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What it's called should be inconsequential, as evident by the fact that it works when the EUI provided by CP installer is inactive. Unless there's something about the CP EUI that differs significantly from the one from the EUI thread.
 
Do you know which lua file is making this call?

When I was with Communitas we sometimes got these messages in the log along with the lua that called it.
For what its worth a lot of the ones we had then were from the engine not resetting properly and often the old 'clear the cache' did the trick.
 
Edit: It's worth mentioning that I did reinstall the version I had (1.1.13 I think?). It was the most recent before this new one (1.1.14) to test if it made a difference with a fresh install; it did not


Hi!

So, recently I've had an issue where Civ V abruptly crashes to desktop after pressing the next turn button (Always on this turn so cannot progress). It's odd because I played many, many turns without anything wrong (All the way to the last age) so I don't think it has anything to do with some random wonder being built or some unit being spawned as everything had already been built by then (or just about!). It's entirely possible that one of the enemy civs built something on this turn specifically that is causing this...but I am not sure as by now everything has been built at least once, I think. I initially made this to give the patch a shot, but after 1,084 turns I'm kind of attached to it now :D

I installed the mod through the automatic installer on the 'How to Install' page opting in for the new UI. In game, all mod componentss were activated in the order given (1,2,3,4,5,6a). Later on I added the Ingame Editor and enabled it after all the others, but since it is on the approved list I don't *think* it's an issue. To note, I did try disabling the ingame editor to see if it made a difference; it did not.

**Side Note: There are a few other mods in there, but they were never activated during this game.


I attached a minidump that seems to update every time the game has its crash so it should be the most recent. Also, per your instructions on the first page, I am attaching a save game copy (in a zip due to size limit), and a screenshot of the MODS folder because, again, too big for the size limit.

Note: I would have updated to the latest version to see if it helped, but I guess it's incompatible with old save files (as it says).

Thanks :D
 

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Do you know which lua file is making this call?

When I was with Communitas we sometimes got these messages in the log along with the lua that called it.
For what its worth a lot of the ones we had then were from the engine not resetting properly and often the old 'clear the cache' did the trick.

It was the CityView, and clearing the cache didn't help anyone who had the issue (including myself when I reproduced it).
 
Removal of file fixed crash on settle issue.

Now experiencing near turnly crashes for games above 3 players. Occurs at end of turn. One of the players doesn't seem to have the right map for no clear reason, but it occurs even without said player being in the game.
I think it should be mentioned that the 3 players that didn't experience any de-sync issues on MP v.1/14 were in geographically close location (me, Hokath and Merill who were all in Europe; whereas TheUnholyPotato was in US). Perhaps this affects the stability?

Here's some logs. In the second game there were periods where it worked fine: random => latency dependency? Hope it can be improved.
To add to this, the de-syncs seemed to happen less often when TheUnholyPotato ended his turn before other players (that way we were trying to cope with the latency issue).
 
I see I forgot to attach the crashdump file. Perhaps it may help shed light on what is occuring?

Humbly requesting a review of my log files to help identify why I've started getting CTDs around turn 130, running version 1/10b with EUI and a somewhat more extensive modlist than my usual setup (including YnAEMP and several of JFDs mods).

Game played without issue until now, then I had a CTD when opening the 'state religion' tab in the extended religion overview soon after this (JFD Piety-) mechanic went live @ philosophy (though opening the tab worked prior). Hoping this would sort it self out I avoided the tab for a few turns, but soon after the game consistently crashes between turn 133 and 134.

Have tried veryfing steam and clearing cache / reenabling mods.

Modlist:
Spoiler :
(1) Community Patch
(2) Community Balance Patch
(3) CSD for CBP
(4) Civ IV Diplomatic Features
(5) More Luxuries
(6a) Community Balance Patch - Compatibility Files (EUI)
Capture+ (v 4)
Events and Decisions
Global - City Working Distance (v 7)
Historical Religions Edit (BNW or GK) (v 45)
InfoAddict (v 22)
Ingame Editor (v 39)
JFD's and Pouakai's Mercenaries (v 4)
JFD's Cultural Diversity (Core) (v 4)
JFD's Exploration Continued Expanded (v 8)
JFD's Piety and Sovereignty (Piety) (v 10)
JFDs Cultural Diversity (Soundtrack) (v 1)
Maps - Improved CS Luxuries (v 6)
MC's Minoa (v 2)
MC's Scotland (v 2)
MC's Slavs (v 1)
Quick Turns (v 10)
R.E.D. - Smaller Landmarks (v 2)
R.E.D. Modpack (v 27)
Really Advanced Setup (v 15)
UI - Trade Routes Enhancements (v 6)
Yet (not) Another Earth Maps Pack (v 23)
 

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I think I've researched warp technology in the medieval era :D Sometimes, my unit teleports long distance away (13-20 tiles) after performing an action (last time I tried to use ranged attack)

I think the teleport bug happens whenever a unit tries to do something it isn't supposed to - I tried to walk into some jungle before Optics, and I warped away.
 
I think the teleport bug happens whenever a unit tries to do something it isn't supposed to - I tried to walk into some jungle before Optics, and I warped away.

Yes, you're probably right. It happened to Archer and Horse Archer. I noticed that sometimes my distance units just move instead of attack, so they can't move into the enemy. I think I'll have to start using distance attack button on my keyboard instead of just clicking the right mouse button :P But warping in the Medieval Era is fun anyway :D
 
Yes, you're probably right. It happened to Archer and Horse Archer. I noticed that sometimes my distance units just move instead of attack, so they can't move into the enemy. I think I'll have to start using distance attack button on my keyboard instead of just clicking the right mouse button :P But warping in the Medieval Era is fun anyway :D

I thought that units moving when they were supposed to shoot was fixed a while ago?

Nevertheless, at least that is counterable - you never know when an AI might warp one of his units!
 
Gazebo, is this a mistake? The code seems to contradict the comment.

Code:
-- Make Rocket Artillery cost oil, not aluminum:
	UPDATE Unit_ResourceQuantityRequirements
	SET ResourceType = 'RESOURCE_IRON'
	WHERE UnitType = 'UNIT_ROCKET_ARTILLERY' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_UNITS' AND Value= 1 );
 
Hello!

I played the Huns today, and the Barbarians who join you from encampments are utterly bugged.

e.g. I give an archer a move order to two tiles away (open terrain). Instead of moving there, the archer completely disappears from the map. I thought it might have been walked into a barbarian encampment and died, but no, it reappears a few turns later 15 tiles away in the middle of nowhere.

Same with attack orders. And sometimes they reappear at other emplacements, but on the same turn (moving 10 tiles in one turn for an archer is quite the feat...).

I have no log but thought it would be easy to look into. I can remake a game and provide a log, if you want.

And I only play with the MP modpack provided on this forum.
 
Hello!

I played the Huns today, and the Barbarians who join you from encampments are utterly bugged.

e.g. I give an archer a move order to two tiles away (open terrain). Instead of moving there, the archer completely disappears from the map. I thought it might have been walked into a barbarian encampment and died, but no, it reappears a few turns later 15 tiles away in the middle of nowhere.

Same with attack orders. And sometimes they reappear at other emplacements, but on the same turn (moving 10 tiles in one turn for an archer is quite the feat...).

I have no log but thought it would be easy to look into. I can remake a game and provide a log, if you want.

And I only play with the MP modpack provided on this forum.

This bug's been reported all over the place - Gazebo's on it
 
Hi,
i encountered a bug with the Discipline policy from Authority today. If i conquer a city or found a city while a military unit sits on the same tile as the settler, the city culture is 0 (should be 3).
If i move the garrisoned unit away city culture drops to +-3.

I have version 1-3 of the modpack.
 
Gazebo, thank you very much for the new modpack. The game seems to be running as expected. However, two of my players taking Authority reported not receiving their free settler from Imperium. One of them got the policy before he got pottery, which we believed to be the cause of the problem. However, the second one also didn't receive the free settler upon getting Imperium.

Unfortunately, neither of them have logging enabled. I will try to reproduce the problem.
 
Hello, I'm experiencing Lua issues when running the community balance patch with no EUI. On start I get this issue.

Error: C:\Users\...\Documents\My Games\Sid Meier's Civilization 5\MODS\(6b) Community Balance Patch - Compatibility Files (No-EUI)\LUA\TradeLogic.lua:996: attempt to index field 'DenounceButton' (a nil value)

I don't know if it's only with the no EUI version or not. It caused some trades to not actually go through. I had one civ attempt to give open borders multiple times even though I clicked accept to an identical deal a couple turns before.
 
- Happens all the time - my units (both land and naval) teleport all over the map whenever I accidentally click on impassable terrain: like on land with a ship, or rightclick an archer to shoot over forest when it can't, or move warrior into terra incognita, etc...
- denounce button has no text, but has hover-over description.
- often I see city-states (happened to my units some time too) land units literally walking on water, rarely I see them swimming (having more movement, like embarked) on land.
 
- Happens all the time - my units (both land and naval) teleport all over the map whenever I accidentally click on impassable terrain: like on land with a ship, or rightclick an archer to shoot over forest when it can't, or move warrior into terra incognita, etc...
- denounce button has no text, but has hover-over description.
- often I see city-states (happened to my units some time too) land units literally walking on water, rarely I see them swimming (having more movement, like embarked) on land.

Fixed in the beta that was released on 1/20.

G
 
Don't know if it's worth a bug report but Restarting the map on turn 0 (the very first one) gives me a CTD 100% of the time since a few patches. Starting a game also has some likelihood of the game going back to desktop but usually it goes through. I'd say that roughly 1 in 4 started games forces me to try again.

On the other hand before those versions loading a game resulted in crash most of the time but now it never goes back to desktop if I load, even after having played 100+ turns. So loading got improved but other ones deteriorated?
 
How are hospitals supposed to work?
As far as I understand, they should add +15HP to any unit that ends its movement within a city with hospital.
So if I conquer a city, and have the freedom tenet that gives hospitals to all cities, that unit should heal 15 HP until next turn.
If I have a unit that does not move or act during its turn in a city with hospital, it should heal 35HP (20 from city, 15 from hospital).
Is that right? Because I never get the bonus healing.
 
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