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From 11-5 patch, I belatedly notice the World's Fair is now 50% complete, and switch all 7 of my cities to producing it, which is 600+ hammers. The next turn it completes, and my contribution is listed as ZERO hammers, WTH? I don't even get the usual consolation booby prize of +culture for Wonder failure :(.
 
From 11-5 patch, I belatedly notice the World's Fair is now 50% complete, and switch all 7 of my cities to producing it, which is 600+ hammers. The next turn it completes, and my contribution is listed as ZERO hammers, WTH? I don't even get the usual consolation booby prize of +culture for Wonder failure :(.

That means it finished before your next turn was processed. That can happen, unfortunately.

G
 
That means it finished before your next turn was processed. That can happen, unfortunately.

G

Hmm, I don't follow.. my production from my turn doesn't happen until my next turn, as in all the AI's production happens first? That's actually a HUMONGOUS deal on higher difficulty competitive constructions (wonders, as well as WF projects), since it effectively means you always get one less turn of production than every AI, which is a complete disaster when 50% production happens in a single turn.

This is exacerbated in CBP, since the hammers/turn is so much higher for all civs (compounded by possible AI bonuses for difficulty level). I would suggest something like tripling the cost of competitive WC projects to lessen the effect of your "last production" disadvantage. Ideally, the project would not be allowed to complete until after the "last" civ gets to contribute it's production (so every civ always has an equal number of turns of contribution), but I don't know if that could be made to happen.
 
Hmm, I don't follow.. my production from my turn doesn't happen until my next turn, as in all the AI's production happens first? That's actually a HUMONGOUS deal on higher difficulty competitive constructions (wonders, as well as WF projects), since it effectively means you always get one less turn of production than every AI, which is a complete disaster when 50% production happens in a single turn.

This is exacerbated in CBP, since the hammers/turn is so much higher for all civs (compounded by possible AI bonuses for difficulty level). I would suggest something like tripling the cost of competitive WC projects to lessen the effect of your "last production" disadvantage. Ideally, the project would not be allowed to complete until after the "last" civ gets to contribute it's production (so every civ always has an equal number of turns of contribution), but I don't know if that could be made to happen.

Every civ does get an equal number of turns. If you change your production on a turn, your production actually happens 'first' during the next turn. But if the project finishes on the same turn (i.e. during the AI turns that come after you), your production is invalidated at the start of the next round. Works the same with WW as well. This is the way it has always been. While it may seem like you are last to produce, you are actually first, but in that case the project finished during the same turn you flipped over to it.

G
 
Despite having played Civ 5 for 2k+ hours now, I somehow never ran into this case before, so never knew that switching your production delayed the actual hammers by a turn (I suppose this would never be noticeable EXCEPT in the case of a competitive build that completes on the inter turn).

I wasn't taking note at the time, did my lost production on the WF at least roll over into the next item in the queue, or was it 100% lost? If it was completely lost, that seems like something it would be worth tweaking in the CPP.
 
Despite having played Civ 5 for 2k+ hours now, I somehow never ran into this case before, so never knew that switching your production delayed the actual hammers by a turn (I suppose this would never be noticeable EXCEPT in the case of a competitive build that completes on the inter turn).

I wasn't taking note at the time, did my lost production on the WF at least roll over into the next item in the queue, or was it 100% lost? If it was completely lost, that seems like something it would be worth tweaking in the CPP.

I can't guarantee that it rolls over, as projects are treated a little bit differently in the DLL, but it should.

I'm also getting the exact same bug that kaspergm is experiencing with allied Militaristic city states gifting non-UU's.

To be clear, you will receive 'non-unique' UUs until you unlock the prereq tech for their special UU, and after that UU has gone obsolete. If the tooltip for the UU gift is indicating a non-UU, or the UU is for a UU in the game, then that's a bug. Otherwise it is working as designed (And that's how it worked in BNW, for what it is worth).

Those of you posting here – if you can confirm that what you are experiencing is a bug, a post on github would be great. I'll be out of pocket until next week, so this thread will start to fill up (and make it hard for me to track down bugs to fix).

G
 
If the tooltip for the UU gift is indicating a non-UU, or the UU is for a UU in the game, then that's a bug.

Yes its definitely this one. Same as kaspergm mentioned - I mouse over the tooltip on a Militaristic city state and it will indicate it has a non-UU for being its ally, something like for instance a comp bowman. It also sometimes indicates it gives a UU, but a UU for a Civ that is already in the current game. This bug doesn't seem to happen with all the militaristic city states I encounter, but typically the majority of the militaristic city states on the map are exhibiting this behaviour.

Also, thank you for the great work on this mod. It really is a polished product at this stage!
 
Yes its definitely this one. Same as kaspergm mentioned - I mouse over the tooltip on a Militaristic city state and it will indicate it has a non-UU for being its ally, something like for instance a comp bowman. It also sometimes indicates it gives a UU, but a UU for a Civ that is already in the current game. This bug doesn't seem to happen with all the militaristic city states I encounter, but typically the majority of the militaristic city states on the map are exhibiting this behaviour.

Also, thank you for the great work on this mod. It really is a polished product at this stage!

Thanks! I'll take a look, then. I've never seen this, but it also hasn't been on my radar as of late.

G
 
I have a fresh INSTALL (Not REInstall) of Civ 5, with all of the DLC's and latest version. With only the mods included by CBP, The problem I'm having is that, when I start a game only wheat will show up, and regardless of what techs i get, nothing else will show up (Iron, Stone, Marble, etc), except for sometimes sheep.

Any help would be appreciated.
 
Lua log and database log, please. Sounds like missing txt files.
Sorry, I'm afraid I did the screenshot a while ago, I'll check my logs for anything useful or watch out for this happening again.

However about the military city state bug, is this a known issue? I'm glad to hear I'm not the only one experiencing this, as this would indicate it's not a compatibility issue, but it's something that really kills much of the excitement of having militaristic city states in the game.
 
However about the military city state bug, is this a known issue? I'm glad to hear I'm not the only one experiencing this, as this would indicate it's not a compatibility issue, but it's something that really kills much of the excitement of having militaristic city states in the game.

Yeah I'm pretty sure I've had this bug for a few months now using the CP. Its not a huge issue for me as I don't tend to rely on militaristic city states, but glad to know its not just me experiencing this problem.
 
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?))

Have you cleared the cache folder before starting a game? Are only luxuries not showing up or are generic resources (like sheep and stone) not showing up too? If you edited the CommunityOptions.sql file in the CBP folder, you might need to unlock technologies before you can see some resources, including luxuries. Are you having the problem on maps made by Firaxis (e.g. continents) or do you play on custom maps?
 
In the 11-13 changelog, I see that loading a save while in game was re-enabled (experimentally). However, I see no load option in the menu and ctrl-L does nothing. Is there some condition where that wouldn't show, or was it removed again?

Just wanted to give it a shot as it's obviously extremely convenient if it's working.
 
In the 11-13 changelog, I see that loading a save while in game was re-enabled (experimentally). However, I see no load option in the menu and ctrl-L does nothing. Is there some condition where that wouldn't show, or was it removed again?

Just wanted to give it a shot as it's obviously extremely convenient if it's working.

Should be online in the latest few versions. I rolled it out for the CP alone first, but now it is back for all. We'll see if it is stable.

G
 
Should be online in the latest few versions. I rolled it out for the CP alone first, but now it is back for all. We'll see if it is stable.

G

As a matter of fact, I don't thing I can see the button either (I specifically checked after you announced it a while ago). I'm not entirely sure now, though.
 
Should be online in the latest few versions. I rolled it out for the CP alone first, but now it is back for all. We'll see if it is stable.

G

I haven't seen it at all. Using the 11-20 update presently. I tried a quick game with just the CP... still missing.

I generally download the installer package (no EUI) and then pull the mod folders out manually. Maybe an oversight with the installer version? Although, I don't recall seeing the load option in the past few versions I've built from GitHub either (wasn't really looking).
 
I haven't seen it at all. Using the 11-20 update presently. I tried a quick game with just the CP... still missing.

I generally download the installer package (no EUI) and then pull the mod folders out manually. Maybe an oversight with the installer version? Although, I don't recall seeing the load option in the past few versions I've built from GitHub either (wasn't really looking).

Hmm...the GameMenu.lua file is what blocks it. Should be removed - isn't in my copy, anyways, and thus the copy I compiled. If you aren't deleting and then reinstalling it may not be getting deleted properly.

G
 
Hmm...the GameMenu.lua file is what blocks it. Should be removed - isn't in my copy, anyways, and thus the copy I compiled. If you aren't deleting and then reinstalling it may not be getting deleted properly.

G

I always delete the relevant folders before bringing in the new ones, but a search for GameMenu.lua across ../mods also comes up blank :think:

EDIT: I'll try including the vanilla file in the mod. Is it just flags in OnShowHide that block it?

EDIT: Scratch that. The culprit is Thal's Flag Promotions (updated version for CP)... I must have left it active earlier. Investigating... it looks like it contains a method for dealing with hot-loaded games... maybe not kosher or otherwise disabling the load option. I'll post over in the compatibility thread.

Sorry about that Gazebo. Maybe Edaka's problem too.
 
Buying votes from your vassals result in them giving you zero votes. Probably some side-effect of votes scaling with diplomat level (as you have automatic diplomats with vassals)
 
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