I get this:
Note: I'm just using Community Patch not CBP
This is caused by an outdated or modified Bombardment.lua, so it isn't a CP-bug.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my Bombardment.lua file, and I have the latest version of Civ 5 with all of the DLC, so I don't see how it could be outdated.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?
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.
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?![]()
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 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my Bombardment.lua file, and I have the latest version of Civ 5 with all of the DLC, so I don't see how it could be outdated.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 wouldn't revert back to an older version...
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):
- 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.
- whoward's PNM-mod "City Bombard Range", but you'll have to modify a few values there
- get BNW's Bombardment.lua, put it into a minimod and change the same values from #2
This is caused by an outdated or modified Bombardment.lua, so it isn't a CP-bug.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):
- 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.
- whoward's PNM-mod "City Bombard Range", but you'll have to modify a few values there
- get BNW's Bombardment.lua, put it into a minimod and change the same values from #2
local NO_DIRECTION = -1;
local NO_DIRECTION = 7;
re long turn times: did the AI have a large navy? because naval formations take ages to compute.
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.
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
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.