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No EUI

Science, Production, and Gold seem to be working fine. Only Culture has an issue.

Turns out, everyone, that putting the specialist ID where the yield ID should be, and vice-versa, makes a LUA function not work. ;)

Will work in next version.
G
 
Turns out, everyone, that putting the specialist ID where the yield ID should be, and vice-versa, makes a LUA function not work. ;)

Will work in next version.
G

Oh wow, could that possibly mean that the bug where culture on buildings from various social policies and tenets wasn't shown is also dealt with?
 
Such as? This was purely an issue with this one specialist thing.

G

Ah, shame. I'm thinking about that one impossible-to-resolve issue (https://github.com/LoneGazebo/Community-Patch-DLL/issues/602), where apparently EUI is to blame. Back then you said that these yields couldn't appear before the building is constructed, but IIRC they didn't appear even after construction (have to check that one).

I thought it might be fixed because this issue is also related solely to culture yields. Other yields like production and gold that get added the same way via policies (e.g. Industrialism's policy that adds production to workshops and such) are displayed fine.
 
Ah, shame. I'm thinking about that one impossible-to-resolve issue (https://github.com/LoneGazebo/Community-Patch-DLL/issues/602), where apparently EUI is to blame. Back then you said that these yields couldn't appear before the building is constructed, but IIRC they didn't appear even after construction (have to check that one).

I thought it might be fixed because this issue is also related solely to culture yields. Other yields like production and gold that get added the same way via policies (e.g. Industrialism's policy that adds production to workshops and such) are displayed fine.

Ah - that's unavoidable (the issue you linked) as those changes need the city: value to be processed, thus they have to already exist. They should exist afterwards, though.

G
 
I'm getting a few CTDs recently, but I don't know exactly what I should be doing to give you what you need to diagnose the problem. I have logging enabled, but I have no idea if that's the kind of thing necessary for this or something else entirely. Want to point me in the right direction? :(
 
Ah, shame. I'm thinking about that one impossible-to-resolve issue (https://github.com/LoneGazebo/Community-Patch-DLL/issues/602), where apparently EUI is to blame. Back then you said that these yields couldn't appear before the building is constructed, but IIRC they didn't appear even after construction (have to check that one).

I thought it might be fixed because this issue is also related solely to culture yields. Other yields like production and gold that get added the same way via policies (e.g. Industrialism's policy that adds production to workshops and such) are displayed fine.

Ah - that's unavoidable (the issue you linked) as those changes need the city: value to be processed, thus they have to already exist. They should exist afterwards, though.

G
 
I'm getting a few CTDs recently, but I don't know exactly what I should be doing to give you what you need to diagnose the problem. I have logging enabled, but I have no idea if that's the kind of thing necessary for this or something else entirely. Want to point me in the right direction? :(

MInidump is usually the first priority - you can find it in your root civ install by searching for a file with the .dmp extension (should be called CvMiniDump.dmp IIRC). The second priority usually is Lua.log.

P.S. It seems Gazebo had received a critical amount of extensive mod work, which caused him to malfunction.
 
I've taken Conscription much later than usual and my 24 and 16 Pop cities only gave me one unit. Is this intended so you can't spawn an instant army in the late game?
 
I've taken Conscription much later than usual and my 24 and 16 Pop cities only gave me one unit. Intended?

Correct - you only get one if you are over the conscription value, regardless of 'how over' you are - this is to prevent you from exploiting it and getting 4+ soldiers per city, instantly).

G
 
I'm getting a bug in the Nov 20th version where the AI won't accept it's own peace terms. How do I attach a savegame file to a post so you can take a look?
 
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

i have to say i find this extremely frustrating. i am currently playing a SP game as maya on immortal difficulty with 8 AI opponents.

i have the highest production of all civs and as soon as the world's fair project was available i switched ALL of my cities to its production. i press "end turn", the world's fair gets completed immediately and my contribution is... ZERO (!) hammers.

so i would have been better off not to propose it in the first place or vote against it since this is clearly not working as it should, which is quite annoying...
 
Bug or new feature?

Version 11-20: I had to build a railroad inside the city tile to connect the cities to the capital. Same happened for every single city, including the capital. Full CBP with EUI, nothing else as usual.
 
I already posted in the beta thread (http://forums.civfanatics.com/showpost.php?p=14070901&postcount=13), but realised I should probably post here.

Caravans that require caravanseries or other trade route lengthening methods to reach their destination disappear on selecting their destination. In this particular save I'm Arabia and have built a Bazaar in Mecca (for +50% trade route length). Sending the caravan to any of the nearby cities is fine, and works properly, but selecting somewhere further, which requires the Bazaar's bonus to reach, immediately deletes the caravan.

Save and logs attached.
 

Attachments

Edit: Actually, this is probably an EUI bug, though I'm not sure, since I haven't used it without CP. I'll repost it there. I would delete this post, but I don't see a way to do so.

When I mouse over a jungle tile, farm doesn't show up as a possible improvement. Also, the option 'chop jungle down' appears at arbitrary times when mousing over. In both cases I can actually perform the action just fine. I am playing as Polynesia.
 
About the bug I mentioned about militaristic city states gifting non-UU's - I loaded up a game with the latest version of CP, the in game editor mod and a mod that changes all the city states into militaristic for testing purposes.

Anyway it seems this issue I was was experiencing a few CP versions ago doesn't seem to be present anymore in the latest CP version. With the in game editor mod I was able to quickly check all the militaristic city states on the map and they all had a UU for a Civ that wasn't in the current game, which is what it should be. So maybe this issue auto corrected itself somehow.
 
About the bug I mentioned about militaristic city states gifting non-UU's - I loaded up a game with the latest version of CP, the in game editor mod and a mod that changes all the city states into militaristic for testing purposes.

Anyway it seems this issue I was was experiencing a few CP versions ago doesn't seem to be present anymore in the latest CP version. With the in game editor mod I was able to quickly check all the militaristic city states on the map and they all had a UU for a Civ that wasn't in the current game, which is what it should be. So maybe this issue auto corrected itself somehow.

I fixed it.
 
This strikes me as a bug, or perhaps I'm just not understanding something.

Bucharest was having revolutionaries against me, and said I had 20 turns to crush them lest alliances shift. 2 turns later, the revolutionaries have won somehow, and I lose my alliance. (I and my ally were mopping the floor those 2 turns.) What the heck??? Where are my other 18 turns?
 
This strikes me as a bug, or perhaps I'm just not understanding something.

Bucharest was having revolutionaries against me, and said I had 20 turns to crush them lest alliances shift. 2 turns later, the revolutionaries have won somehow, and I lose my alliance. (I and my ally were mopping the floor those 2 turns.) What the heck??? Where are my other 18 turns?

If someone passes you in influence (i.e. becomes the ally), you lose the quest.

G
 
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