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Hi all,

(I'm new here, so hopefully it's the right thread to post)

(It looks like while I was typing this another user reported similar-ish problem.)

I'm using the latest beta version of the mod (Apr 10th), full installation. I played as Byzantium without any problems; however, today, I started as The Aztecs and the game crashes once I declare a war on a city state (it's the 3rd city state I go to war with, but the first one that causes game to crash). What I noticed is that it crashes after I declared the war AND put the cursor over the city. It does not crash when I put the cursor over city state's units or even if I kill them.

I tried looking into logs, but I'm not sure what do I need to look for :( Interesting thing - the log files are actually longer when I close the game properly then when it crashes.

Mods used:
(1) Community Patch Version 79
(2) Community Balance Patch Version 13
(3) City-State Diplomacy Mod for CBP Version 27
(4) C4DF - CBP Version 11
(5) More Luxuries - CBP Edition Version 155
(6a) Community Balance Patch - Compatibility Files (EUI) Version 1

"Extra" mods:

InfoAddict Version 22
Quick Turns Version 10
Sukritact's Events and Decisions Version 3 (with random events disabled)

It's not the first game I'm playing with these "extra" mods -- the current stable release, pre-events beta, and current beta of CBP all worked fine (though the games were played using other civs) -- so I don't think the crash is casued by them.

Here is the link to a Dropbox folder that contains:
- the mini dump
- the log folder
- the savefile

https://www.dropbox.com/sh/3lv5g6ckqmr9tbt/AABzQhmMx7SuIoyY6lclFW7Xa?dl=0

Thanks!

(Sorry for my bad English)

Update: If another civ is allied with Bucharest (it's the only city state I have troubles with) and I'm at war with this civ -> the game crashes when I put the cursor over the city state (even if the city is in the fog of war)...
 
Hi all,

(I'm new here, so hopefully it's the right thread to post)

(It looks like while I was typing this another user reported similar-ish problem.)

I'm using the latest beta version of the mod (Apr 10th), full installation. I played as Byzantium without any problems; however, today, I started as The Aztecs and the game crashes once I declare a war on a city state (it's the 3rd city state I go to war with, but the first one that causes game to crash). What I noticed is that it crashes after I declared the war AND put the cursor over the city. It does not crash when I put the cursor over city state's units or even if I kill them.

I tried looking into logs, but I'm not sure what do I need to look for :( Interesting thing - the log files are actually longer when I close the game properly then when it crashes.

Mods used:
(1) Community Patch Version 79
(2) Community Balance Patch Version 13
(3) City-State Diplomacy Mod for CBP Version 27
(4) C4DF - CBP Version 11
(5) More Luxuries - CBP Edition Version 155
(6a) Community Balance Patch - Compatibility Files (EUI) Version 1

"Extra" mods:

InfoAddict Version 22
Quick Turns Version 10
Sukritact's Events and Decisions Version 3 (with random events disabled)

It's not the first game I'm playing with these "extra" mods -- the current stable release, pre-events beta, and current beta of CBP all worked fine (though the games were played using other civs) -- so I don't think the crash is casued by them.

Here is the link to a Dropbox folder that contains:
- the mini dump
- the log folder
- the savefile

https://www.dropbox.com/sh/3lv5g6ckqmr9tbt/AABzQhmMx7SuIoyY6lclFW7Xa?dl=0

Thanks!

(Sorry for my bad English)

Update: If another civ is allied with Bucharest (it's the only city state I have troubles with) and I'm at war with this civ -> the game crashes when I put the cursor over the city state (even if the city is in the fog of war)...

You are using EUI, but you don't actually have EUI installed in your DLC folder. Or rather, you have EUI, and you've installed the EUI core text file twice (don't follow that step of the EUI instruction).

G
 
I am not sure if this belongs here of if I am just missing something. Brand new install of CIV with the CBP auto-install and no other mods. Everything seems to be working just fine, but when I discover a city-state, I don't receive the faith reward. I've tested this with various civs and same issue. I do get the gold reward however.
 
Building the Candi as Indonesia spawns an additional resource next to the city... but also an invisible one to trade away, it seems. Likely not intended, but if it is, the tooltip for the Candi needs to be revised.

As it stands, I have 3 out of 2 pepper in the world, and no, I do not have the East India Company built (nor have that technology researched).
 
Bug - Portugal Science per turn from caravan scales with game speed. It starts at 3 on Epic, turns into 6 with medieval etc.

It's not broken, Korea still gets 50 mln more science at any point in the game probably even on marathon (should be 4/4 at ancient era per TR, but I don't play Marathon so I can't tell for sure) but it's still likely a bug.
 
I am not sure if this belongs here of if I am just missing something. Brand new install of CIV with the CBP auto-install and no other mods. Everything seems to be working just fine, but when I discover a city-state, I don't receive the faith reward. I've tested this with various civs and same issue. I do get the gold reward however.

Does the value appear on the next turn?

Building the Candi as Indonesia spawns an additional resource next to the city... but also an invisible one to trade away, it seems. Likely not intended, but if it is, the tooltip for the Candi needs to be revised.

As it stands, I have 3 out of 2 pepper in the world, and no, I do not have the East India Company built (nor have that technology researched).

Interesting. Was the City on a small island? Any special attributes?

Bug - Portugal Science per turn from caravan scales with game speed. It starts at 3 on Epic, turns into 6 with medieval etc.

It's not broken, Korea still gets 50 mln more science at any point in the game probably even on marathon (should be 4/4 at ancient era per TR, but I don't play Marathon so I can't tell for sure) but it's still likely a bug.

Not technically a bug – I allowed it for balance purposes. If it is felt that it is imbalanced, I can address it.

G
 
hello guys and girls.. i have a problem for some time. when i start a game, there are any luxuries resources! what can i do to fix it? thanks
 
Interesting. Was the City on a small island? Any special attributes?
Nothing that jumps out at me, and no, it's similiar to a pangaea continent, playing on a fractal map. Each and every city I've founded has given me a freebie to trade away, making me even more rich than I should be.

I could upload the save if you want to take a look (and admire my empire). :p
 
I had an event that let me 'upgrade' my windmills. I chose an option "1000 + 4 iron". Now if I look at my windmills, it's showing an error message instead of usual text. (see attached pic)
 

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Hello. It would be great if someone could look at the logs and may have found a solution for game crashing. I am using version: March 9th (1.3.9)

Mods used:
(1) Community Patch
(2) Community Balance Patch
(3) CSD for CBP
(4) Civ IV Diplomatic Features
(5) More Luxuries
(6b) Community Balance Patch - Compatibility Files (No-EUI)
Ingame Editor (v 39)
Quick Turns (v 10)
Yet (not) Another Earth Maps Pack (v 22)

Logs here: https://mega.nz/#F!68omzTrT!2lEZqPZXkDVDfsE9jOq7EQ
Save here:https://mega.nz/#!i8oT0DDI!1cP7tmD71XyAXoBvLvkXpWeT93LpEryhZoXITtVGGbo
 
I'm not sure whether it's a bug or a feature of the mod, but the starting promotions on Chu-Ko-Nu and Hwach'a look odd to me. Both of them have 2 movement points, both of them can attack twice per turn, but they do not use Logistics promotion to implement this second attack. Chu-Ko-Nu uses unique promotion (yellow triangle), while Hwatch'a uses Blitz (that's normally available to melee units only). In fact, these units can take Logistics as one of the promotions later in the game, but it would be of no use to them (cause they have only 2 movement points)...

Is there a reason why they are implemented this way (and not using Logistics promotion)?
 
It seems that also range unit animation will not more reproduced .

Memory problem cause of huge map ?

Many thanks !

Probably.

I'm not sure whether it's a bug or a feature of the mod, but the starting promotions on Chu-Ko-Nu and Hwach'a look odd to me. Both of them have 2 movement points, both of them can attack twice per turn, but they do not use Logistics promotion to implement this second attack. Chu-Ko-Nu uses unique promotion (yellow triangle), while Hwatch'a uses Blitz (that's normally available to melee units only). In fact, these units can take Logistics as one of the promotions later in the game, but it would be of no use to them (cause they have only 2 movement points)...

Is there a reason why they are implemented this way (and not using Logistics promotion)?

So that gaining the promotion does not give them access to other promotions in the typical 'logistics' branch. Many unique units use special promotions like these to prevent overlap issues with regards to selectable v. non-earnable promotions.

G
 
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