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Gazebo I've found some bugs while i was using CP Core http://imgur.com/a/EI3j5

Other mods i'm using;
InfoAddict(as a standalone DLC)
a mod that gives "move after attack" promotion to naval melee units.
and these guys http://imgur.com/9IXx2Rd i'm using them by modifying the expasion2.civ5pkg file


my game files are verified btw.
 
Apologies if this has been mentioned before, but I noticed a few issues with the new diplomacy lines in the Community Patch.

For the base Community Patch, in NewText.xml, you have this for when the AI announces that they want to prevent your world conquest:
Code:
<Row LeaderType="GENERIC">
	<ResponseType>DIPLO_MESSAGE_VICTORY_BLOCK_ANNOUNCE_WORLD_CONQUEST</ResponseType>
	<Response>TXT_KEY_GENERIC_COMPETITION_BLOCK_WORLD_CONQUEST%</Response>
</Row>
But in CoreText_en_US.xml, you have this:
Code:
<Row Tag="TXT_KEY_GENERIC_BLOCK_ANNOUNCE_WORLD_CONQUEST_1">
	<Text>Your armies are a blight on the land. You are the bringer of destruction, not unity. I will not stand idly by to watch you take everything for your own!</Text>
</Row>
This means that no text will display when the AI tries to send a message regarding this. TXT_KEY_GENERIC_COMPETITION_BLOCK_WORLD_CONQUEST% should be changed to TXT_KEY_GENERIC_BLOCK_ANNOUNCE_WORLD_CONQUEST% in line with the other statements about victory blocking.

Also, for Civilization 4 Diplomacy Features, you have entries for RESPONSE_MAPS_EXCHANGE and RESPONSE_MAPS_EXCHANGE, as well as RESPONSE_MAP_EXCHANGE and RESPONSE_MAP_OFFER:
Code:
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MAPS_EXCHANGE</ResponseType>
	<Response>TXT_KEY_GENERIC_MAPS_EXCHANGE</Response>
</Row>
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MAPS_OFFER</ResponseType>
	<Response>TXT_KEY_GENERIC_MAPS_OFFER</Response>
</Row>
...
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MAP_EXCHANGE</ResponseType>
	<Response>TXT_KEY_GENERIC_MAP_EXCHANGE</Response>
</Row>
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MAP_OFFER</ResponseType>
	<Response>TXT_KEY_GENERIC_MAP_OFFER</Response>
</Row>
Only the plural MAPS entries are in the actual text XML file, so I'm thinking the singular MAP entries are redundant?

Finally, it's not that important since they only have the one possible response anyway, but the above entries as well as the ones for RESPONSE_MOVE_TROOPS_REJECT_DECEPTIVE, RESPONSE_MOVE_TROOPS_REJECT_HOSTILE and RESPONSE_TECH_OFFER lack a percentage sign for their Response value, which is inconsistent with all other entries:
Code:
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_TECH_OFFER</ResponseType>
	<Response>TXT_KEY_GENERIC_TECH_OFFER</Response>
</Row>
...
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MOVE_TROOPS_REJECT_DECEPTIVE</ResponseType>
	<Response>TXT_KEY_GENERIC_MOVE_TROOPS_REJECT_DECEPTIVE</Response>
</Row>
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MOVE_TROOPS_REJECT_HOSTILE</ResponseType>
	<Response>TXT_KEY_GENERIC_MOVE_TROOPS_REJECT_HOSTILE</Response>
</Row>
 
Hey all, Using the only the CBP mod pack, and encountered a bug. When I got to founding a religion, the list of beliefs do not show, up, therefore i cannot found a religion, and i can never go to next turn. I have the CBP EUI Mod Pack, as well as the Multiplayer version of CBP EUI. I have included the save file, and also some screencaps. It may look like I haven't even clicked the menu, but no beliefs ever show up.
http://imgur.com/a/9WJWM

EDIT: I am using the most up to date version of these modpacks from the civfanatics forum as of March 14th 2016.
 

Attachments

Apologies if this has been mentioned before, but I noticed a few issues with the new diplomacy lines in the Community Patch.

For the base Community Patch, in NewText.xml, you have this for when the AI announces that they want to prevent your world conquest:
Code:
<Row LeaderType="GENERIC">
	<ResponseType>DIPLO_MESSAGE_VICTORY_BLOCK_ANNOUNCE_WORLD_CONQUEST</ResponseType>
	<Response>TXT_KEY_GENERIC_COMPETITION_BLOCK_WORLD_CONQUEST%</Response>
</Row>
But in CoreText_en_US.xml, you have this:
Code:
<Row Tag="TXT_KEY_GENERIC_BLOCK_ANNOUNCE_WORLD_CONQUEST_1">
	<Text>Your armies are a blight on the land. You are the bringer of destruction, not unity. I will not stand idly by to watch you take everything for your own!</Text>
</Row>
This means that no text will display when the AI tries to send a message regarding this. TXT_KEY_GENERIC_COMPETITION_BLOCK_WORLD_CONQUEST% should be changed to TXT_KEY_GENERIC_BLOCK_ANNOUNCE_WORLD_CONQUEST% in line with the other statements about victory blocking.

Also, for Civilization 4 Diplomacy Features, you have entries for RESPONSE_MAPS_EXCHANGE and RESPONSE_MAPS_EXCHANGE, as well as RESPONSE_MAP_EXCHANGE and RESPONSE_MAP_OFFER:
Code:
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MAPS_EXCHANGE</ResponseType>
	<Response>TXT_KEY_GENERIC_MAPS_EXCHANGE</Response>
</Row>
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MAPS_OFFER</ResponseType>
	<Response>TXT_KEY_GENERIC_MAPS_OFFER</Response>
</Row>
...
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MAP_EXCHANGE</ResponseType>
	<Response>TXT_KEY_GENERIC_MAP_EXCHANGE</Response>
</Row>
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MAP_OFFER</ResponseType>
	<Response>TXT_KEY_GENERIC_MAP_OFFER</Response>
</Row>
Only the plural MAPS entries are in the actual text XML file, so I'm thinking the singular MAP entries are redundant?

Finally, it's not that important since they only have the one possible response anyway, but the above entries as well as the ones for RESPONSE_MOVE_TROOPS_REJECT_DECEPTIVE, RESPONSE_MOVE_TROOPS_REJECT_HOSTILE and RESPONSE_TECH_OFFER lack a percentage sign for their Response value, which is inconsistent with all other entries:
Code:
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_TECH_OFFER</ResponseType>
	<Response>TXT_KEY_GENERIC_TECH_OFFER</Response>
</Row>
...
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MOVE_TROOPS_REJECT_DECEPTIVE</ResponseType>
	<Response>TXT_KEY_GENERIC_MOVE_TROOPS_REJECT_DECEPTIVE</Response>
</Row>
<Row LeaderType="GENERIC">
	<ResponseType>RESPONSE_MOVE_TROOPS_REJECT_HOSTILE</ResponseType>
	<Response>TXT_KEY_GENERIC_MOVE_TROOPS_REJECT_HOSTILE</Response>
</Row>

Thanks for the reports. If you don't mind, could you submit the C4DF bugs to the C4DF thread for putmalk?


Hey all, Using the only the CBP mod pack, and encountered a bug. When I got to founding a religion, the list of beliefs do not show, up, therefore i cannot found a religion, and i can never go to next turn. I have the CBP EUI Mod Pack, as well as the Multiplayer version of CBP EUI. I have included the save file, and also some screencaps. It may look like I haven't even clicked the menu, but no beliefs ever show up.

This was a bug in the modpack's build. Please look to the latest release.
G
 
I am using the March 9 release.

I get reversed reactions from positive diplomacy. I have never fought a war or otherwise angered the other civ, but one drops me from friendly to guarded when I ask for a declaration of friendship, while complaining that I have betrayed them, etc. and another civ calls me dishonorable when I ask for a defensive pact, even though we have good relations and a declaration of friendship that the AI civ initiated.
 
Hi I've been using the community patch for a couple of months and really like it. In the March 9th version (the latest as of today), there's a new bug where after I traded a luxury resource to an AI civ, after 30 turns the resource is never released back to me. It still says "exported" on the top left corner, and in the deal history screen, instead of showing "deal ended on turn XXX", it shows "deal ended on turn -2", which is a negative number.

This problem happened in both of the two games I started with March 9th version. I've never seen this before this version. Everything else works fine for me, so if you could release a new version with this bug fixed I'd really appreciate it! Thank you for all your hard work! :goodjob:

One last question, is there a link or download you can provide that shows all changes made for each new version, like a "program change log" type of list? Thanks! :)

EDIT: Just posted a screencap below, HTH
Spoiler :
92C927CD11BD7E33DE3BD4C859E980AC590F5AB4
 
I keep trying to search for others who are having this issue, but I cannot seem to find any other reports. (My Google-fu is weak for Civ Fanatics, unfortunately...) I do remember seeing someone mention it in this thread, though, and there was a response that the issue had been fixed.

So I started playing in an early February version, got to modern era, found out that railroads movement was bugged. (Each tile costs half a movement point on railroads, whereas roads were much faster.) Tried to patch a hotfix that *should* have been save-compatible, but the game started crashing whenever I loaded the save. No big deal, I'll download the latest version (early March, maybe the 6th?) and play from there.

Just got to railroads and the same issue is happening. So two questions... is this a known issue that has been fixed in the latest build? What file has the value of the railroad movement points? I do a lot of coding and webdev, so I feel confident in opening the file in notepad++ and just editing the value manually and hoping that fixes the issue without corrupting the save.

Thanks, btw. This mod is awesome and truly the Civ5 that should have been. You guys are doing the Lord's work!

EDIT:
OK so having read through some patch notes, it looks like this is basically intentional behavior... so it's an intended tradeoff of movement speed vs production bonus, as I understand. I was surprised to see that upgrading my roads to railroads actually nerfed movement, but I guess that makes sense in a way... very early railroads were probably inefficient. Is my understanding correct?

I also found the values related to trains, btw... (If anyone in future is looking for the path, it's \MODS\(2) Community Balance Patch\Balance Changes\Terrain\ImprovementChanges.xml )
 
Not sure if this is related to the modpack, but I have noticed something very odd. I am using the latest official release of the modpack (3/9?). Whenever I setup the game with an Archipelago or Tiny Islands map I get a pangaea. I have tried multiple times with the same result. When I use the large islands map where every civ is placed on their own island the map is correct. I haven't tested other map types to see if there are issues with them as well.
 
Hi all, thanks so much for all your hard work on this amazing MOD. I used older version of it for quite awhile and then quit playing CivV entirely for a year or so, and now this is the only version I'd like to keep playing. The only problem is, I did a fresh install of the Mods using the autoinstaller, and my game would load but then crash right on or around turn 4. I scrubbed my complete install of CIV V (I had a lot of other mod junk floating around, I figured that might be contaminating it) and all user data, then reinstalled from scratch from Steam and re-ran the autoinstaller -- same exact problem! No matter what Civ I play as or what map I use, it reliably CTDs on or around turn 4, just goes black. I am have all DLC and the latest updates and am on a Windows 10 machine, any ideas about what's happening here? I really want to play this incredible Modpack again!
 
Not sure if this is related to the modpack, but I have noticed something very odd. I am using the latest official release of the modpack (3/9?). Whenever I setup the game with an Archipelago or Tiny Islands map I get a pangaea. I have tried multiple times with the same result. When I use the large islands map where every civ is placed on their own island the map is correct. I haven't tested other map types to see if there are issues with them as well.

Hi all, thanks so much for all your hard work on this amazing MOD. I used older version of it for quite awhile and then quit playing CivV entirely for a year or so, and now this is the only version I'd like to keep playing. The only problem is, I did a fresh install of the Mods using the autoinstaller, and my game would load but then crash right on or around turn 4. I scrubbed my complete install of CIV V (I had a lot of other mod junk floating around, I figured that might be contaminating it) and all user data, then reinstalled from scratch from Steam and re-ran the autoinstaller -- same exact problem! No matter what Civ I play as or what map I use, it reliably CTDs on or around turn 4, just goes black. I am have all DLC and the latest updates and am on a Windows 10 machine, any ideas about what's happening here? I really want to play this incredible Modpack again!

Oh and I am using the 3-9 version of the pack.

Try using the regular install instead of the mod pack.

G
 
Hey all... trying this all out for the first time and enjoying it. However, I noticed that the '(5) More Luxuries' option isn't showing up in my mod list. Reinstalled the patch twice and it never shows. Any ideas?

EDIT: Never mind... third time is a charm I suppose. Happy gaming!!
 
Using the most recent beta, I am unable to force an AI (Theodora) to capitulate -- during the medieval era, of course. She had 1 city left and I tried to get her as a vassal since eliminating civs is a very bad diplo move. Trouble is, I can't make the war score go up enough: her last city has 0 health, she has no unit, all her improvements are destroyed, the city is surrounded and blockaded but it doesn't go past 57 and I can't get her to agree to a capitulation.

Is it working as intended and just an effect of her being unwilling to bend the knee? I have her capital and another city - lots of bad blood between us.
 
Using the most recent beta, I am unable to force an AI (Theodora) to capitulate -- during the medieval era, of course. She had 1 city left and I tried to get her as a vassal since eliminating civs is a very bad diplo move. Trouble is, I can't make the war score go up enough: her last city has 0 health, she has no unit, all her improvements are destroyed, the city is surrounded and blockaded but it doesn't go past 57 and I can't get her to agree to a capitulation.

Is it working as intended and just an effect of her being unwilling to bend the knee? I have her capital and another city - lots of bad blood between us.

Please report to Putmalk's C4DF thread, not to me, as it is his baby now.

G
 
Okay, I do have an issue I cannot figure out this time :)

Loading (5) More Luxuries with the (6) CBP Compatibility File and YNAEMP breaks the custom game setup screen --> http://imgur.com/SaiqvG4. Without More Luxuries, it's fine.
 
After load up, I get this. I cannot close it.

Spoiler :
F5gnAwC.jpg


With these mods

Spoiler :
aXJcptT.jpg
 
Was there any changes to slow down in between turns between January and March install versions?

I just started a new game with the most recent release, and it is chugging starting around turn 300, where as prior games would last until 600 + before I noticed a real slow down.
 
Was there any changes to slow down in between turns between January and March install versions?

I just started a new game with the most recent release, and it is chugging starting around turn 300, where as prior games would last until 600 + before I noticed a real slow down.

No. Probably EUI, if you're using it.

G
 
Was there any changes to slow down in between turns between January and March install versions?

I just started a new game with the most recent release, and it is chugging starting around turn 300, where as prior games would last until 600 + before I noticed a real slow down.

With 15/3 here is also closing randomly. Sometimes in a few turns. and sometimes in the late game. Close everything and goes to desktop. I found that increasing the display settings this occurs more often. So I'm playing without activating anti-aliasing filters activated. It is helping but still, every three games, at least in a match closes everything. With anti-aliasing active happens in every game.

I'm using EUI, but in previous versions of CP that did not happen ever, only /w this 3/15.
 
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