Bug Reports - Post Here!

Status
Not open for further replies.
Weird, since I'm only using the base EUI. Doesn't seem to be effecting gameplay either way as I got an event and that ui worked, as does the top panel interface when opened.
 
Unsure if this has been reported -> both March 9th and 18th versions seem to have this bug :

-When having 2 or more cities in other landmass than your capital city, connecting them to capital with harbors works ok, but if you connect those cities in another landmass also to each other via road, that nullifies the city connection. Even the city connection icon disappears from these cities.
If you remove the road connection, everything works again, you even get the pop-up stating that city connection has been made.

Using only the Community Patch, not the other parts of the modpack. No other mods.
 
EUI loads automatically with the game if it is in your DLC folder. You can delete it from the folder and then use the auto-installer to do a no-EUI installation (it is one of the options).

G

I don't know what eventually fixed my problem (I *think* it's fixed.) I made my delayed update to Windows 10, I downloaded the latest version of my video driver for Windows 10, I reinstalled everything, and I started playing via DirectX 10/11 instead of Windows 8 option. Thanks for your patience.
 
me said:
But, an observation, maybe of interest: I got a city state mission to free another city state but that one was just annexed by Venice.

Yep. That's normal (the quest). Glad you sorted the DLC issue!

G

You mean it's possible to "liberate" a city state that has been bought by Venice?

A potential bug: Event-popups don't show all options to me: I looked into the XML and there were more options for the events I got. E.g. the event "A comet has appeared in our night sky" offered only the very first option to me.

Thanks, Sascha
 
You mean it's possible to "liberate" a city state that has been bought by Venice?

A potential bug: Event-popups don't show all options to me: I looked into the XML and there were more options for the events I got. E.g. the event "A comet has appeared in our night sky" offered only the very first option to me.

Thanks, Sascha

Yes, it is possible. And that's not a bug - you just don't meet the requirements for the rest of the choices.

G
 
Hey, I've recently updated to the April 5th version of CP and keep on getting issues like 'Unable to load texture [notificationeventorange.dds]' upon loading and starting games. I am assuming that these are relating to CP:E, but I'm not sure what the issue is - I downloaded and installed the latest CP from the manual directory as I always have previously. If there is any additional info I can give, please let me know.
 
Bug with event in latest version of Beta 5/4/16.

EVENT_FISHING_EXPEDITION: 'Old Men and the Sea', Option 2, 'A large investment will pay dividends': 'Spend {1_Scaled}. 50% Chance that Fishing Boats near the City will gain +2 [ICON_FOOD] Food for {5_Turns}.'

I selected this and event did not trigger, and as expected fishing boat tiles (I had two on coral) remained at 2 food. But after the {5_Turns} turns 2 food was subtracted from all fishing boat tiles for the remainder of the game, so they now provided 0 food. This makes my sea-based capital useless for the rest of the gate, so I had to quit.
 
Bug using the 23/3 beta.

I'm playing as The Goths: https://steamcommunity.com/sharedfiles/filedetails/?id=81447812 . I've just conquered Thebes, which is the Holy City for Buddhism and I get the notification about receiving the founder beliefs for that religion. I have 1000+ faith and the next turn I pop a Buddhist prophet. I'm given the ability to enhance Buddhism; however, if I select while the notification says 'enhance religion' the splash screen actually is the 'found religion screen'--but I can't do that, or add a belief to Buddhism, and am 'frozen' as I can't move onto the next turn.

Simple enough to reload a save and use the prophet to make a Holy Site but a weird occurrence. I've attached a save of the turn immediately before.

Mods: CBP+EUI, Goths, Reseed!
 

Attachments

Ok... this is getting annoying.

I started a new game with the March 23rd beta. Turn 500 + it crashes on player #2. Just a CTD.

What file can I upload so someone can tell me why its crashing? Marathon speed games are getting to be a pain restarting them. :-\
 
This isn't exactly a bug, more of a quirk, anyways.

A naval unit pillaging a fort completely eliminates the fort, not actually pillaging it. Might have something to do with how pillaging of naval improvement normally works.
Anyways if you enter a hostile fort as a canal and then uses the pillage option, the fort is removed permanently.
 
This isn't exactly a bug, more of a quirk, anyways.

A naval unit pillaging a fort completely eliminates the fort, not actually pillaging it. Might have something to do with how pillaging of naval improvement normally works.
Anyways if you enter a hostile fort as a canal and then uses the pillage option, the fort is removed permanently.

What happens to the naval unit? It should be left high and dry. Doesn't sound like a desirable result to have the improvement removed.
 
This isn't exactly a bug, more of a quirk, anyways.

A naval unit pillaging a fort completely eliminates the fort, not actually pillaging it. Might have something to do with how pillaging of naval improvement normally works.
Anyways if you enter a hostile fort as a canal and then uses the pillage option, the fort is removed permanently.

Naval units shouldn't be able to pillage land tiles. I fix.

G
 
What happens to the naval unit? It should be left high and dry. Doesn't sound like a desirable result to have the improvement removed.

Same thing as happens to a naval unit that stays inside a city that gets razed, it stays on the land, but it can still move into ocean-tiles
 
Klick

I am having the same error with Dx11 and the Win8 Touch Version of the game. The texture for the Terrace Farm seems to be missing. That leads to the error popup everytime I move to a tile were such a terrace could be build or opening the tech tree.
My Version is the CPProject Full EUI 3/9.
Is this a known issue or is my Civ Version missing an expansion or something? :confused:
 
Hello I installed the last beta. Had previously a game with the previous beta well into almost 500 turns with no trouble.
But both versions seem to have an issue or is a feature ?
I set resources on abundant, I play large map marathon with perfectworld3 script and there's barely any resources on the map , is ridiculous.

In my 500 turns game I had 20 cities ,a large chunk of a big continent and I had literally 1 iron and there was one more iron in another civ's territory and nobody else had iron or maybe also 1-2 because I was at war constantly with 4-5 civs and on the course of about 1000 years I saw basically no iron units but 2-3 at most at anytime. Got to coal and there were 3 coal resources on all the map I've uncovered wich was about 50% of a large map.

And sometimes yelds do not update ,some areas show yelds, some areas do not .This issue only occured with the latest beta and is not that important but the resources being extremely rare, especially strategic ones is game-breaking . And that's the same with every other resource, they spawn extremely low.
 
Hello, my game just crashed and kicked me back on to Windows. No error message or anything. As if it never even was in game.

I am extremely late game and in a really tough and fun part of the game so I'm super eager to play the next turn :(

How can I give information to help you help me fix it?

Thanks in advance.
 
Status
Not open for further replies.
Back
Top Bottom