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- Sometimes land units bug out and can "walk" on water ("swim" on land can happen too), it's more often seen with city-states, or my units if I've gained them via buying a city-state (when playing Venice).
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- the "specialists consume half food" policies from "Majesty" in tradition and "Civil Society" in freedom don't stack.
 
Hi there,
- Most of the civs doesn't get the fishing boats improvement on the work boat. They build the work boats when are necessary but they can't use it. Even I can't if I override a civ control, even if I buy a new work boat.

Seems once you get optics, the improvement is at last available. Hope it helps, I have done some research on my own but didn't find anything about it.
 
Using 3rd January version, playing as Babylonians.
I was gifted a Conquistador from the CS Valletta which I then used to settle a city.
However the city generates negative 3 culture 'from social policies'.
I adopted the 'Authority' social policy branch and chose the one that grants culture from a garrison, and If I station a unit in the city then the culture penalty 'from social policies' disappears but I am not granted any bonus, like its cancelled out.
I can only assume that when the city is created using a Conquistador, the game creates the city and then disbands the 'unit'. This action when coupled with the 'Authority' policy which grants a bonus from a garrisoned unit creates the negative effect as the military unit disappears.
Screenshot attached, I tried saving and reloading the game but it crashes to desktop each time after 3 attempts.

Having a google of the bug shows that it was apparent in the vanilla game, I tried the suggested fix which was to disband another military unit in the city (tried a scout) but this did not work.

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To anyone seeing units walk on water: what version are you playing on? Are you using full CPP package or CP only?
 
Hi, as peoples said workboat are broken, cant built anything with them in CP

Do they gain the ability to improve tiles eventually, e.g. with tech? Maybe optics like Ninakoru described?

The only mods I'm running are:

Community Balance Patch:
City-State Diplomacy Mod, by Gazebo:
Civ 4 Diplomacy Features, by Putmalk:
More Luxuries, by Barathor:

I'm not sure what InfoAddict is.

I'll look up how to post lua.log

I've searched around in the EUI interface and couldn't find any such options. It really felt like a bug to me as I can't imagine anyone wanting the technology tree to immediately close if you clicked any tech.

I've just tested it, and I can normally Alt-Tab out of the game when not running the community balance mod. It's only when the mod(s) are running that I can't Alt-Tab out.

Another problem that I forgot to mention, when I was first meeting city states they would sometimes gift me faith, however the faith never seemed to show up. Sometimes I got like 40 faith, which should have triggered a pantheon but the faith counter would always stay at 0.

One option is called something like "Tooltip Delay" - it's probably set very high (like a couple of seconds), so you'll need to set it pretty low. The other option is something like "Close tech tree/city view after selection" - toggle that off. Search for them in the in-game options - I don't remember in which tab they are, but they're there.

Don't know how to help you with alt-tabbing, but your last issue sounds like a bad install. I'd suggest removing everything from the MODS folder, clearing cache and then installing your mods again. If that doesn't solve it, reinstall civ.
 
Deep water issue still exists. Playing as Polynesia. As expected, EVERYTHING could cross oceans to start. Once I discovered Astronomy, Galleass and Dromons lost the ability. I don't know about Triremes as I upgraded all of them to Caravels before hitting Astronomy.

EDIT: The strange this is I realized later that I have some Galleasses that could cross the ocean and some that could not. I suspect the only reason I had some that could is that I was Polynesia.

More on this. New game with Polynesia. I DO NOT have Compass yet, but Dromons can cross deep ocean. I just upgraded all my Dromons to Galleasses and now they CANNOT cross deep ocean.
 
More on this. New game with Polynesia. I DO NOT have Compass yet, but Dromons can cross deep ocean. I just upgraded all my Dromons to Galleasses and now they CANNOT cross deep ocean.

Have you tried the latest beta? Gazebo has worked on the issue.
 
Some minor oddities / choices.

The Arabian pop-up for historic events still claims to give you 5 culture/tourism even though the number was lowered to 3.

Gaining a new golden age (From policy, wonder, great artist, whatever) while being in a golden age does not trigger the HE from 'Heritage'.

Land-based enemies are now blocking all adjacent tiles from being worked instead of just the tile they are standing on, not sure if intended, but it wasn't in the patchnotes afaik.
 
There seems to be a gameplay bug with Mayan Long Count GPs.

I played a game where I wasn't able to get a religion as Maya, so I could never choose a Great Prophet. Once I got all the other Great Persons possible from Long Count, I was stuck since the game wouldn't let me choose a Great Prophet. (I assume that if I was able to choose a Prophet the cycle would reset and I could choose anything again) Unless I'm missing something, I couldn't even exit the screen asking for my choice.
 
Bug (?) - Spain doesn't get Faith for its first settled city but gets it for its next ones. Could be intentional - I remember it once worked the same way but back then it mentioned you don't get faith for first settled city, now it doesn't do that. Probably just a mistake in description or just a buff that didn't work?
 
Bug (?) - Spain doesn't get Faith for its first settled city but gets it for its next ones. Could be intentional - I remember it once worked the same way but back then it mentioned you don't get faith for first settled city, now it doesn't do that. Probably just a mistake in description or just a buff that didn't work?

Intentional. UA text may be misleading, I'll take a look.

G
 
Workboats seems to not be able to move into ocean-tiles, even with navigation and astronomy researched.
 
Using 3rd January version, playing as Babylonians.
I was gifted a Conquistador from the CS Valletta which I then used to settle a city.
However the city generates negative 3 culture 'from social policies'.
I adopted the 'Authority' social policy branch and chose the one that grants culture from a garrison, and If I station a unit in the city then the culture penalty 'from social policies' disappears but I am not granted any bonus, like its cancelled out.
I can only assume that when the city is created using a Conquistador, the game creates the city and then disbands the 'unit'. This action when coupled with the 'Authority' policy which grants a bonus from a garrisoned unit creates the negative effect as the military unit disappears.
Screenshot attached, I tried saving and reloading the game but it crashes to desktop each time after 3 attempts.

Having a google of the bug shows that it was apparent in the vanilla game, I tried the suggested fix which was to disband another military unit in the city (tried a scout) but this did not work.

View attachment 402855


This is not a bug with Coquistadors I think, but with the Policy. I play with the Community Patch (ver. 3/1) and experienced the same bug with the Military Caste Policy in the Honor tree. Specifically, cities that had a garrision the turn they were founded got a negative mirror of the Military Caste bonus, but not other cities.
 
I have CTDs while capturing enemy cities and razing them. I'm using WHoward's Unit - Population, so it spawns while razing a captured city. Sometimes, it spawns and everything is ok, but sometimes I have CTD and the last line in Lua.xml is
Code:
[1172869.500] UnitsPopulation: Population: Giving a human player a UNIT_POPULATION
So maybe that's the reason. I reported it to WHoward, but he sent me here, because he can't read CP MiniDump. It happened with a version before January 3rd, updated to January 3rd (there was new version of Integrated Whoward's VMC v69, so I thought that now it will be ok, but unfortunately no), and with the latest beta version as well.
Here what exactly happened: I captured a city, decided to raze it, a few turns it was razing and Unit - Population spawned, enemy killed it and captured city back. Next I captured it back and I was razing it again, then, while AI's turn - CTD.

Files attached.
 

Attachments

I have something of a treat here, two bugs in one screenshot.

http://images.akamai.steamusercontent.com/ugc/361778221407357784/B4ACF5F403CC009C00BFF11FE8387B6DF96F5430/

First of all, I'm somehow able to buy a spearman with faith, I don't have a religion and considering I'm not able to buy any other unit with faith I figure this is some kind of isolated bug.

Second, my city is somehow not working the middle(city)-tile, leading to it starving at 1 pop (which should be impossible.)
Update: The city somehow fixed itself, either when it grew or when I picked the Fraternity policy, I wasn't paying attention :D
 
I have something of a treat here, two bugs in one screenshot.

http://images.akamai.steamusercontent.com/ugc/361778221407357784/B4ACF5F403CC009C00BFF11FE8387B6DF96F5430/

First of all, I'm somehow able to buy a spearman with faith, I don't have a religion and considering I'm not able to buy any other unit with faith I figure this is some kind of isolated bug.

Second, my city is somehow not working the middle(city)-tile, leading to it starving at 1 pop (which should be impossible.)
Update: The city somehow fixed itself, either when it grew or when I picked the Fraternity policy, I wasn't paying attention :D

Playing the 6/1 beta.

I had this same bug with my centre city-tile. It happened when a barbarian came next to it, and when the barb unit was alive I got nothing from my city-tile, which might be WAD? After I killed it the city-tile was worked again graphically, but not in the calculations for food or productions. I saved and reloaded, but it didn't help. When the city grew one population, the problem solved itself.

I can also report that the problems with happiness and culture from Policy are still in the 6/1 beta. Sometimes it solves itself after a couple of turns, but sometimes not.
 
Don't know if it's a bug, but it looks like a AI quirk :

Spoiler :
QoYombh.jpg

This guy just put to motion a sanction against me ! I'm far from winning, and we always have been friends.
 
Playing the 6/1 beta.

I had this same bug with my centre city-tile. It happened when a barbarian came next to it, and when the barb unit was alive I got nothing from my city-tile, which might be WAD? After I killed it the city-tile was worked again graphically, but not in the calculations for food or productions. I saved and reloaded, but it didn't help. When the city grew one population, the problem solved itself.

This was fixed with the 1-8 beta.
 
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