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Well, first of all because those followers/worshipers never went anywhere. If their thing is making strange dances in the aurora, and because they do that their tundra resources provide them with more culture/faith/whatnot then why should that change just because some nutjob decided to start a new cult in a city 40 miles away.

I can see them getting converted or at least partially converted to the new religion instantly, but I just can't see them randomly disappearing.

But the old faith (the pantheon) shouldn't contribute faith towards a missionary for a new faith you just founded, at least not logically.

We're gonna try the 'pantheons go away' model for fun with this version. We'll see how it goes.
 
But the old faith (the pantheon) shouldn't contribute faith towards a missionary for a new faith you just founded, at least not logically.

We're gonna try the 'pantheons go away' model for fun with this version. We'll see how it goes.

Well faith from followers of other religions contribute towards missionaries for your own religion, so claiming faith is anything other than a yield is silly.
 
But the old faith (the pantheon) shouldn't contribute faith towards a missionary for a new faith you just founded, at least not logically.

We're gonna try the 'pantheons go away' model for fun with this version. We'll see how it goes.

I've always perceived religion as an extension of pantheons in civ. A religion assimilates a pantheon, retaining its bonuses - a pantheon evolved, so to say. To me it seems illogical for a pantheon to completely cease existing at some point only to return later in a much too similar, modified form. Besides, from an immersion point of view nothing can really explain where pantheon followers all suddenly vanish, unless some sort of global empire-wide inquisition automacially takes place after founding a religion.
 
I've always perceived religion as an extension of pantheons in civ. A religion assimilates a pantheon, retaining its bonuses - a pantheon evolved, so to say. To me it seems illogical for a pantheon to completely cease existing at some point only to return later in a much too similar, modified form. Besides, from an immersion point of view nothing can really explain where pantheon followers all suddenly vanish, unless some sort of global empire-wide inquisition automacially takes place after founding a religion.

True, but then we come back to the crux of the problem - empire-yield (national) pantheons are at a disadvantage versus follower-style pantheons, as they lose their bonus until you convert a majority of your cities to your founder faith. If this is a fair (or understandable) imbalance, then I'm fine with it. Otherwise, we need to sacrifice a small amount of realism for balance.

G
 
True, but then we come back to the crux of the problem - empire-yield (national) pantheons are at a disadvantage versus follower-style pantheons, as they lose their bonus until you convert a majority of your cities to your founder faith. If this is a fair (or understandable) imbalance, then I'm fine with it. Otherwise, we need to sacrifice a small amount of realism for balance.

G

Convert half, or one third of the pantheon followers to religious followers, remove the rest and we have the whole thing solved.
 
I downloaded and installed Full EUI version. My interface is absolutely clear now. I can do nothing!
Game version .134. Language: not English
 
And then Piety is nerfed and missionaries have no point. That's not feasible.

One third conversion would mean you'd have around 20% followers per city (Pantheon followers is about 60% of population, 1/3 of that would be 20%) that would probably be a buff to piety, as piety wants their cities converting faster. Missionaries would still have a point, both for spreading internally but even more importantly for spreading externally. It would also make Ghandis first 2 or 3 city-conversions feel less stupid.
 
I downloaded and installed Full EUI version. My interface is absolutely clear now. I can do nothing!
Game version .134. Language: not English

1) Update to the latest game version - it is .279 (and make sure you have all the leader DLCs and you are on a PC and clear the cache and ModUserData folders, while you are at it :) )

2) If your game is not in English, you have to tweak a couple of things. Follow this thread:

http://forums.civfanatics.com/showthread.php?t=539883
or the installation guide
https://mega.nz/#!vApnySCQ!WhZ8rzzZA39rJn8kvctZp8PRUpIjpZd_6fwzEVzq9HE
 
I'm getting constant crashing when I play with these mods. It normally crashes after a while of playing during an AI turn, and sometimes when I try to exit into the main menu. The game gets more and more unstable the longer I play until it becomes unplayable.

I download the EUI version of the mod into the My Games folder in Documents with the launcher, and I put EUI into the DLC folder in my Civilization 5 directory. I also use quick turns, info addict, RED modpack, and the ingame editor so maybe one or more of those are incompatible?
 
is it normal to not be able to see the religion overview?i keep clicking on my faith count and i cant go to the religion overview.also there was only 2 follower beliefs left even though i made the 4th religion,is this normal?
 
Hi - I posted a list of bugs/observations on page 176, I'd just like confirmation of if it was noted. Thanks. :)
 
I'm getting constant crashing when I play with these mods. It normally crashes after a while of playing during an AI turn, and sometimes when I try to exit into the main menu. The game gets more and more unstable the longer I play until it becomes unplayable.

I download the EUI version of the mod into the My Games folder in Documents with the launcher, and I put EUI into the DLC folder in my Civilization 5 directory. I also use quick turns, info addict, RED modpack, and the ingame editor so maybe one or more of those are incompatible?
I use the same mods plus some more that I posted here a few posts ago. It would be interesting what version you are using. I experienced crashes with version 10/21. It seems to be fixed after I deactivated the luajit dll that was posted here in the forum. Maybe Exploration Continued Extended has a problem with this, the visual shader issues still persist.
 
How might I set up the mod to make it functional in multiplayer, if that's possible?

This is what you are looking for:
http://forums.civfanatics.com/showthread.php?t=553187

2. Some Barbarian units are inexplicably instakilled when attacking my cities. The game does not zoom to their movement, and the city takes a higher-than-normal amount of damage when the Barbarian unit dies, as though there were multiple rounds of combat all at once. This seems to happen more often than not.

I think this is intentional. When barbs are looting in your territory, they lose a lot of health automatically - this is probably to compensate for their ability to loot (they take some culture, science, gold or food when in your territory), while your empty cities have only very limited ability to defend (- short range in the early game). If they were not losing health they could loot for too long and damage your economy too much. Not sure about the camera zooming in on them, I think it does for me, cannot test now. You should see an exclamation mark notification on the right side informing you about barbs looting.

3. Sometimes you can build (say, a mine) on a tile like a Grassland that has no Hill, and no other special resource on it. I'm pretty sure that this is because some undiscovered tech (like Coal) is sitting on the tile. Nevertheless, this still seems buggy to me - there should be no indication that a tile is special until you actually get the appropriate tech, and then the new resource simply appears on an already-improved tile, even if it's an improvement that normally couldn't be build on that resource. I did not experience this in vanilla.

I have not experienced this myself, but I think this was a sudden bug in version 10/21-ish, when the hidden resources and antiquity sites were messing up with worker actions. I think this should be ok now.
 
yo. Had a break from civ for a while and now that i wanted to start again i wanted to try out this mod pack thingy.

I installed it just as the manual said but after that i installed the verion with the EUI mod the UI wasn´t there. If i look in the file: D:\Spel\steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC
The UI isn´t there. I got all the mods in the other File: C:\Users\'\Documents\My Games\Sid Meier's Civilization 5\MODS
But even thou i directed the installation the UI file never appeared...

Some tips please? Thanks.
 
I tried to download the UI pack directly. Doing it right now.

Brb for results :P
_______________________________________
10 min later

Yep i think i got the UI mod working. But not sure if the rest of the mods are doing its job. what should i look for? How do i know that this community mod patch is doing its job?
_______________________________________
one facepalm later...

I was looking at the single player folder. Just realized that the game mod was in the mod foulder..... yeah...
 
I tried to download the UI pack directly. Doing it right now.

Brb for results :P
_______________________________________
10 min later

Yep i think i got the UI mod working. But not sure if the rest of the mods are doing its job. what should i look for? How do i know that this community mod patch is doing its job?
_______________________________________
one facepalm later...

I was looking at the single player folder. Just realized that the game mod was in the mod foulder..... yeah...

The AI will... uhmmm... relocate its shoes to a position south of your spine. :D
 
okej. going trou the fase of learning how things works i just noticed that if you go to the "Civopedia" when you are still in the setting mode before starting a game your game freze and you cant really do anything but to close the game and restart.
 
India's specialists give +1 food (as I saw you discussing earlier), but this isn't mentioned in the UA. I had assumed that you had ditched that in favor of the +Growth from religios followers.
 
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