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/// (Events and Decisions) (this error didn't happened before - so, I'm posting it right here)
Latest CPP + CSD + C4DF + EUI + lux + Decisions _ C.Diversity
The game crashes with decision that grant high-trained unit both in ancient and modern era. I can't track down the error with log but I'm pretty sure there are smthg wrong with that particular decision.
 

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This is probably more "that's a bummer" as opposed to a bug, but I will note it anyhow.

Indonesia's Candi building, it spawns a Pepper/Clove/Nutmeg somewhere nearby on completion. A couple of times now I have been disappointed to see nothing spawn, not even under the city.

I am currently playing a map where it's Earth and with TSL, so I've got islands, lots of islands, very few hexes of land. In at least one case I think the Candi had "no room" to spawn anything, as what looked like a clear tile later proved to have a Hidden Antiquity on it, and another clear tile turned out to have maybe Oil or Rubber or something like that. Still, the tile under the city still seemed clear (unless some day I'll discover I settled on Uranium or something).

I guess if I decided to settle on any lonely one hex islands I'd also know to forget about the special Indonesian luxuries, whether in the first place on city founding, or way later if building a Candi.

For the little it is worth, I guess an alternative way to handle free resources is for a building to simply grant them, like Slater Mill and +2 coal, or many other buildings in other mods (like JFD's ExCE, some of the tribal consulates do stuff like act as a source of Gold and Copper). Of course half the appeal of getting a spice is putting a nice plantation on it, not just having the luxury itself. *shrugs*
 
Added log files. Don't know where to search my save game, there is no file in Documents folder

I bet it is E&D. E&D tends to crash pretty hard in the late-game, as the lua is not terribly flexible.

The game crashes with decision that grant high-trained unit both in ancient and modern era. I can't track down the error with log but I'm pretty sure there are smthg wrong with that particular decision.

Same here (E&D as culprit).

E&D is not my mod, and I'm not particularly fond of LUA.

Indonesia's Candi building, it spawns a Pepper/Clove/Nutmeg somewhere nearby on completion. A couple of times now I have been disappointed to see nothing spawn, not even under the city.

Should be spawning under city. Hmm...

G
 
It's possible! Though at this point in the techs the only thing that could possibly be there is Uranium... Oil and Aluminum are already in play. Maybe I will find out later if I keep going with that game.

I may also go back to that game to check a little "two separate one tile islands with a bunch of crabs and atolls" clusters, where I ended up settling. The "tile I didn't settle" in the small settlement radius definitely got the luxury, but I'm pretty sure nothing popped under the city when the Candi was built. I was having a runaway game anyhow, 150+ happiness, +2000g per turn, stuff like that. Losing a 5th or 6th copy of an Indonesia luxury wasn't a great hardship.
 
civbug.jpg


I cannot see building's tooltips.

This is my first install of Community Patch. Is this a bug or have I installed it incorrectly?

Mods I have installed and enabled:
C4DF
CBP - Compatibility Files (EUI)
CBP DELETED LUA FOLDER Per Install Instructions
CP DELETED LUA FOLDER Per Install Instructions
CSD for CBP
More Luxuries

DLC:
Sid Meier's Civilization V: Complete Edition
EUI for CBP

Other functions in these mods are working and most of the EUI works except building tootips and info related to buildings and their outputs. I've updated to the latest version. I still cannot figure out what I have done wrong. Please help me troubleshoot this. :confused:
 
Other functions in these mods are working and most of the EUI works except building tootips and info related to buildings and their outputs. I've updated to the latest version. I still cannot figure out what I have done wrong. Please help me troubleshoot this. :confused:

You installed EUI for CBP in the DLC folder, yes? If so, you made sure to remove the non-CBP EUI folder first, right? Also, you cleared your cache?

G
 
You installed EUI for CBP in the DLC folder, yes? If so, you made sure to remove the non-CBP EUI folder first, right? Also, you cleared your cache?

G

By installing, I copied the folder UI_bc1 into the DLC folder. What folder is the non-CBP EUI? I also tried clearing my cache previously. Here is a screenshot of my DLC folder:

DLC.jpg
 
By installing, I copied the folder UI_bc1 into the DLC folder. What folder is the non-CBP EUI? I also tried clearing my cache previously. Here is a screenshot of my DLC folder:

DLC.jpg

That looks correct - place the NON-CBP EUI mod in your mods folder and enable it. It'll overwrite necessary files.

G
 
That looks correct - place the NON-CBP EUI mod in your mods folder and enable it. It'll overwrite necessary files.

G

Thanks for looking at this.

I presume you mean the CBP - Compatibility Files (No-EUI).

Per your instructions I disabled CBP-CF(EUI) and enabled CBP-CF(Non-EUI). It said configuring game data. I then re-enabled CBP-CF(EUI). I checked the game and the tooltips were not working.

I also tried this:

I deleted the UI_bc1 folder. Ensured LUA folders in CP and CBP were deleted. Then enabled all mods and CBP-CF(No EUI).

I ran the game and tooltips looked fine in the NON EUI version. I then disabled all mods, tested and exited the game.

I then unzippped UI_bc1 to the DLC folder. I enabled all mods including CBP-CF(EUI). I ran the game and found the tooltips for buildings not working.

MODs Folder:

MODS.jpg


:crazyeye:
 
A warrior in chieftain, with might and Drill II fighting with a mate against a barbarian.

The overview says (keeping in mind a Warrior has STR8):

Flanking Bonus: +15%
Combat Bonus: +20%
Bonus VS Barbarians : 85%

That should amounts to 17.6 but instead amounts to 14.4. Is something displaying wrong? Or is something bugged? Or perhaps am I calculating wrong 8+120%?

Incidently is the same force even injured. Is this a CBP feature? I notice the UA of Japan being more than that.
 
A warrior in chieftain, with might and Drill II fighting with a mate against a barbarian.

The overview says (keeping in mind a Warrior has STR8):

Flanking Bonus: +15%
Combat Bonus: +20%
Bonus VS Barbarians : 85%

That should amounts to 17.6 but instead amounts to 14.4. Is something displaying wrong? Or is something bugged? Or perhaps am I calculating wrong 8+120%?

Incidently is the same force even injured. Is this a CBP feature? I notice the UA of Japan being more than that.

Flanking, IIRC, computes a little differently than a flat % yield.

Yes, I know that. I can only enable one at a time. Any ideas on what might be causing the problem?

No idea, honestly. It sounds like , to me, that you may need to reinstall the CP, as it sounds like the CP's DLL isn't being picked up by your Civ game.

Is the UA of the Iroqueses giving them bridges before engineering on purpose or is and oversight?

Actual bridges, or just the bonus thereof?

G
 
Bonus? Which bonus? Bridges give bonuses? Or do you refer to the absence of penalty for attacking through river? Honest question here. Could be a CBP feature for all I know.

Either way, I'm talking about actual bridges in the form of movement. For instance if your city has two adjacent tiles, both separated from the city through a river and one of them has a forest. If you atempt to move to the nonforest tile, you would move through the forest as if were no river and therefore you even get movement left because magic forest roads. :D

edit: because ingrish
 
Bonus? Which bonus? Bridges give bonuses? Or do you refer to the absence of penalty for attacking through river? Honest question here. Could be a CBP feature for all I know.

Either way, I'm talking about actual bridges in the form of movement. For instance if your city has two adjacent tile, both separated from the city through a river and one of the has forest. If you atempt to move to the nonforest tile, you would move through the forest is were no river and therefore you even get movement left because magic forest roads. :D

Forests give movement bonuses, yes. Bonus = not losing all movement when crossing river.

I thought you meant the actual bridge art was appearing.

G
 
Check the numbers I posted pls. Even if the flanking were +0% you would end up with +105%. Which would left you with 16.4 nor 14.4. Unless you tell me that flanking in addition to other bonuses could end up negative which I doubt something is not right. :D

Is chieftain suposed to give you 60%? Because with an archer (7) with the only bonus of +85% vs barbarian, attacking another brute I was left with 10.15, which is consistent with a +45%, 25% from might and 20% from the difficulty. Which in addition is also consistent with the other scenario. 8+80% (40% less that we were talking) is 14.4
 
Forests give movement bonuses, yes. Bonus = not losing all movement when crossing river.

I thought you meant the actual bridge art was appearing.

G

Oh, movement bonus ofc. I only thought of combat.

The text says that it gives movement as there is a road. Before bridges you lose the movement after crossing a river even through roads. Am I wrong?
 
Huge BUG (v 15-7): I just had a Persian settler pass through my blocking military units without problems, more than once. I never saw a note stating such a huge change. I hope it is not WAD.
 
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