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This is caused by an outdated or modified Bombardment.lua, so it isn't a CP-bug.

I have the same problem. Only using CP, no other mods. I've never modified my Bombardment.lua file, and I have the latest version of Civ 5 with all of the DLC, so I don't see how it could be outdated. This problem doesn't occur when I play without any mods, only with CP by itself. How is it NOT a CP-bug? What then is the fix/workaround?
 
I have the same problem. Only using CP, no other mods. I've never modified my Bombardment.lua file, and I have the latest version of Civ 5 with all of the DLC, so I don't see how it could be outdated. This problem doesn't occur when I play without any mods, only with CP by itself. How is it NOT a CP-bug? What then is the fix/workaround?

Hm, that's weird, I've tested this myself only a few versions ago, and it didn't happen with CP only (in my case it was caused by another mod). And I am so sure about this, because I kept deactivating mods until the issue disappeared, and CP would have been the very last one to deactivate (in fact it would have been vanilla then, which wasn't the case).
Goodness knows.
 
Are you running in performance mode or battery saving mode for your laptop? I have a work MacBook Pro, and it performs much differently on battery versus being plugged in.

I almost always play with it plugged in. I only have the issue with late game CBP though. Even unplugged battery mode just running the base game I have no issue with lengthy turn times.
 
Btw I always wondered if it's intentional that you cannot select Gold and GPT when making deals anymore.
So selecting one, greys out the other, and the tooltip says you should try the other option instead.

What's the reason for this? What if I want to rob them blind? :o


Oh I almost forgot to add another small issue here:

While changes to happiness through diplomatic trades are reflected immediately in the toppanel now (:thumbsup:), those from social policies are still a bit clumsy.
You get to see them in the same turn, but not until you have done something else like moving a unit.
 
So is there a fix coming for this or should i use the few version older version of the mod because i really like the ai and my city management was too easily handled :(

How do i get the older versions ?
 
So is there a fix coming for this or should i use the few version older version of the mod because i really like the ai and my city management was too easily handled :(

How do i get the older versions ?

I wouldn't revert back to an older version, it's only an aesthetical issue and ranged attacks still work as they should.

If you still can't live with it until it's fixed, these are your options (with increasing difficulty :D ):

  1. you could also use the CBP. It contains a Bombardment.lua which fixes (as a matter of fact, it happens to CP because of CBP's dynamic attack range for cities, I assume) this issue.
  2. whoward's PNM-mod "City Bombard Range", but you'll have to modify a few values there
  3. get BNW's Bombardment.lua, put it into a minimod and change the same values from #2
 
I have the same problem. Only using CP, no other mods. I've never modified my Bombardment.lua file, and I have the latest version of Civ 5 with all of the DLC, so I don't see how it could be outdated. This problem doesn't occur when I play without any mods, only with CP by itself. How is it NOT a CP-bug? What then is the fix/workaround?

I've only had this issue before when I was using whoward's bombardment lua with the CP.
 
I wouldn't revert back to an older version, it's only an aesthetical issue and ranged attacks still work as they should.

If you still can't live with it until it's fixed, these are your options (with increasing difficulty :D ):

  1. you could also use the CBP. It contains a Bombardment.lua which fixes (as a matter of fact, it happens to CP because of CBP's dynamic attack range for cities, I assume) this issue.
  2. whoward's PNM-mod "City Bombard Range", but you'll have to modify a few values there
  3. get BNW's Bombardment.lua, put it into a minimod and change the same values from #2

Thanks
 
This is caused by an outdated or modified Bombardment.lua, so it isn't a CP-bug.

I wouldn't revert back to an older version, it's only an aesthetical issue and ranged attacks still work as they should.

If you still can't live with it until it's fixed, these are your options (with increasing difficulty :D ):

  1. you could also use the CBP. It contains a Bombardment.lua which fixes (as a matter of fact, it happens to CP because of CBP's dynamic attack range for cities, I assume) this issue.
  2. whoward's PNM-mod "City Bombard Range", but you'll have to modify a few values there
  3. get BNW's Bombardment.lua, put it into a minimod and change the same values from #2

I just did #3, starting with the base BNW Bombardment.lua file and replacing
Code:
local NO_DIRECTION = -1;
with
Code:
local NO_DIRECTION = 7;
in the three places it appears in the file. This is the value that the Bombardment.lua in CBP uses. It fixes the problem. I would suggest including this modified BNW version in the CP mod.
 
re long turn times: did the AI have a large navy? because naval formations take ages to compute.

Ok, so my game progressed by several (30?) turns further since my last report on Sunday and I tried to reveal AI units with IGE tonight.

- The AI Denmark turn now takes about 5 seconds (it was about 1 minute on Sunday, so the problem went away here), and it currently has around 25 ships.

- AI Turks have around 23 ships and they take about 20 seconds now (was few seconds on Sunday)

- currently the Greek AI takes the longest: about 35 seconds, while I counted only 6 ships. They have 4 cities and quite a lot of ground units.

All other AI civs take about 2-10 secs.

So it does not seem to be related to the number of ships to me. I am playing version 9/27, huge ContinentsPlus, 22 civs and it is turn 461 on Epic, I am researching Rifling, the most AI civs are on par with me or falling behind except Korea which is a few techs ahead of me, but their turn takes about 3 secs. I am unable to see any pattern for the delay in some AI civ turns - it seems the size of the civ does not matter much and neither does the number of the ships they have. Yet it seems they get stuck in some kind of a calculation loop. This was not happening to me in the previous versions as far as I can tell. I will let you know if I spot anything report-worthy.
 
So it does not seem to be related to the number of ships to me. [...] This was not happening to me in the previous versions as far as I can tell. I will let you know if I spot anything report-worthy.

Thank you for the detailed report. The turn times are not directly related to the number of units but also to the type of move the AI is trying to perform, so it's difficult to judge without a profiler. i'll take a look again and maybe put in some instrumentation.
 
In my game I also notice Greece takes substantially longer than other civs.
 
In my game I also notice Greece takes substantially longer than other civs.

Maybe you can describe what's different from Greece and other civilizations? If you put a huge armies for one AI civilization, you can guaranteed that one is going to take longer processing its units' turns.
 
i cant make it past turn 40-50 without the game instantly quitting.here are my mods:
CP pack[no-EUI]
3rd/4th unique components
Barbarians Evolved
City state settlers
Civ 4 diplomatic features
Civ names by policies
CIV-linked great generals
Custom advanced setup screen
Dynamic culture overview
Ethnic Units
Events and decisions[cbp version]
Faster aircraft animations
Full Option start
Global warming
Global warming congress
JFD's Piety,Cultural Diversity, and Mercenaries
Krajzens's great people pack
Landmines for BNW
More great Works
More Luxuries
Move capital
Music changer
Slave trade
Submarines ignore borders
Terrain Names Corrected
War-Less Damaged captured cities
 
Maybe you can describe what's different from Greece and other civilizations? If you put a huge armies for one AI civilization, you can guaranteed that one is going to take longer processing its units' turns.

I was corroborating what vyyt was saying. Greece doesn't have the largest army. In my game Ottomans do. Though they do have a lot of diplomats.
 
i cant make it past turn 40-50 without the game instantly quitting.here are my mods

Oh c'mon!!! You are using too many turtles ... I mean mods! It is hard to determine which one(s) is/are causing your CTDs. You should start with the safe basic setup first and then slowly add more mods step by step. Seeing your modlist, I would be most suspicious about these guys:

  • 3rd/4th unique components - I am pretty sure this ine is NOT compatible with CBP
  • Barbarians Evolved - This one stopped working with CBP some time ago
  • City state settlers
  • Events and decisions[cbp version] - Mostly works, but is unballanced and buggy, might also cause CTDs rarely
  • JFD's Piety,Cultural Diversity, and Mercenaries - JFD and Gazebo are in contact with each other and these mods often become compatible and then incompatible again as they develop

You can see this thread for reference about compatible / incompatible mods (most if the above ones are listed there):
http://forums.civfanatics.com/showthread.php?t=542679

But really, if you are new, do not add tooo many mods in the beginning.
 
Thank you for the detailed report. The turn times are not directly related to the number of units but also to the type of move the AI is trying to perform, so it's difficult to judge without a profiler. i'll take a look again and maybe put in some instrumentation.

Ok, great, thanks! I will probably continue the game during the weekend, do you want me to check anything in particular? I have Firetuner installed and I can post logs if it helps. However I forgot how to turn on the OperationalAI and DimplomacyAI (or whatever they were called) and all the other advanced logs. I am only getting the basic ones, such as database.log or lua.log, but I think you would like to see the one which is tracking the unit movement, correct? If you know how to turn it on, please let me know.

... or should I rather update to the newest CBP version?
 
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