Bug Reports - Post Here!

Status
Not open for further replies.
To find minidump and lua.log you have to go to the root installation directory of civ. It should be located at program files\steam\steamapps\common\Civilization V (can't recall exactly). You can use the search function to find those two files in that folder from there. Note that the directory differs from the one with cache.

And yes, you'll need to enable logging. You can easily find Whoward's guide on how to do that on the internet - it'll have all you need

By the way, G, I also can confirm the issue ZZMitch is having - using EUI:

The issue seems worse when trying to renew a deal/trading on AI's turn(usually resets to 1). However, I think it might be the same issue I once reported on Github that's apparently unresolvable: https://github.com/LoneGazebo/Community-Patch-DLL/issues/664
It seems to have got worse, though, as the count can now reset when trading on your turn/not renewing a deal, too. It doesn't necessarily reset to 1 - it might be 2,3 or any count below hoe much you have. Do you think it might be worth to reopen the issue?

I think this might actually be an EUI quirk. Seems bc1 had edited a certain file to always make a resource 1 whenever the value is updated. Odd. Anyways, if you want to test...

Open up the TradeLogic.lua file in the CBP-EUI Compatibility file.

Search for 'PocketResourceHandler'

Replace the entire function with this:

Spoiler :
Code:
-----------------------------------------------------------------------------------------------------------------------
-- Handle the strategic and luxury resources
-----------------------------------------------------------------------------------------------------------------------
function PocketResourceHandler( isUs, resourceId )

	local iAmount = 3;

	if ( GameInfo.Resources[ resourceId ].ResourceUsage == 2 ) then -- is a luxury resource
		iAmount = 1;
	end

	if( isUs == 1 ) then
		if gk_mode then
			iAmount = math.min(g_Deal:GetNumResource(g_iUs, resourceId),iAmount);
		else
			iAmount = math.min(Players[g_iUs]:GetNumResourceAvailable(resourceId, false),iAmount);
		end
		g_Deal:AddResourceTrade( g_iUs, resourceId, iAmount, g_iDealDuration );
	else
		if gk_mode then
			iAmount = math.min(g_Deal:GetNumResource(g_iThem, resourceId),iAmount);
		else
			iAmount = math.min(Players[g_iThem]:GetNumResourceAvailable(resourceId, false),iAmount);
		end
		g_Deal:AddResourceTrade( g_iThem, resourceId, iAmount, g_iDealDuration );
	end

	DisplayDeal();
	DoUIDealChangedByHuman();
end

Is a savegame compatible change.

G
 
I can`t resolve my problem with EUI.
I have deleted my chache several times, deleted moduserdata, even reinstalled the whole game.
Still EUI will remain broken - using the same installer that worked fine a week ago.
Any idea what can be behind this strange behaviour?
 
I can`t resolve my problem with EUI.
I have deleted my chache several times, deleted moduserdata, even reinstalled the whole game.
Still EUI will remain broken - using the same installer that worked fine a week ago.
Any idea what can be behind this strange behaviour?

Not a clue, honestly. I wish I did.

G
 
I think this might actually be an EUI quirk. Seems bc1 had edited a certain file to always make a resource 1 whenever the value is updated. Odd. Anyways, if you want to test...

Open up the TradeLogic.lua file in the CBP-EUI Compatibility file.

Search for 'PocketResourceHandler'

Replace the entire function with this:

Spoiler :
Code:
-----------------------------------------------------------------------------------------------------------------------
-- Handle the strategic and luxury resources
-----------------------------------------------------------------------------------------------------------------------
function PocketResourceHandler( isUs, resourceId )

	local iAmount = 3;

	if ( GameInfo.Resources[ resourceId ].ResourceUsage == 2 ) then -- is a luxury resource
		iAmount = 1;
	end

	if( isUs == 1 ) then
		if gk_mode then
			iAmount = math.min(g_Deal:GetNumResource(g_iUs, resourceId),iAmount);
		else
			iAmount = math.min(Players[g_iUs]:GetNumResourceAvailable(resourceId, false),iAmount);
		end
		g_Deal:AddResourceTrade( g_iUs, resourceId, iAmount, g_iDealDuration );
	else
		if gk_mode then
			iAmount = math.min(g_Deal:GetNumResource(g_iThem, resourceId),iAmount);
		else
			iAmount = math.min(Players[g_iThem]:GetNumResourceAvailable(resourceId, false),iAmount);
		end
		g_Deal:AddResourceTrade( g_iThem, resourceId, iAmount, g_iDealDuration );
	end

	DisplayDeal();
	DoUIDealChangedByHuman();
end

Is a savegame compatible change.

G

Thanks, will try out when I can!
 
I'm not sure if this would be considered a bug, but cities seems to completely under-estimate the foodcost of specialists, especially with the tradition/freedom half specialist food consumed. To give an example, my capital is running food-focus automated citizens with both the freedom and the tradition bonuses, and locking out specialists from being used increases my food per turn from 75 to 350 (and that is with 5 citizens getting unemployed). I am aware that specialists provide powerful benefits and might still be worth working (at least some of them), but food-focus should mean food-focus.
 
Hi, I am crashing on the latest stable version (Installed using EUI auto installer). Every time I try to load the save it crashes to desktop, if I load the turn before it will work, then no matter what actions I take it crashes to desktop as soon as my turn resumes.

I attached both the saves (141 and 142) along with the logs and dump file. I didn't see any error messages in the logs.

Thoughts?

View attachment Logs.zip
 
The lastest beta version, Mastery follower belief isn't working. Hovering over the specialist slot shows you the correct amount but when hovering over the city totals it only shows the base amount for each specialist.
 
I got a CTD. Full CPP (11/28) with EUI, no other mods. I deleted ModUserData, cache and old files before downloading.

I tried to negotiate peace with Pacal. He offered me a bunch of gold and a city. Accepting the offer caused the CTD. I first thought it was because I hadn't seen the city, but any accepted offer with his city causes a CTD, so it's not that. A offer that doesn't include a city works just fine.

I also think that it might be a bug that he valued a city close to me with population of 3 higher than the city I hadn't seen with a population of 6. I've seen this mentioned somewhere earlier too. AI doesn't seem to want to give me a city that is close to me.

I have included the minidump and the save file. I hope this is the right way to report bugs, as I've never done this before.

Edit: Oh, and I have increased the number of religions to 6 on the standard map, as I have 12 civ's included.
 

Attachments

Exact same problem as Galaphile0125 reported a couple of days ago. Using the 11-20 EUI version. All mods from the install file activated. Only other mod is Communitas Map.

Montezuma offered 1300 gold and Capitulation. War Score was 100 and he was down to his last city, a Dromon, no troops, and was completely surrounded by mine. I clicked Accept and he laughed at me and said "You can't be serious." I wasn't going to just give him a truce so I finally just took him out to get him out of my hair. He kept offering the same deal (gold varied), but never would accept. I modified the terms to remove capitulation and drastically lowered the gold, but no joy.

Very aggravating.
 
Not 100% sure this is a bug, but I think so. The Iroquois Longhouse still gives me an engineer specialist, as if it were a forge or workshop replacement still. Intentional? As long as you get the forest tiles, its already a good early building I think.

Anyway, if it is intentional, then the civpedia and mouseover tooltip description should be updated.
 
The Civilopedia text says that if I conquer a city state with an embassy that I get the embassy's World Congress vote, regardless of who built it.

However, it's not working with Venetian mechanics. Buying a city state with a Great Merchant with my own embassy makes those votes vanish.

Also, the embassy is not benefiting from religions/policies/UAs that buff great person improvements.
 
The Civilopedia text says that if I conquer a city state with an embassy that I get the embassy's World Congress vote, regardless of who built it.

However, it's not working with Venetian mechanics. Buying a city state with a Great Merchant with my own embassy makes those votes vanish.

Also, the embassy is not benefiting from religions/policies/UAs that buff great person improvements.

Original builder, not the City-State. You have to conquer the player that built it.

G
 
Hi! This is my first post here, and first thing's first: Thank you. This is certainly an excellent mod, and I very much enjoy playing it. It certainly improved the game drastically from me. :)

However, there are a handful of problems with it. The most annoying is a weird bug: I just attacked America in my game and utterly annihilated its army and took the capital and most of its cities, so the game says I have 100% warscore. So, when I click on the "What will end this conflict" button, Washington offers me total surrender (All gold+capitulation). The problem is that when I press "Accept," he refuses the deal, and he won't even accept a white peace. Do you know what's going on?
 
For the record, I solved my EUI problem.
All I had to do was download the UI_bc1 folder and replace the old one.
Why the one from the installer (both from an exe which I have used successfully before and a new download) didn`t work - we`ll never know.
 
I am having an issue with the stable version when it comes to negotiation of peace.

Sometimes when I am winning by a massive amount and have 100 war score, the AI will not accept any peace deals. I'm not talking about when they refuse to negotiate at all, but when they are willing to discuss terms they won't accept any deal. When I ask what will work they offer a massive amount of stuff, but still refuse to accept. I even have them contacting me, but refusing the same offer they are asking me to accept.

It doesn't happen all the time, but when it does it is always when I am winning by a land slide.
 
I am having an issue with the stable version when it comes to negotiation of peace.

Sometimes when I am winning by a massive amount and have 100 war score, the AI will not accept any peace deals. I'm not talking about when they refuse to negotiate at all, but when they are willing to discuss terms they won't accept any deal. When I ask what will work they offer a massive amount of stuff, but still refuse to accept. I even have them contacting me, but refusing the same offer they are asking me to accept.

It doesn't happen all the time, but when it does it is always when I am winning by a land slide.

Issues with peace deals are being worked on in the beta version. I hope to have the issue resolved for the next release.

G
 
Status
Not open for further replies.
Back
Top Bottom