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Huh, the load game button is back in the mid-game menu. It still causes CTDs of course. That being impossible to fix was why you removed it in the first place. Get people to stop reporting something you couldn't do anything about. Did you put it back intentionally or is this an oversight? It's been quite a while since I kept up with this mod, and a quick glance through the forum doesn't show any discussion on the matter.
 
Bug Report:

"Cold War" WC resolution says "Influence with City States does not DECAY". However, influence per turn bonuses from Ideologies/Social Policies for trade routes with city states also stop working, the influence change is basically frozen at 0. Maybe this is intentional (I hope not), in which case the description of the resolution should be changed.

Thanks
 
Bug Report:

"Cold War" WC resolution says "Influence with City States does not DECAY". However, influence per turn bonuses from Ideologies/Social Policies for trade routes with city states also stop working, the influence change is basically frozen at 0. Maybe this is intentional (I hope not), in which case the description of the resolution should be changed.

Thanks

What version are you on? This was reported (and I believe fixed) a few versions back.
G
 
Huh, the load game button is back in the mid-game menu. It still causes CTDs of course. That being impossible to fix was why you removed it in the first place. Get people to stop reporting something you couldn't do anything about. Did you put it back intentionally or is this an oversight? It's been quite a while since I kept up with this mod, and a quick glance through the forum doesn't show any discussion on the matter.

I re-enabled it because I've been able to replicate using it without issue lately.

G
 
The strange diplo bug where the AI complains about a promise not to buy land that did not exist, and then starts a loop of renewing that negative modifier, is still there. I had it in a 11-17 game, Fractal large Emperor, full CBP suite.

Savegame attached. Quicksave is after the fact, the other one is just before the bug appeared.

Dutch AI came 50 turns earlier asking me not to buy more land close to them, I said NO, modifier was correctly applied, I continued to buy/steal land around them without further effect (correct), but as soon as the modifier expired (together with a promise not to SETTLE land near them), and I bought some more land, the bug appeared.

Use savegame "Bismarck-201", where the promise not to SETTLE is about to expire, the negative modifier for ignoring dutch request not to buy land just expired before this turn... wait until promise expires, one or two turns, and then buy those hills east of Stuttgart (northwest of Amsterdam), and the bug appears next turn after the purchase of land.
 
The strange diplo bug where the AI complains about a promise not to buy land that did not exist, and then starts a loop of renewing that negative modifier, is still there. I had it in a 11-17 game, Fractal large Emperor, full CBP suite.

Savegame attached. Quicksave is after the fact, the other one is just before the bug appeared.

Dutch AI came 50 turns earlier asking me not to buy more land close to them, I said NO, modifier was correctly applied, I continued to buy/steal land around them without further effect (correct), but as soon as the modifier expired (together with a promise not to SETTLE land near them), and I bought some more land, the bug appeared.

Use savegame "Bismarck-201", where the promise not to SETTLE is about to expire, the negative modifier for ignoring dutch request not to buy land just expired before this turn... wait until promise expires, one or two turns, and then buy those hills east of Stuttgart (northwest of Amsterdam), and the bug appears next turn after the purchase of land.

I see it, debugging now. Thank crom it finally showed up, I haven't been able to replicate this one.

Edit: Got it! Vanilla quirk in data management reset it to the current game turn when setting it to false instead of the default value of -1 so that it would show up as 'ever having happened.' I just wrote a new bool for that (which is the way it should have been) and reset the value to -1.

G
 
I'm getting a bug where the button in EUI to open the diplomacy overview is shown, but clicking it fails to open the diplomacy overview. Is this a known bug? Is there a solution?

Edit: I'm only running the community patch installed with the auto installer that includes the EUI & info addict. I turned everything else off.
 
I see it, debugging now. Thank crom it finally showed up, I haven't been able to replicate this one.

Edit: Got it! Vanilla quirk in data management reset it to the current game turn when setting it to false instead of the default value of -1 so that it would show up as 'ever having happened.' I just wrote a new bool for that (which is the way it should have been) and reset the value to -1.

G

Bingo!

Glad to help. Now that you mention it, yes, maybe I vaguely remember seeing something like this in vanilla (not the renewing loop, but the fake promise broken)... can you please make sure the loop is also gone?
 
Bingo!

Glad to help. Now that you mention it, yes, maybe I vaguely remember seeing something like this in vanilla (not the renewing loop, but the fake promise broken)... can you please make sure the loop is also gone?

My fix works for both (the vanilla bug and the manifestation in the mod).

G
 
I have an AI(Pedro) claiming I demanded he shouldn't settle near me as well as demanding that he stops spying on me. I've not talked to him all game (he isn't even located anywhere near me). I don't really know how to prove this, but anyways that's how it is.

Same with me, it happened with the Iroquois however.
 
Playing with the 11-5 version with EUI and all of CBP, the Tourism yield from culture tiles in my cities seem some kind of (slightly) messed up.

I have World Religion, and a Hotel in my capital. By my understanding, every worked +4 culture tile in this city should add exactly 3 tourism (+2 from the Hotel, and another +50% of that from WR), so deselecting the tile into a Laborer should always lose 3 tourism.

However, If I play around with clicking/unclicking my 7 +culture tiles (so, either turning them into Laborers with zero culture, or working the +culture tiles), sometimes deselecting a +4 culture tile (either one of my 2 Landmarks) does nothing to my Tourism yield, and sometimes it loses 3 Tourism. Similarly, deselecting the other culture tiles (ranging from +3 to +1), does not affect the tourism in any predictable way (losing anything from +0 to +2 when turned to Laborers, and unrelated to their actual cultural yield).

To make it even worse, the order on which I select/deselect the +culture tiles seems to affect the Tourism bonus - to the point where I can alter my global Tourism yield and get +202, +203, or +205 (but never +204) with the exact same 7 tiles, depending on what order I select them, and whether I make them +culture specs or not before putting them back down on those tiles - but again, not in any fashion I can make sense of.

Also, in my one other city with a Hotel, switching 2 noncultural tiles to a +2 culture landmark and a +1 culture village results in no added tourism for the city, as opposed to the +1 (or 2) you would expect.

Anyway, I have no idea what is going on here, and maybe one of the more recent versions already fixed this, so has anyone else noticed something like this?
 
I'm getting a bug where the button in EUI to open the diplomacy overview is shown, but clicking it fails to open the diplomacy overview. Is this a known bug? Is there a solution?

Edit: I'm only running the community patch installed with the auto installer that includes the EUI & info addict. I turned everything else off.


Make sure not only to disable all mods except for CPP, but also to clear cache before you start a game. After you've cleared cache and turned on only the CPP mods, you shouldn't experience this problem.
 
I'm getting random CTDs 50-200 turns into a game. I'm also getting CTDs when loading a saved game.

I only just noticed that the Ancient Wonders DLC is a prerequisite for CBP. Could that be the cause of the crashes (I have every DLC except for that one, which is weird because I seem to remember buying a full DLC pack)? I just want to make sure before I shell out the fairly exorbitant single DLC price.
 
I'm getting random CTDs 50-200 turns into a game. I'm also getting CTDs when loading a saved game.

I only just noticed that the Ancient Wonders DLC is a prerequisite for CBP. Could that be the cause of the crashes (I have every DLC except for that one, which is weird because I seem to remember buying a full DLC pack)? I just want to make sure before I shell out the fairly exorbitant single DLC price.

Yeah, you need it. G2A.com has it for $2. (Site has worked for me in past. Is odd though. But works.)
 
I've got some Database.log and lua.log files on the Multiplayer version of CPP. Do you want the files or should i pastebin them in this thread or in the Multiplayer mod DL thread.

Thanks. Also encountered some horrible resync issues but didnt get logs..
 
I know there's a new version out, so maybe these bugs are already fixed, but I found a couple of bugs in 11-17.


The first one relates to a problem I've been experiencing for a long time: Militaristic city-states most often - but not always - have a common unit appearing as their "special" unit. For instance, I can meet a militaristic city state with the Composite Bowman or the Anti-Tank Gun listed as the unit I get if I'm their ally. This has been an issue since back in june version. I'm not sure if this is a common bug or caused by conflict perhaps with some of whowards city-state related mods? Anyway, today I experienced a new and truly odd twist on this bug. I meet Sofia, and they have the Janissary as their special unit (and I'm in the renaissance - yay!). Now the strange thing is: Ottomans are in the game also and very much alive! I tried to ally the CS to see if I would actually get a Janissary from them, and indeed I did! Screenshots enclosed below.

Spoiler :



The other bug had less impact on game and was more cosmetic: I didn't have any wine but traded some from Mongolia, yet when Venice approached me on their turn, wine appeared on the list of available luxury resources to trade from them. If I approached Venice on my turn, however, wine was not on the list. A couple of screenshots below. Happened with some other resources also.

Spoiler :
 
So now i have something like bug too. Have a CPP with EUI and nothing else. And if i start modded game on every map, different from earth - there's 0 luxury resourses on the whole map. Can it be related with only earth map in lua folder in more luxure mod folder or i'm crazy?))
 
I'm also getting the exact same bug that kaspergm is experiencing with allied Militaristic city states gifting non-UU's.
 
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