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Precisely why I'm not interested in working on it. Too much work on a mod I didn't create. It is fairly plain-language, but that doesn't change the fact that it isn't mine, and I just don't have the energy to do it.

Well I'll make a list at some point, and after that I supposed I'll blackmail someone into fixing it or something like that. That day is pretty far down the road anyways, might as well write a complete rebalancing for it while I'm at it. Some decisions have gotten a lot better or worse because of changes CPP did so it is probably necessary.
 
Well I'll make a list at some point, and after that I supposed I'll blackmail someone into fixing it or something like that. That day is pretty far down the road anyways, might as well write a complete rebalancing for it while I'm at it. Some decisions have gotten a lot better or worse because of changes CPP did so it is probably necessary.

Indeed. I think it is an interesting mod idea, don't get me wrong, but I don't feel it is essential at all, especially with the breadth and wealth of changes made in the CBP. Also, the AI doesn't actually 'know' what it is doing with that mod (it simply enacts things as soon as it can), which I generally find distasteful.
G
 
Indeed. I think it is an interesting mod idea, don't get me wrong, but I don't feel it is essential at all, especially with the breadth and wealth of changes made in the CBP. Also, the AI doesn't actually 'know' what it is doing with that mod (it simply enacts things as soon as it can), which I generally find distasteful

I feel that without it, gold loses too much of its value. If I get a good gold-start I always end up buying both great people decisions usually every era.

I understand the issue with the AI, but there isn't really much of an alternative to it. And considering I tend to end my games with way too many unused magistrates, the AI might get better use out of the mod than I do :D
 
Indeed. I think it is an interesting mod idea, don't get me wrong, but I don't feel it is essential at all, especially with the breadth and wealth of changes made in the CBP. Also, the AI doesn't actually 'know' what it is doing with that mod (it simply enacts things as soon as it can), which I generally find distasteful.
G

I agree that the AI chooses what it is available. Needs some AI improvements for the decisions.

One of the things that makes the AI decisions look so back is that the player can see what is coming up. Maybe take that ability away from the human players?
 
I'm fairly confident there's more cases, but here's one I spotted:

Encampment is shown under Rifling in Tech Tree, and should be under Rifling in Civilopedia, but it is not. Instead it is still under Military Theory (which I think has been removed and/or renamed to rifling in this Community Patch)

Images below:
http://i58.tinypic.com/238x8o.jpg
http://i57.tinypic.com/5x3cqb.jpg
http://i60.tinypic.com/10eoil3.jpg
http://i58.tinypic.com/20hxawo.jpg

Patch/Mods used:
Community Patch (6-29):
Community Balance Patch (6-29):
City-State Diplomacy Mod (6/19):
Civ 4 Diplomacy Features (6/19):
Barathor's More Luxuries:
EUI (CBP Version) (6/29):
CBP - Compatibility Mod (EUI Version) (6/29):
op466p.jpg
 
I'm fairly confident there's more cases, but here's one I spotted:

Encampment is shown under Rifling in Tech Tree, and should be under Rifling in Civilopedia, but it is not. Instead it is still under Military Theory (which I think has been removed and/or renamed to rifling in this Community Patch)

Images below:
http://i58.tinypic.com/238x8o.jpg
http://i57.tinypic.com/5x3cqb.jpg
http://i60.tinypic.com/10eoil3.jpg
http://i58.tinypic.com/20hxawo.jpg

Patch/Mods used:
Community Patch (6-29):
Community Balance Patch (6-29):
City-State Diplomacy Mod (6/19):
Civ 4 Diplomacy Features (6/19):
Barathor's More Luxuries:
EUI (CBP Version) (6/29):
CBP - Compatibility Mod (EUI Version) (6/29):
op466p.jpg

Encampments get a buff at Rifling, but they're available at military theory. That's what the +1 Food and +1 Culture element on rifling represents.

Same mods as before, but now Conscription gives nothing ^^;

Jeez, never satisfied, eh? :)
Works for me - make sure you cleared your cache.

G
 
Encampments get a buff at Rifling, but they're available at military theory. That's what the +1 Food and +1 Culture element on rifling represents.



Jeez, never satisfied, eh? :)
Works for me - make sure you cleared your cache.

G

I made a comment on github but Conscription doesn't work properly for me either. No unit spawns in the capital, though the units for subsequent cities do spawn correctly. I've experienced this in both the 6/27 and 6/29 versions, am just using the CPP bundle, and have followed standard troubleshooting.
 
Some bugs/issues I came across in the 6/21 version. Playing on Immortal, huge tectonic map with 18 civs 34 CSs to start. CP/CBP/CSD/C4DF/EUI+Compat, more lux, E&D, Info addict, really advanced setup, tectonic map script.

Barbs steal way more culture than other yields. 14 turns of empire wide culture vs. a couple turns of one city's production of other yields.

Spoiler :
D5C2F4633C360D017DE965C74A898A42201CBBFA


Spoiler :
848DEC4E8828FA618BEFA51AFE3906D4963A4A28


Spoiler :
FF970E12EB18128D3F0E43B2480CA0BE080776E3


AI says he's breaking our DoF because we have different religions, but I'm not getting a diplo modifier for it in the UI. Maybe he's hiding it, idk. Figured I'd report it just in case.

Spoiler :
B048176350D4F9089C518A09231B3CFB4B6C5A91


AI still likes to settle bad snow/island cities.

Spoiler :
9EBB515A55FBA6393B205EF786C4EF4B8DD9A4A8


Spoiler :
607ABA095A0F4436B005343AD29A5832A02FA64B
 
i cleared cache , veryfied game integrity, did all the instructions on How to Install page and i still get CTD when settling right at game start

im using CBP, more luxuries, CSD , C4DF, EUI, Events and Promotions.

anyone having same issues??
 
i cleared cache , veryfied game integrity, did all the instructions on How to Install page and i still get CTD when settling right at game start

im using CBP, more luxuries, CSD , C4DF, EUI, Events and Promotions.

anyone having same issues??

Database.log, please.

G
 
The AI are still offering open borders deals and then telling me that the prize isn't good enough when I try accepting.
 
Encampments get a buff at Rifling, but they're available at military theory. That's what the +1 Food and +1 Culture element on rifling represents.



Jeez, never satisfied, eh? :)
Works for me - make sure you cleared your cache.

G

Sorry if I came across as ungrateful. I really am enjoying the patch. I just thought I had come across something that was overlooked. I see now that I made the mistake.

P.S. on the tech tree are you limited to only 5 icons per tech? That seems to be the case, but I'm not sure.
 
P.S. on the tech tree are you limited to only 5 icons per tech? That seems to be the case, but I'm not sure.

Yeah, and it is extremely annoying with the addition of techs giving +yields to specialists because they are almost always outside of the box, meaning you're pretty much guessing which techs improve your specialists :D.

A civpedia-page about that would be nice btw, maybe adding it to the bonus yields to the normal specialist page? Maybe do the same with improvements (especially great tile improvements) while you're at it? Unless that's a lot of work ofc, in that case just ignore this :D
 
Couple of bugs I've noticed in the version I'm currently playing (06-27). Apologies if they were fixed in the most recent version.

Railroads aren't providing a production bonus to connected cities.

If you're at war with someone and they liberate a City State that you'd conquered, they gain an alliance with the city state but the city state doesn't actually declare war on you. The UI says that the city state is at war with you, but you can click on them and undertake diplomacy. Attacking them requires a declaration of war.

Railroads are providing the same movement bonus as un-upgraded roads (half movement). A 2 move unit on Railroads only moves 4 hexes.
 
Yeah, and it is extremely annoying with the addition of techs giving +yields to specialists because they are almost always outside of the box, meaning you're pretty much guessing which techs improve your specialists :D.

A civpedia-page about that would be nice btw, maybe adding it to the bonus yields to the normal specialist page? Maybe do the same with improvements (especially great tile improvements) while you're at it? Unless that's a lot of work ofc, in that case just ignore this :D


If you check the civpedia page of the Tech it will tell you if Specialists will be gaining additional yields.

One thing the civpedia won't tell you is if the Tech grants additional Trade Routes.
 
Sorry if I came across as ungrateful. I really am enjoying the patch. I just thought I had come across something that was overlooked. I see now that I made the mistake.

P.S. on the tech tree are you limited to only 5 icons per tech? That seems to be the case, but I'm not sure.

I was just teasing. :)
G
 
If you check the civpedia page of the Tech it will tell you if Specialists will be gaining additional yields.

One thing the civpedia won't tell you is if the Tech grants additional Trade Routes.

Yes I know that, but randomly checking techs takes ages. Also Im quite sure I can see traderoutes in the civepedia.
 
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