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I would like to once again point out that the information would not be redundant in the civpedia if you did a setup where you could rightclick the belief (while selecting) to go to the civpedia page. I really do think that would be the absolute best solution. You could even drop all the yield-information in the actual belief (as having half of it is kinda weird) and just have it say "Allows you to purchase Mosques with faith (right-click for more info)".

This would actually be better. As a player I don't have any clues that the building is doing more than the description is saying.

Btw, in my recent games the AI tends to be "too" nice to me, with a lot of gifts. Luxury, gold, GPT ...

The last example ; http://steamcommunity.com/sharedfiles/filedetails/?id=629629476

80 GPT is not much for him (he is at 400 GPT), but as you can see we are not the best of friends by any mean : http://steamcommunity.com/sharedfiles/filedetails/?id=629632458

Edit ; is it normal to see antiquity sites without the tech when an AI archeologist is digging it ? I guess it makes sense anyway ...
 
The documentation for Community Patch being what it is, I don't know whether this is intended, but capturing a city leads to an auto-annex in a test game of mine. Are puppets just from peace deals now?

Thing is, I'm using my modded CP DLL to test my patch for stability (it passed) so you can't load the test save without my mod, afaik. OTOH, I didn't change the mod id so CP could slip in there if you had the stable release.

I had logging enabled, let me know if any of it helps.
Use the Sea Beggar to cap Antium should repro.
 

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The documentation for Community Patch being what it is, I don't know whether this is intended, but capturing a city leads to an auto-annex in a test game of mine. Are puppets just from peace deals now?

Thing is, I'm using my modded CP DLL to test my patch for stability (it passed) so you can't load the test save without my mod, afaik. OTOH, I didn't change the mod id so CP could slip in there if you had the stable release.

I had logging enabled, let me know if any of it helps.
Use the Sea Beggar to cap Antium should repro.

I was gonna blame this on using an outdated beta, but something I noticed is that the city isn't actually annexed - the dialogue never pops up, and so it never reaches any state. Because of this, the city produces no unhappiness, and it doesn't have production notifications. Like I said, this wasn't with the latest beta, and so it might have been fixed.
 
The documentation for Community Patch being what it is, I don't know whether this is intended, but capturing a city leads to an auto-annex in a test game of mine. Are puppets just from peace deals now?

I had to quit my last game because of this. I captured a city and it just became mine without the option to Puppet/Annex/Raze. Then I conquered a second city and, not only did I not get the option, but I could no longer choose production in my core cities (and therefore, couldn't continue in my game since I couldn't get to the "next turn" button).
 
Hi, folks.

I'm having a similar or the same problem to the posters above. Once I conquer a city, I will be unable to choose new production in any city, creating an unprogressable game. Here are the relevant logs from Database:

Spoiler :
[858186.171] columns StrategicViewType, TileType are not unique
[858186.171] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[858199.312] no such table: ContentPackage.LocalizedText
[858199.312] no such table: ContentPackage.LocalizedText
[858199.312] no such table: ContentPackage.LocalizedText
[858202.734] no such table: ContentPackage.LocalizedText
[858208.546] columns StrategicViewType, TileType are not unique
[858208.546] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[858212.203] no such table: ContentPackage.LocalizedText
[858212.203] no such table: ContentPackage.LocalizedText
[858212.203] no such table: ContentPackage.LocalizedText
[858235.328]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6228928 75879584
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5814144 62951280
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[858237.187]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6230104 75879584
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5815320 62951280
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------


And here's what the bug actually looks like inside the city screen:

Spoiler :
mrjsOLZ.jpg


The picture shows me using Cities in Development as well, but I also tested using ONLY the Community Patch (not CBP) and the most recent basic EUI, and not any of the other files involved in the project whatsoever. The same result occured.
 
(2/23) Small bug where Amphibious promotion enables you to cross rivers for just one movement point, regardless if you walk into a forest or up a hill.

If the ability to cross rivers without losing movement is a new feature for Amphibious, which make some sense, then the info in popups and civlopedia needs to be updated. Also, moving into forest or up hills should have the normal movement cost regardless if you cross a river or not.
 
Hi, folks.

I'm having a similar or the same problem to the posters above. Once I conquer a city, I will be unable to choose new production in any city, creating an unprogressable game. Here are the relevant logs from Database:

Spoiler :
[858186.171] columns StrategicViewType, TileType are not unique
[858186.171] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[858199.312] no such table: ContentPackage.LocalizedText
[858199.312] no such table: ContentPackage.LocalizedText
[858199.312] no such table: ContentPackage.LocalizedText
[858202.734] no such table: ContentPackage.LocalizedText
[858208.546] columns StrategicViewType, TileType are not unique
[858208.546] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[858212.203] no such table: ContentPackage.LocalizedText
[858212.203] no such table: ContentPackage.LocalizedText
[858212.203] no such table: ContentPackage.LocalizedText
[858235.328]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6228928 75879584
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5814144 62951280
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[858237.187]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6230104 75879584
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5815320 62951280
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------


And here's what the bug actually looks like inside the city screen:

Spoiler :
mrjsOLZ.jpg


The picture shows me using Cities in Development as well, but I also tested using ONLY the Community Patch (not CBP) and the most recent basic EUI, and not any of the other files involved in the project whatsoever. The same result occured.

Users with this issue: are you deleting the Lua folder from the CP, or leaving it in while using EUI?

G
 
Users with this issue: are you deleting the Lua folder from the CP, or leaving it in while using EUI?

G
Here is my setup:

I have EUI in the DLC folder
I download only the “(1) Community Patch” file, not the various CBP files
I delete the 4 LUA files: 2 City Banner and 2 Yield manager
I clear my cache

Hope that helps!
 
Here is my setup:

I have EUI in the DLC folder
I download only the “(1) Community Patch” file, not the various CBP files
I delete the 4 LUA files: 2 City Banner and 2 Yield manager
I clear my cache

Hope that helps!

You have logging enabled? If so, what's your lua log look like, esp. when capturing a city?

G
 
You have logging enabled? If so, what's your lua log look like, esp. when capturing a city?

G

Unfortunately, I'm at work right now (I wish I could work from home :( ). I'll have to post the logs when I get home (if my 4 year old lets me go near the computer without trying to climb into my lap and repeatedly mash the keyboard).

Do logs reset themselves after starting a new game or do they eternally compile? I only ask because, in the last game I played (2-17 Beta), I didn't capture any cities and therefore didn't have the problem. But in my game before that (I think it was also 2-17 Beta), I had the problem. I started a new game last night with the 2-22 Beta, but only played a few turns before going to bed. I'll probably just scrap it and start over now that you released a 2-23 Beta. #u2fast4me
 
Unfortunately, I'm at work right now (I wish I could work from home :( ). I'll have to post the logs when I get home (if my 4 year old lets me go near the computer without trying to climb into my lap and repeatedly mash the keyboard).

Do logs reset themselves after starting a new game or do they eternally compile? I only ask because, in the last game I played (2-17 Beta), I didn't capture any cities and therefore didn't have the problem. But in my game before that (I think it was also 2-17 Beta), I had the problem. I started a new game last night with the 2-22 Beta, but only played a few turns before going to bed. I'll probably just scrap it and start over now that you released a 2-23 Beta. #u2fast4me

Logs reset when a new game is started. I'll see if I can reproduce myself (currently working from home, and it has its advantages!).

G
 
The error occurs with and without EUI, but only EUI causes the CHOOSE PRODUCION button to bug.

[Edit] Just thought - I've disabled the CityBannerManager flies in the CP in favour of EUI's banner. Might this be the cause? I'm cautious because I think I renenabled it after I removed EUI, and stil had the issue.
 
The error occurs with and without EUI, but only EUI causes the CHOOSE PRODUCION button to bug.

[Edit] Just thought - I've disabled the CityBannerManager flies in the CP in favour of EUI's banner. Might this be the cause? I'm cautious because I think I renenabled it after I removed EUI, and stil had the issue.

The issue is the puppet popup. It works in all other versions, so I'm not sure why it isn't working with just the CP. It's on my fix list.

G
 
For my part, I've not touched the lua files for CP since downloading the newest beta. Should I have? I am using EUI.

How might I enable lua logging? The only logs I see are the database ones.

EDIT: I've enabled logging now. I'll be running some tests, and I'll post the lua log results soon. Standby.

DOUBLE EDIT: Here are the logs. I zoomed in on the relevant lines, relating especially to ProductionPopup and PuppetCityPopup:

Spoiler :
[912936.453] CityBannerManager: This is the modded CityStateStatusHelper from CBP
[912938.531] DiploList: This is the modded CityStateStatusHelper from CBP
[912938.531] Runtime Error: C:\Users\Nathaniel\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\LUA\DiploList.lua:39: attempt to index field 'OuterGrid' (a nil value)
[912938.531] Runtime Error: Error loading C:\Users\Nathaniel\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\LUA\DiploList.lua.
[912938.796] SimpleDiploTrade: This is the modded TradeLogic from CBP
[912940.328] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
[912940.328] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[912941.812] Syntax Error: Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua:61: function arguments expected near ','
[912942.046] Syntax Error: Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua:61: function arguments expected near ','
[912942.078] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[912942.078] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[912942.265] DeclareWarPopup: This is the modded DeclareWarPopup from CP
[912943.875] CityStateDiploPopup: This is the modded CityStateStatusHelper from CBP
[912944.656] EconomicGeneralInfo: Total Units - 2
[912944.656] EconomicGeneralInfo: Maint Free Units - 0
[912944.656] EconomicGeneralInfo: Paid Units - 2
[912944.750] EconomicGeneralInfo: Total Units - 2
[912944.750] EconomicGeneralInfo: Maint Free Units - 0
[912944.750] EconomicGeneralInfo: Paid Units - 2
[912944.843] DiploCurrentDeals: This is the modded TradeLogic from CBP
[912944.937] DiploRelationships: This is the modded CityStateStatusHelper from CBP
[912945.046] DiploGlobalRelationships: This is the modded DiploGlobalRelationships from CP
[912946.500] ChoosePantheonPopup: -252
[912946.500] ChoosePantheonPopup: 963
[912946.500] ChoosePantheonPopup: 711
[912946.968] EspionageOverview: This is the modded EspionageOverview from CBP
[912947.000] EspionageOverview: This is the modded CityStateStatusHelper from CBP
[912947.390] ProductionPopup: This is the 'CP Production Mod Replacement.'
[912947.406] Runtime Error: C:\Users\Nathaniel\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\LUA\ProductionPopup.lua:50: attempt to index field 'ScrollPanel' (a nil value)
[912947.406] Runtime Error: Error loading C:\Users\Nathaniel\Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\LUA\ProductionPopup.lua.
 
Good day.
I have been playing the various iterations of CBP since December 2015, and the latest patch of 2/23/16 I installed yesterday (complete reinstall with .exe file). I've started and abandoned 4 games because of this consistent problem:

The AI civs are insanely touchy about settling.

In the last game (which I saved), trying out Carthage I back-settled away from Egypt (about 12 tiles away) but he still pranged me for it, and out of the blue Sweden, who isn't on the map yet, did the same thing. From the previously alluded to three games I already knew what would happen - an unexpected DOW before turn 90 from one of the perturbed civs - so I just quit.

I am not a sophisticated gamer; I play at Prince, and occasionally King level; I have logging enabled and also saved the game. I am happy to provide any and all info if you just tell me how to do it.

I'd like to go back to the package install before the latest beta but since I don't know how this will affect the save, and the logs, I'll just hold fast until I hear from you.
 
Good day.
I have been playing the various iterations of CBP since December 2015, and the latest patch of 2/23/16 I installed yesterday (complete reinstall with .exe file). I've started and abandoned 4 games because of this consistent problem:

The AI civs are insanely touchy about settling.

In the last game (which I saved), trying out Carthage I back-settled away from Egypt (about 12 tiles away) but he still pranged me for it, and out of the blue Sweden, who isn't on the map yet, did the same thing. From the previously alluded to three games I already knew what would happen - an unexpected DOW before turn 90 from one of the perturbed civs - so I just quit.

I am not a sophisticated gamer; I play at Prince, and occasionally King level; I have logging enabled and also saved the game. I am happy to provide any and all info if you just tell me how to do it.

I'd like to go back to the package install before the latest beta but since I don't know how this will affect the save, and the logs, I'll just hold fast until I hear from you.

Depends on the civ, and your settling location. The value of the plot matters a lot to them, just as it does for humans.

For those with the city conquest issue (if using just EUI and CP), please download the 2/24 beta. It is savegame compatible, though conquered cities will continue to break, so load a save prior to city conquest to continue.
 
I'm not sure if this is a bug or not, so asking here.

In my current Poland Emperor game, The Celts keep doing this to me (5 times so far and counting)

1) Burning a Great General to create a Citadel inside my own borders. We do not have open borders, plus I was under the impression that you could not create a citadel in someone else's territory

2) Said citadels convert ownership within a 2-tile radius, not 1. here's an example, the turn before my land extended in a straight line continuing along where the marine/tank/tank are. Boudicca somehow places that citadel inside my own borders, which then coverted a 2 hex circle around it.

Spoiler :
n0Up5aP.jpg


Is there some combination of abilities that allows this? Wonders or Ideologies, perhaps?
 
I'm not sure if this is a bug or not, so asking here.

In my current Poland Emperor game, The Celts keep doing this to me (5 times so far and counting)

1) Burning a Great General to create a Citadel inside my own borders. We do not have open borders, plus I was under the impression that you could not create a citadel in someone else's territory

2) Said citadels convert ownership within a 2-tile radius, not 1. here's an example, the turn before my land extended in a straight line continuing along where the marine/tank/tank are. Boudicca somehow places that citadel inside my own borders, which then coverted a 2 hex circle around it.

Spoiler :
n0Up5aP.jpg


Is there some combination of abilities that allows this? Wonders or Ideologies, perhaps?

Are they autocracy? That's an autocracy tenet (double land from citadel bombing).

G
 
To clarify, look at this image:

Spoiler :
CmPRldf.jpg


All 6 of the highlighted Citadels were placed by Boudicca, I have only generated a single general in the whole game so far, and I still have him.

The red line shows the approximate original location of our borders. The 3 citadels highlighted with green circles were 'legit', you can see the first was inside her borders and the other 2 are 2 hexes from each other and thus within the territory flipped by the previous citadel. However she also placed the 2 lower purple highlighted citadels - as you can see these are 3 hexes away from the nearest other citadel and thus it was not possible that they were within her territory at the time.

At this point, she rather stupidly declared war on me (I had an 11 tech lead on her plus about triple her army size, she never stood a chance). I destroyed her army and decided to take Nantes to get my land back, which I did. At that point my borders were where the black line is. Eventually I persuaded her to peace out, after which she then placed the top purple-marked citadel.
 
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