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I can't seem to be able to delete units - clicking the delete unit button does nothing. The same issue also exists with the Annex/Liberate button in the city view screen, it does nothing, and so I'm unable to perform those actions. I'm guessing this is a EUI thing.
 
Hello,

first I want to thank every contributor for this great modpack. I am really enjoying the changes and balances.

I have a bug in Chinese ability. During WLTKD, I am not getting the advertised growth bonus:

2wfv7ra.jpg


I have CBP62, CP62, C4DF61, CSD52, More Luxury, Event&Decisions, EUI Compatibility.
 
Game crashes when pressing "restart game" at the start. This didn't happen before patch 6-2 (didn't try 6-1).

Mods in use:

Cities 4 Hexes Away
City Limits
Civ IV Diplomatic Features
Civ Names by Policies
Civilization Selection Bonus Tooltips
Community Balance Patch - Compability Files (No-EUI)
Community Balance Patch
Community Patch
CSD for CBP
Culturally Linked Start Locations
Faster Aircraft Animations
InfoAddict
Ingame Editor
More Luxuries
Promotions - Ancient Ruins Choice
R.E.D. Hotfix
R.E.D. Modpack
Really Advanced Setup
Reforestation
RemoveBanLuxury
Strategic Buildings Pack
Terrain - Brazilwood Camp Extension
Terrain - Chateau Extension
Terrain - Kasbah Extension
Terrain - Polder Extension
Terrain - Terrace Farm Extension
Thal´s FlagPromotions
UI - Diary
UI - Improved City Banner
UI - Religion Spread
UI - Trade Opportunities
Unit Path Viewer
Wonder Race

(Deleting my newly added mods didn't work, still crashes. Everything worked with the mods above before.)
 
I've noticed with the newest version (6/6) that civs are clumped together really closely. As in they're next to you when you start a game.

The first game I started up I had 2 civs close enough where I took England out of the game by taking it's settler on the first turn. The next game after that I had 2 civs and a citystate, the next the same. I used IGE to look at the map and see what was the deal and it seems to be that civs and CSs group very close (And in some cases on top of.) natural wonders.
 
I've noticed with the newest version (6/6) that civs are clumped together really closely. As in they're next to you when you start a game.

The first game I started up I had 2 civs close enough where I took England out of the game by taking it's settler on the first turn. The next game after that I had 2 civs and a citystate, the next the same. I used IGE to look at the map and see what was the deal and it seems to be that civs and CSs group very close (And in some cases on top of.) natural wonders.

That's nothing to do with CP/CBP, as I don't mess with map generation at all. Sounds like your map script is acting up.

G
 
Hmm, I did use a saved map when playing. I'll give it a go with a regular generated map and see.
 
After playing with a friend, we both had the mod installed, i have some things to show you, that hopefully may help you.

We played on difficulty 6 on quick.

We used following versions: (i know thats now 2 patches behind, but it still may apply)

Civ IV Diplo: 4-15
Comm Balance Patch - Comp-Files: v1
Community Balance: v13
Community Patch: v66
CSD for CBP: 5-2
More Lux: v155


1. The AI was behind us/keeping up with tech but we didnt focus on teching
-> Thats a BIG improvement, with no-mod the AI in team games fall behind very quick

2. There was no war, even though location and military power should have forced Japan to murder is neighbours (Inca and brazil were very weak on the military level)
-> this may be a problem because we had teams of 2?

3. ROADS! I was so confused when i found out nobody likes roads! Here are some screenshots: http://imgur.com/a/ZnLZd

4. After a citystate was conquered by barbs, it was rescued by another city state, it was puppeted (just an information)

5. Gold was much better for all the civs, Japan was highly negative but had a huge army (standing around). I have no clue why Inca and Poland are so negative, but it may be related to the unwilligness to build roads?

If there are any other questions regarding this game, just tell me.

--

Unreletated to this game, in a previous one, we also had Inka in our game and they never expanded during the whole game and had a horrible small city, no clue what was going on there.
 
It seems like trade is still off, I can't seem to get anyone to trade even when it's something highly in their favor. For example, 1gpt for 5 horses. I was friends with Shaka and he asked for help with pearls; I agreed but then it went to the trade menu and he said that it wasn't a good deal. I proceeded to add every luxury item I had with a good chunk of my strategic resources and he still wouldn't take anything even when it was for free.
 
It seems like trade is still off, I can't seem to get anyone to trade even when it's something highly in their favor. For example, 1gpt for 5 horses. I was friends with Shaka and he asked for help with pearls; I agreed but then it went to the trade menu and he said that it wasn't a good deal. I proceeded to add every luxury item I had with a good chunk of my strategic resources and he still wouldn't take anything even when it was for free.

Did you try trading with other civs? I remember that Shaka was kinda "di*kish" in vanilla. He didn't want to trade any luxury for another luxury. So apparently he didn't want to favor his opponents. DoF wasn't an exception.
 
Did you try trading with other civs? I remember that Shaka was kinda "di*kish" in vanilla. He didn't want to trade any luxury for another luxury. So apparently he didn't want to favor his opponents. DoF wasn't an exception.

I did with Rome and Monty actually. I just thought that I just got lucky breaks at the time.

I understand the AI trying to cheat themselves a deal but when it becomes that they asked for help and you agreed and then the menu changes with them saying it's not enough feels like something is wrong. Especially when the deal is completely in their favor.
 
Same issue. They ask me for help, or offer me help!, and refuse when I accept, for whatever reason. Another example is Darius asking me for embassy<->embassy, I accept he says it's not a fair deal?
 
It seems like trade is still off, I can't seem to get anyone to trade even when it's something highly in their favor. For example, 1gpt for 5 horses. I was friends with Shaka and he asked for help with pearls; I agreed but then it went to the trade menu and he said that it wasn't a good deal. I proceeded to add every luxury item I had with a good chunk of my strategic resources and he still wouldn't take anything even when it was for free.

Did the AI have a bunch of horses? Or none at all? The other issue I think I've fixed - was a simple boolean calculation that was pushing the AI to reevaluate deals when it shouldn't.

Edit: also, keep in mind that the AI is, overall, much more shrewd in deals, especially if you aren't friendly with them. They are no longer places for players to simply dump excess resources for GPT.

G
 
Units can stand on Lake Victoria and some other natural wonders, i. e. Old Faithful. I suggest to check every natural wonder for this bug.
 
Did the AI have a bunch of horses? Or none at all? The other issue I think I've fixed - was a simple boolean calculation that was pushing the AI to reevaluate deals when it shouldn't.

Edit: also, keep in mind that the AI is, overall, much more shrewd in deals, especially if you aren't friendly with them. They are no longer places for players to simply dump excess resources for GPT.

G

No, no one had horses. Shaka did have iron but he didn't develop it, although he might not have been able to see it 'cause I was ahead of everyone in tech.
 
Hi Gazebo,

I have played 364 turns of version 6-2 (non-EUI, CSD 5-2, C4DF 6-1, More Lux) and jma's latest flavors. When I hit End turn, I get a repeatable CTD without any error message while (or right after???) the turn of Portugal AI is being processed. The AIs before Portugal proceed without problem. I cannot think of anything significant happening in the game which could be causing it. Switching to the strategic view does not help.

Unfortunately I have been using many other mods: many WHoward's minimods, the FlagPromotions, Ethnic Units, etc., so I cannot say for 100% it is not a mod conflict, but I think it is not, as they do just small things or they should have caused the CTD much earlier in the game - but I could be wrong. I also tried turning most of them (Ethnic Units, FlagPromotions and such) off, but it did not help either (I had to keep some of them on because the saved game would not load without them).

I can see some errors in the logs, such as:

[632926.734] Runtime Error: Error loading C:\Users\[My UserName]\Documents\My Games\Sid Meier's Civilization 5\MODS\Community Balance Patch (6-2)\LUA/Communitas.lua.
(- I deleted the LUA folder in CBP as per instructions)

I attach my logs in the attachment - can you see anything wrong (except the usual errors and warnings)? If it appears it is caused by one of the other mods I am using, then please do not bother with it, but it seems to me it is not.

Thanks for reading!
 

Attachments

Just a minor thing. This might even be intentional, but I don't know so I'll report it anyways. If anyone feels like it you can add it to the Github-thing, I'm not going to anyways.

The unbuildable unique versions of the Lancer, the Sipahi and the Hakkapeliitta (it really had to be the ones with the weird names) are both still unlocked at Gunpowder even though the Lancer unit was moved back to Metallurgy. This affects the tech needed to receive them from military city-states (and possibly barbarians as well, but I'm not sure how they are coded)
 
Patch 7-6

Mod list: CP, CBP, more luxuries & comp, and YNAEMP (JFD's). Huge map, 20 players with 30 CSs, random settlers' locations. I just started a new game and saw something weird: most civs including CSs were located on the same titles, stacked with each other. Is this a compatibility issue with YNAEMP?
 
Patch 7-6

Mod list: CP, CBP, more luxuries & comp, and YNAEMP (JFD's). Huge map, 20 players with 30 CSs, random settlers' locations. I just started a new game and saw something weird: most civs including CSs were located on the same titles, stacked with each other. Is this a compatibility issue with YNAEMP?

Shouldn't be- I don't mess with map generation at all. Post your LUA log please.

G
 
In my game, something goes wrong every time it is Genghis Khan's turn...it takes several minutes to process Genghis, but not any of the other AI...

1) Enabled Mods:
Community Patch (6-7)
Community Balance Patch (6-7)
Community Balance Patch - Compatibility Files (EUI) (v1)
R.E.D. Modpack (v 27)
JFD's Exploration Continued Expanded (v 6)
More Luxuries (v 155)
CSD for CBP (5-2)
Civ IV Diplomatic Features (3-30)

2) Savegame attached

3) Other Info on bug
So, I checked out the various logs (I have put all logs in a rar file), and I found a few error messages in xml.log about failing validation checks, but nothing seemed to really relate to this bug. However, in net_message_debug.log (also attached), it seems like there is something going on with *several* of the AI's units...The following sorts of messages appear throughout the log for several of the AI:

Spoiler :
Code:
[434773.008] DBG: UpdateMoves() : player.AI_unitUpdate() called for player 1 Elizabeth
[434773.008] DBG: GAME HANG - Please show Ed and send save. Stuck units will have their turn ended so game can advance. [DETAILS: Player 1 Elizabeth. First stuck unit is Settler at (56, 27)]
...
[434997.306] DBG: UpdateMoves() : player.AI_unitUpdate() called for player 4 Genghis Khan
[434997.306] DBG: GAME HANG - Please show Ed and send save. Stuck units will have their turn ended so game can advance. [DETAILS: Player 4 Genghis Khan. First stuck unit is Khan at (6, 9)]

However, Genghis is the one who has a really long delay...several minutes for his turn to process for each turn.

View attachment Sejong_0233 AD-1615.Civ5Save

View attachment Logs.rar
 
Similar, maybe the same as a CTD I reported about a week ago, and perhaps the same as what @vyyt is experiencing (http://forums.civfanatics.com/showpost.php?p=13853035&postcount=2075). I'm seeing a CTD as Siam/Immortal/Huge at 800AD (turn 101) at what looks like between CSs Kyzyl's and Bratislava's turns. What might be interesting is that the turn prior, Bratislava was taken Barbarians. Maybe that matters (maybe it doesn't).

Mods, Logs and Dumps are attached.
 

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