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Oh right, I also got that bug with Oil Offshore Platforms.
I guess it's a bug indeed, I didn't read anything about it being intended.
 
Oh right, I also got that bug with Oil Offshore Platforms.
I guess it's a bug indeed, I didn't read anything about it being intended.
 
I am seeing an error with God King pantheon. Getting +1 culture, faith, gold & science per follower instead of per 6 followers.
 
Latest everything, asked what the ai wanted for an embassy and CTD
lua/dump included, I see Piety & Sovereignty is regularly causing log issues. Might have to dump it :(
View attachment Working.7z
 
Units still cannot cross over mountains after researching the Wheel with the new version, I tried it with both the mod civ I use and the Inca.

Works for me. Looks like you have a mod conflict.

G

I am seeing an error with God King pantheon. Getting +1 culture, faith, gold & science per follower instead of per 6 followers.

Can't reproduce error. EUI or no-EUI?

I noticed that my ships can't pillage enemy offshore platforms. Is that intended?

Can't reproduce this either. Sorry.

G
 

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Spies perform advanced operations (stealing science, gold etc.) while setting up (the one after travelling). Noticed that in a couple of versions the last month and also in the current.
 
Spies perform advanced operations (stealing science, gold etc.) while setting up (the one after travelling). Noticed that in a couple of versions the last month and also in the current.

That's fine. The setting up process has nothing to do with the advanced action functionality.

G
 
City States won't improve any of their tiles, using v66

Can't replicate, sorry. All of the bug reports made since the 18th are not re-produceable, so they are almost definitely mod conflicts.

As a rule, everyone, please remember that a bug report for the CP/CBP is only valid if you have tested for the bug with just the CP/CBP active. Otherwise it is not a bug, but rather a conflict.

G
 
Are we just not able to queue techs anymore without having to reopen the tech tree every time? Same for queuing buildings until you got the first one in?

I am having a similar issue. I had performed a manual install of the CBP a few months ago. Yesterday, I cleared my cache and ran the CPP installer (full version, with EUI). It seems as if everything went smoothly, but I am noticing this one bug.

To elaborate on the problem ForAPrice and I seem to be having, whenever I left click anywhere in the tech tree menu, the click is registered and then the window closes immediately. Shift+click is registered as well, but still causes the window to close. Thus, I can still create arbitrary tech paths as usual, but it is significantly more annoying than I would like it to be.

Has anyone else had this issue or know a possible cause/fix?

note- I am not having the issue with queuing buildings mentioned by ForAPrice.
 
I am having a similar issue. I had performed a manual install of the CBP a few months ago. Yesterday, I cleared my cache and ran the CPP installer (full version, with EUI). It seems as if everything went smoothly, but I am noticing this one bug.

To elaborate on the problem ForAPrice and I seem to be having, whenever I left click anywhere in the tech tree menu, the click is registered and then the window closes immediately. Shift+click is registered as well, but still causes the window to close. Thus, I can still create arbitrary tech paths as usual, but it is significantly more annoying than I would like it to be.

Has anyone else had this issue or know a possible cause/fix?

note- I am not having the issue with queuing buildings mentioned by ForAPrice.

That's an EUI feature. Check the interface options for a button to remove it.

G
 
I got an error where you could keep getting free techs. To do this, I asked what they'd pay for something, added the techs, then accepted the deal. I used the up to date CBP with other mods.
 
Syncretism decreases faith purchases by ~25% on top of the 25% from Organized Religion. Maybe there is an old effect still active?

190 -> 140 with OR, 140-> 100 with Syncretism.
 
Under certain conditions, the predicted outcome of a battle won't be updated accordingly when selecting different units, especially for ranged units or melee units that are out of range.

Here is what to do:

1PIY3e9.jpg

Attack an enemy unit so some damage is inflicted (this is necessary!). In this case with the pikeman right next to the barbs.

QYV4aST.jpg

Now select a ranged unit and try to attack the enemy. The bars + stats for the predicted damage are the very same as for the pikeman, and only the modifiers are missing. (note that the ranged unit is at full health, while the bar misleadingly shows that it's damaged)

0qZ0APH.jpg

When you select the pikeman on the left (with full health) before the crossbowman, the bar will carry over these values instead.

-It seems to play an important role that the unit that gets the wrong stats is out of range in this turn (crossbowman) or could not reach a hex next to the enemy (at least) when it's a melee unit, so it also happens to melee units that are farther away.
-I also noticed that sometimes it can make a difference if you select the unit by either clicking the icon or the unit itself, so selecting it via icon shows the wrong stats, while clicking on the unit shows them right. I still have to figure out how to reproduce this.

version:
CP (9-18), no other mods, cleared cache
(the first time I noticed this issue was under 9-3, if that helps)
 
I reinstalled my game, now the only bug that I'm meeting are the pantheons that give bonuses based on how many followers arent working. They just dont give anything.

Sorry for being such a noob

Edit: I think I experienced the same bug that Lynnes.
 
One more thing: I'm still getting an empty "Cities we want to visit"-notification, while all others are working, but I'm not sure if it's related to the DLL or the fact that I'm using only a part of the compatibility patch that I need to run C4DF without CBP. :confused:

Usally I'm playing with many mods, and only switch to CP-only to confirm any issues I find, but confirming this one under different conditions can be really time consuming, so maybe I can ask the other way around:

a) Is there someone with a current version of CP who got a "Cities we want to visit" notification that was not empty

or

b) Could any of these files (from the compatibility patch) affect this notification?

Spoiler :
CivilopediaScreen.lua
DeclareWarPopup.lua
DeclareWarPopup.xml
DiploCurrectDeals.xml
DiploGlobalRelationships.lua
DiploGlobalRelationships.xml
DiploList.lua
DiploTrade.xml
DiscussionDialog.lua
DiscussionDialog.xml
LeaderHeadRoot.lua
LeaderHeadRoot.xml
SimpleDiploTrade.xml
TechButtonInclude.lua
TopPanel.lua
TradeLogic.lua


or

c) Is there some code I could use in a minimod to induce this notification during the first few turns of a new game?

Thanks! :)
 
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