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How does exacly Marocco UA work? I tryed making trade route with CSs and with civs, I tried waiting untill caravan returns to city but I don't get any extra :c5gold: :c5culture: :c5goldenage:

:(
 
How does exacly Marocco UA work? I tryed making trade route with CSs and with civs, I tried waiting untill caravan returns to city but I don't get any extra :c5gold: :c5culture: :c5goldenage:

:(

For every trade-route with a different civ(minor or major) you get some gold, some culture and some GAP every turn. This applies even if it's the AI sending traderoutes to you.
 
There is a problem with the city manager. If I manually assign every plot (all locked), regardless of focus type or avoid growth checked/unchecked, it will always default to one farm plot (two, if you let the city in question grow).

Only savegame affecting mod apart from CP+CBP+CSD+C4DF+ML+EUI is Promotions - Ancient Ruins Choice

It is still 7-15v2 since 7-18 is not savegame compatible and I kinda wanted to finish a game for once.

To reproduce the bug, go to the southern-most city, Si Satchanalai, and try to assign plots other than the two 3 and 4-food farms. Exit the city screen and just hover over the city name, it will automatically change back and the farm plots are once again worked, even if using manually locked plots!
 

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There is a problem with the city manager. If I manually assign every plot (all locked), regardless of focus type or avoid growth checked/unchecked, it will always default to one farm plot (two, if you let the city in question grow).

Only savegame affecting mod apart from CP+CBP+CSD+C4DF+ML+EUI is Promotions - Ancient Ruins Choice

It is still 7-15v2 since 7-18 is not savegame compatible and I kinda wanted to finish a game for once.

To reproduce the bug, go to the southern-most city, Si Satchanalai, and try to assign plots other than the two 3 and 4-food farms. Exit the city screen and just hover over the city name, it will automatically change back and the farm plots are once again worked, even if using manually locked plots!

This have been present for the last 8 versions, it's been reported and it's not yet fixed.
 
This have been present for the last 8 versions, it's been reported and it's not yet fixed.


Have same problem. Only noticed it in 17v2 and now 18.... :(

Really annoying as I'm trying to make a city production focused and it keeps changing to more of a growth related...


EDIT: Seems to only happen if you have any plots that yield 4 or more food. If you don't have it as a selected tile, it will automatically select if you hover the mouse over city banner again (or when city population goes up by 1).
 
Have same problem. Only noticed it in 17v2 and now 18.... :(

Really annoying as I'm trying to make a city production focused and it keeps changing to more of a growth related...

EDIT: Seems to only happen if you have any plots that yield 4 or more food. If you don't have it as a selected tile, it will automatically select if you hover the mouse over city banner again (or when city population goes up by 1).

Actually it also happens with tiles with 3+ food. In my savegame, the city automatically selects the two farms which yield 3 and 4 food, respectively. It is a weird bug, does it maybe only affect farm improvements?

The worst thing about this bug is that you can't even force the behaviour you want each round, because even though it shows the correct manual selection during the turn process, it will always count only the automated selection even if you were nowhere near the city banner!
 
Not only farms... fish with fishing boats and deer with camps also same thing. During my testing, it did not do it with tiles with only 3 food or less.
 
For the stated problem, here is a save for you Gazebo...

Essen is re-assigning the plots even to the point of going to starvation, no matter what lock or focus you try to choose.
 
I am having barbarian spawn issues. Playing hotseat, not sure if that is critical. Cleared the cache and removed all my custom civs and mods other than CP,CBP, CSD, C4D, JFD's Exploration, and Ethnic Units. Also in-game editor, for spotting barbarians.

On YNAEMP Giant Earth, it was for some reason defaulting to 21 civs and 41 CS, instead of 22 civs. Adding a 22nd civ resulted in no barbarians anywhere on the map upon starting. With 21 civs, there were barbarians again.

Also tested it with the Communitas map, same results. Not sure what any of that means, exactly, but I thought I'd share it.

Edit: Using 7/18
Following this suggestion, I tried starting a Hot Seat game with 21 civs instead of 22 and Barbarians spawned without issue, so that does seems to be related to the problem.
 
I haven't tried 7-21 yet, but in 7-18 trying to establish a Holy Site kind of freezes the game. I can still move the cursor, but everything else just stops. I enabled logging, but I can't seem to find anything about the problem.
 
The unit for every multiple of 6 pop in a city portion of the Conscription policy is not working for me. Can anyone else confirm?
 
That should still be the case, unless you are Japan. If not, that sounds fishy. You sure this is the case (let's take this to a separate thread - I don't want to clutter this thread with a bug question).

G

Is here ok?

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

When I told you about the bonus against barbarians in Chieftain showing wrong, I post that. I was playing with Iroqueses. I checked a few other times, but since I didn't get an answer I thought it was a feature. Especially give the change in Japan UA.
 
Is here ok?



When I told you about the bonus against barbarians in Chieftain showing wrong, I post that. I was playing with Iroqueses. I checked a few other times, but since I didn't get an answer I thought it was a feature. Especially give the change in Japan UA.

Ah. That may have just been a UI bug. I'm not 100% sure, though.

G
 
On Skirmish map civ surprisingly takes Exploration that is just unacceptable. I think you should forbid civs from taking this policy.

Spoiler :
6c712e69cd18.jpg
 
Ah. That may have just been a UI bug. I'm not 100% sure, though.

G

Yeah, it didn't occur to me to check if the number dealt was consistent with the tooltip.

The healing of the khan is not UI though. It heals +15% instead of +15HP. Which results in the astonishing amount of 17hp, 2hp more than usual.
 
Yeah, it didn't occur to me to check if the number dealt was consistent with the tooltip.

The healing of the khan is not UI though. It heals +15% instead of +15HP. Which results in the astonishing amount of 17hp, 2hp more than usual.

I haven't touched that code, but I'll take a look. It may be a tooltip error (i.e. the tooltip isn't descriptive. Looking at the wiki, I see this:

The Mongolian Khan is a significant improvement over the standard Great General. Besides normal combat bonuses, the Khan is able to move at the same rate as the Keshik (5 points per turn) and enables adjacent units, but not units on the same tile, to heal for an additional 2 HP per turn (15 in Gods & Kings and Brave New World). This beefed-up Great General ensures that his cavalry units will always be in a battle ready state.

G
 
Weird crash, happens right between turns as AI is processing its movements...

savegame

I experienced same problem once, but on late turns. Do you have other mods installed?

EDIT: I looked at your save file but at the moment can only refer to Gazebo's words that E&D is the most likely to cause the problem. I see your game crashes after turn 342, same was with me on turn 345 in one game.
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