks the game.
 
I'm able to DM city-states as Spain. Pretty sure that's not intentional.

Any chance this can be fixed today so I can playtest the latest version over the weekend? If anyone can DM cs's, that pretty much breaks the game.

Make sure you are using the latest version and cleared your cache. I've tested this quite a bit and I cannot replicate this reported error.

G
 
The bug I reported(AI gives away luxuries for free) was present in the April 15 version. Was that fixed in the new version?
 
The Defense pacts part of the algorithm seems to be broken a bit:
*AIs ask me for multiple instances of defense pacts over and over, resulting in having 3 or 4 defense pacts with the same AI
*AIs sometimes ask me for defense pacts when we do not have a defense pact only to say they do not accept the deal when I click to accept it.
 
Hello! So this is my second savegame that the same thing happens.
First save game I try the latest CBP No-EUI version with City state diplomacy mod, Civ4 diplomacy features, Barathors more luxuries, Events and Decisions, Agressive and Expansive AI and Health and Plagues mods.
Second save game I took away Health and plagues mod and kept all the others.

There's not much to tell about what I was doing. I was on savegame1 in a war, positioning my army and stuff. On savegame2 I was not in any war. I can't really describe much more, unless you ask specifically something about it.

Would my log files help with this?

Cheers!

EDIT: My apologies, I have not deleted the LUA folders, like instructed in the "How to install" thread.
I assume this is solved with a brand new installation! :D
 
Not sure if this is specific to the community patch but on several games I noticed that while using different TSL maps, Spain was not improving its resources and that city states were not producing any units from the start of the games, where as in previous games they were working fine. I tried a game without any mods and different TSL maps and the same thing was happening. The only way I was able to get it working again was to reinstall CIV 5. Everything was working after that for several games but now it started doing it again.

I had a similar issue awhile back using YnAEMP without other mods, where I was playing the Inca and for the first few new games they would spawn in the correct location, but then they started spawning several tiles west in the ocean every time after that. The only way to get it working again was to reinstall CIV 5. Removing YnAEMP and reinstalling it would not fix it.

I tried deleting the cache folder and verifying the game files but the issues were still there.

Has anyone seen this before and know of a way to fix it without having to reinstall CIV 5.
 
When I conquer a city, it shows every option (anex, puppet, etc) gives 0 unhappiness, but after I anex the city I have unhappiness anyway. All mods except H&P (because I use EUI), Version 04/22.
 
I can't order city to produce something, which makes me unable to end the turn, ruining the game. It has happened to me for about 3 times right before the victory... I use CBP/CP/CSD/C4D/E&D and I don't use EUI.
 
I can't order city to produce something, which makes me unable to end the turn, ruining the game. It has happened to me for about 3 times right before the victory... I use CBP/CP/CSD/C4D/E&D and I don't use EUI.

Did you delete the lua folders in the CP and CBP?

G

When I conquer a city, it shows every option (anex, puppet, etc) gives 0 unhappiness, but after I anex the city I have unhappiness anyway. All mods except H&P (because I use EUI), Version 04/22.

I don't understand the problem – talking about unhappiness in the popup? It'll be inaccurate, because of the changes to happiness. It is on the to-do list.

G
 
Hi Gazebo. I noticed Barbs & AI units frequently kamikazed by attacking their enemies (including me) although they got very little health left.
 
Spoiler :
Jb9DI2R.jpg


I don't know why this tile only yields 2 food. I have a granary, so I was expecting to see 4 food without a farm.

Hi Gazebo. I noticed Barbs & AI units frequently kamikazed by attacking their enemies (including me) although they got very little health left.

On this note (sort of), I have a screen to show.

Spoiler :
6CJCOKw.jpg


Sorry that I don't have vision here, but there is a barb warrior and hand axe camped outside the city. The Incas have units in nearby Cuzco that they refuse to send. Ideally the AI would repel the barbs away, but otherwise it would be nice if the city could be properly sacked like in CS quests.
 
I just made a Peace Treaty with France and Japan immediately asked me to declared war on France again. I didn't accept but i guess if i clicked "let's get the war started", i would go war with France though our peace treaty was still effective.
 
Community Patch 4-15, Community Balance Patch 4-16, CSD 4-15, E&D 3-30, CDF 4-15


AI is a big noob against barb's

- AI is not protecting his settler's or worker's (he builds a new one, even if it takes longer, as to free it from the barbcamp)
- AI will not capture back his settler's or worker's
--> have freed and given back around 20 of them from barbcamp's... was a great buff to relation's with each owner :D
- AI did not really attack barbs
- AI did not hunt barbs (there are many barbs around, which have 5-10 hp left)
- AI needs very long to repair plundered improvements

using tweaked barbs
Spoiler :

<Worlds>
<!-- original value "13" -->
<Update>
<Where Type="WORLDSIZE_DUEL" />
<Set FogTilesPerBarbarianCamp="10" />
</Update>
<!-- original value "18" -->
<Update>
<Where Type="WORLDSIZE_TINY" />
<Set FogTilesPerBarbarianCamp="15" />
</Update>
<!-- original value "23" -->
<Update>
<Where Type="WORLDSIZE_SMALL" />
<Set FogTilesPerBarbarianCamp="20" />
</Update>
<!-- original value "27" -->
<Update>
<Where Type="WORLDSIZE_STANDARD" />
<Set FogTilesPerBarbarianCamp="24" />
</Update>
<!-- original value "30" -->
<Update>
<Where Type="WORLDSIZE_LARGE" />
<Set FogTilesPerBarbarianCamp="27" />
</Update>
<!-- original value "35" -->
<Update>
<Where Type="WORLDSIZE_HUGE" />
<Set FogTilesPerBarbarianCamp="30" />
</Update>
</Worlds>

<GameSpeeds>
<!-- lower settings mean more barbarians -->
<!-- original value "400" -->
<Update>
<Where Type="GAMESPEED_MARATHON" />
<Set BarbPercent="250" />
</Update>
<!-- original value "150" -->
<Update>
<Where Type="GAMESPEED_EPIC" />
<Set BarbPercent="100" />
</Update>
<!-- original value "100" -->
<Update>
<Where Type="GAMESPEED_STANDARD" />
<Set BarbPercent="75" />
</Update>
<!-- original value "67" -->
<Update>
<Where Type="GAMESPEED_QUICK" />
<Set BarbPercent="50" />
</Update>
</GameSpeeds>


<Defines>
<Update>
<Set Value="-1" />
<Where Name="BARBARIAN_MAX_XP_VALUE" />
</Update>
<!-- following here as a reference but not actually used
<Row Name="GOLD_FROM_BARBARIAN_CONVERSION">
<Value>25</Value>
</Row>-->
<Update>
<Set Value="100" />
<Where Name="BARBARIAN_CITY_GOLD_RANSOM" />
</Update>
<!--
original value "200"
set to value of "0" makes barbs raid the city without any gold effect
set to value of "-1" makes barbs raid the city and give you back one gold
<Update>
<Set Value="-1"/>
<Where Name="BARBARIAN_CITY_GOLD_RANSOM"/>
</Update>
<Row Name="BARBARIAN_UNIT_GOLD_RANSOM">
<Value>100</Value>
</Row>
<Row Name="BARBARIAN_TECH_PERCENT">
<Value>75</Value>
</Row>
end of here as references but not actually used -->

<!-- original value "33" and not altered
<Update>
<Set Value="33"/>
<Where Name="BARBARIAN_CAMP_FIRST_TURN_PERCENT_OF_TARGET_TO_ADD"/>
</Update> -->




<!-- EFFECTIVE DEFINES USED BY MOD FOLLOW -->

<!-- original value "0" -->
<Update>
<Set Value="0"/>
<Where Name="BARBARIAN_CITY_ATTACK_MODIFIER"/>
</Update>

<!-- original value "2" -->
<Update>
<Set Value="3"/>
<Where Name="BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING"/>
</Update>

<!-- original value "4" -->
<Update>
<Set Value="6"/>
<Where Name="BARBARIAN_CAMP_MINIMUM_DISTANCE_CAPITAL"/>
</Update>

<!-- original value "7" -->
<Update>
<Set Value="6"/>
<Where Name="BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP"/>
</Update>

<!-- original value "6" -->
<Update>
<Set Value="8"/>
<Where Name="BARBARIAN_CAMP_COASTAL_SPAWN_ROLL"/>
</Update>

<!-- original value "10" -->
<Update>
<Set Value="25"/>
<Where Name="BARBARIAN_EXTRA_RAGING_UNIT_SPAWN_CHANCE"/>
</Update>

<!-- original value "30" -->
<Update>
<Set Value="25"/>
<Where Name="BARBARIAN_NAVAL_UNIT_START_TURN_SPAWN"/>
</Update>

<!-- original value "2" -->
<Update>
<Set Value="4"/>
<Where Name="MAX_BARBARIANS_FROM_CAMP_NEARBY"/>
</Update>

<!-- original value "4" -->
<Update>
<Set Value="3"/>
<Where Name="MAX_BARBARIANS_FROM_CAMP_NEARBY_RANGE"/>
</Update>
</Defines>




Barb's looting from City's

- Barb's looting to much yields and size/infrastructure/defence of the city will not taken into account
Some example's:
1: Barb's looting 200 Gold (out from 1000) from my capital --> oook, the city has a pop from 10 and some buildings, most of the income will be generated here, have no walls and no units in the city ... i hide my gold under my blanket.

2: Barb's looting 400 Gold (out from 1000) from my new founded city with stationed Spearman --> not realistic (small city, no buildings, will not hide my money there)

3: Barb's destroy 50 Science (i generate ~50 Science/Round in my empire) in my new founded city (0 Science/Round) --> Why? I generate no science there nor will i test new tech there ...

Same with other yields.

- looting should take care of:
generated science/gold/... in the city
Units in City
Buildings which increase defence or have impact on CapturePlunderModifier
Buildings like Walls should eliminate looting or reduce it two a minimum
 
Spoiler :
Jb9DI2R.jpg


I don't know why this tile only yields 2 food. I have a granary, so I was expecting to see 4 food without a farm.

i think...
desert 0 food
flood plains +2
wheat +1 (bonus just with farm)
farm +1 (makes wheat valid. can just be built on plains or grass)
granary +1 (bonus just with improved wheat)
= max 2
(based on Community Patch 4-15, Community Balance Patch 4-16, CSD 4-15, E&D 3-30, CDF 4-15)

same "prob" is with wheat on marsh

there is a prob with the map/script ... wheat should be not on dessert!
 
The bug I reported(AI gives away luxuries for free) was present in the April 15 version. Was that fixed in the new version?

is it not ok under some circumstances?

i had 3 citys which needed silk for LTK... sejong gives me silk for free because we had a good standing. (he is cheating... why did he know, that i need silk?)

... some other civ's never spent some resources.

other civ's spent free gold (not demanded), because the know, that i will kick her ass if not :D
 
How do buildings that reduce disorder work? I've just build the Motherland Calls, and it said that it greatly reduces disorder, but it didn't change anything. Cities still need the same number of global average, and the local value seems unmodified. The same seems to be happening with barracks and other buildings that should reduce disorder.

Not labeling it a bug yet, because I don't know how it should affect it and maybe I'm missing something...
 
How do buildings that reduce disorder work? I've just build the Motherland Calls, and it said that it greatly reduces disorder, but it didn't change anything. Cities still need the same number of global average, and the local value seems unmodified. The same seems to be happening with barracks and other buildings that should reduce disorder.

Not labeling it a bug yet, because I don't know how it should affect it and maybe I'm missing something...

They should reduce the global average required in the city (or all cities, if talking about the Motherland Calls).

G
 
i think...
desert 0 food
flood plains +2
wheat +1 (bonus just with farm)
farm +1 (makes wheat valid. can just be built on plains or grass)
granary +1 (bonus just with improved wheat)
= max 2
(based on Community Patch 4-15, Community Balance Patch 4-16, CSD 4-15, E&D 3-30, CDF 4-15)

same "prob" is with wheat on marsh

there is a prob with the map/script ... wheat should be not on dessert!

This was just the standard Pangaea script with no additional mods. Wheat on floodplains is definitely supposed to exist, and is actually quite good (in vanilla it's as good as Lake Victoria once fully improved).

It seems like in my instance, the flood plains are being ignored in terms of tile yields. The game is treating the tile like it is plain desert wheat (which also is supposed to exist).
 
Hi, as my first message here, i'll begin really showing my gratitude to Gazebo for his great work in this mod, my best Civilization experience, replacing my previous top one Civ IV with Master of Mana mod.

And about the possible bug that annoys me a lot is referred to carryover of production with Wonders, where most of the time in my case is lost, or in late game where the production is very high is carry over only in a little amount.
To give more information about, with units and buildings always work well, and I usually choose the belief "Monuments to the Gods" the one giving +15% production to ancient/classical Wonders.
So in resume, bug or some detail/feature I'm not noticing ? Thanks in advance

PD: And another detail i've remembered related to production, but finally i've got used to it, and usually not longer bugs me, is related to Might policy that gives production when borders expand, and in the case that production ended that turn without more items queued is lost.

EDITION
Forgot to mention that I use CP, CBP, CSD, C4DF, EUI, CBP EUI compatibility and E&D
 
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