Bug Reports - Post Here!

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Great, thanks!

Okay, one last entry for today, I promise:

During my last game with 2/5 I got a lot of open borders-requests from civs I already had open borders with! They usually offered gold or resources, but wouldn't accept the deal of course:

borders.jpg

As you can see in the picture, open borders is greyed out because it was active already.


PS: Do you need more information (or testing) about the problem in this post?
 
First annoying bug: V 2.9

"Completed their greatest work" announcements every single turn.
 
Great, thanks!

Okay, one last entry for today, I promise:

During my last game with 2/5 I got a lot of open borders-requests from civs I already had open borders with! They usually offered gold or resources, but wouldn't accept the deal of course:

borders.jpg

As you can see in the picture, open borders is greyed out because it was active already.


PS: Do you need more information (or testing) about the problem in this post?

Using modpack or regular install for both issues?

G
 
Use the auto-installer, choose the install with EUI option. Enable 1-6a in your mods list in game.
G

I just installed the mod-pack as I got interested in it due to the latest Let´s Play from Quill18. I used the auto-installer with the EUI option. But in the game window where I need to enable the mods I on ly have the numbers 1, 2, 3, 4 and 6a.
Number 5 is missing somehow. Then I looked in the MOD folder where I installed it (the one suggested by the installer). There is a number 5 mod folder. But somehow it doesn´t show up ingame. Any hint to get it working?

Next is a little bit strange. Comparing to the videos of Quill18 when he founded his religion he had a bunch of none-vanilla new choices to pick from. I only have the standard vanilla ones. Has this to do with the missing no.5 Mod?

Thank you all for your help and this Project.
 
I just installed the mod-pack as I got interested in it due to the latest Let´s Play from Quill18. I used the auto-installer with the EUI option. But in the game window where I need to enable the mods I on ly have the numbers 1, 2, 3, 4 and 6a.
Number 5 is missing somehow. Then I looked in the MOD folder where I installed it (the one suggested by the installer). There is a number 5 mod folder. But somehow it doesn´t show up ingame. Any hint to get it working?

Next is a little bit strange. Comparing to the videos of Quill18 when he founded his religion he had a bunch of none-vanilla new choices to pick from. I only have the standard vanilla ones. Has this to do with the missing no.5 Mod?

Thank you all for your help and this Project.

With civ open and the mods list up, drag the missing mods out of your mods folder, and then back into it.

G
 
With civ open and the mods list up, drag the missing mods out of your mods folder, and then back into it.

G

Thanks - that worked.

As there is a mod numbered 6a is ther supposed to be a number 6 or 6b?
I now have 1, 2 ,3, 4, 5, 6a. Is that the correct order?
 
Imagine that you have a city with size 2 and with not enough food in its progress bar to sustain the second citizen. If you start a settler, you can starve the city that it will not matter as long as you are building said settler.

Now, when you finish the settler, the city size drops by 1, since it was being starved, but you still have 2 citizens to allocate. In other words, the city displays 1 citizen, but you have 2. When it grows again, it will become size 2, but you will have 3 citizens to allocate.

This isn't the meant behavior, right?

I am using the modpack version.
 
Very strange behavior to report. I did a fresh install of Civ5 and used the auto-installer. These are the only installed mods. Every leader icon in the scorelist shows as Washington, and in the diplomatic screen, there's no text anywhere, just the animation of the leader. Logs attached.
 

Attachments

Very strange behavior to report. I did a fresh install of Civ5 and used the auto-installer. These are the only installed mods. Every leader icon in the scorelist shows as Washington, and in the diplomatic screen, there's no text anywhere, just the animation of the leader. Logs attached.

Did not install it correctly. Make sure EUI ended up in your DLC folder.

Now, when you finish the settler, the city size drops by 1, since it was being starved, but you still have 2 citizens to allocate. In other words, the city displays 1 citizen, but you have 2. When it grows again, it will become size 2, but you will have 3 citizens to allocate.

Which version of mod?
G
 
I noticed a path finding error whilst playing

say a unit is trying to cross a river and is standing on tile A without roads, crossing the river to tile B will consume all movement points.

however, when there is a flat roaded tile C adjacent to tile A on the same side of the river, and is connected tile B with a bridge (engineering researched), the unit should move to C first using 1 movement point, then cross the bridge from C to B using less than 1 movement point, and still be able to move or take an action.

however, right clicking B will cause the unit to move across the river from A and use all movement points which is not optimal
 
I already posted in 2/10 thread:
I had a lot of ruins at start position, that allowed me to choose policy early. Is it intentional or some bug? And I didn't get Settler after I chose Imperium policy :(

Spoiler :
civpolicy.jpg


I loaded previous save and decided to take Dominance before Imperium and then the second one. And I didn't get Settler too :(

And the second one is, that I have enough faith and still first Great Prophet doesn't appear (tried to switch to "Save for Great Prophet" and "Ask me later").
I'm playing Celts and accumulated this faith from killing enemies by Pictish Warriors, also I picked ruins that gave me, I think, 90 faith.

Edit: Oh sh....t, I forgot to delete 1-28 MP Modpack! So I think this caused troubles. My save is corrupted, I have to start a new game, right? :P
 
I noticed a path finding error whilst playing

say a unit is trying to cross a river and is standing on tile A without roads, crossing the river to tile B will consume all movement points.

however, when there is a flat roaded tile C adjacent to tile A on the same side of the river, and is connected tile B with a bridge (engineering researched), the unit should move to C first using 1 movement point, then cross the bridge from C to B using less than 1 movement point, and still be able to move or take an action.

however, right clicking B will cause the unit to move across the river from A and use all movement points which is not optimal

I confirm weird (not optimal) pathfinding in the current Beta.
 
I have installed the Patch with the auto Installer and activate all installed mods.

If i start all player have the american picture and i cant interact with them. U have any ideas? Need a picture?



I Play as DEnmark and shown as America :(

Thx 4 Help
 
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