Bug Reports

iirc it was a random created map , continents and all other stuff on the default/middle value. Large map i belive.

Also have a couple bugs i think:
I have now a city with 3 squid resources all with fishing boats, but i cant make squid conglomerate. it says in red "must have 3 squid".
Also on same city i have a problem where i cannot make manganese distribution center, even though i have manganese 2 tiles away. I am guessing that the problem might be that i have a manufactory from a great engineer and not a mine on it though.

EDIT:
Now that i connected a squid resource in another city, for a total of 4 squid, i can build the squid conglomerate. So i guess either an error in the number, or in the tooltip for this. will test the manganese to build mine there later.

edit 2: Another possible bug is the Basic Law in constitutional in social policies. I picked this but got no more happiness, even though i have garrisoned units in all my towns.

Yip the "Basic Law" is broken, should be done with the next version also some other constitutional policies may not work correctly.
For the Monoploly system, normally you need a special ammount of this buildings (in this case squid line) in your cities to build the monopoly. Need to check how the settings are comming to say what is working wrong.
To the map problem, do you have enabled the log files for CiV. This would help us a lot, we could look into the lua to see why some maps are game breaking.
The logfiles will be overwritten each time you start a new game, so if you encounter a crash to desktop (ctd)please send the xml and lua log, before the will be peplaced.
Thanks and i hope you understand me, my english fails this days...:lol:
 
Ah i see, i kinda figured something was wrong with it as well when i saw there were no lines connecting the policies etc.

Next time i make map i will try again and see if it happens. then i will try to get some log files for you.
Thanks for a nice mod and that you are still working on it. Mods and particularly this is what made me buy the game and not use a pirated one :D.
 
Ah i see, i kinda figured something was wrong with it as well when i saw there were no lines connecting the policies etc.

Next time i make map i will try again and see if it happens. then i will try to get some log files for you.
Thanks for a nice mod and that you are still working on it. Mods and particularly this is what made me buy the game and not use a pirated one :D.

Nice to hear and you are always welcome here:rockon:
 
I just encountered a bug where a city-state starved down from 4 to 1 after I captured it.

Spoiler :
BB8C823FFD598CF0371741F2E7EE0A197F15201E


When I captured it, it was working the 3 farms to the north-east as well as the farm it's working currently. The first turn I had it it read -30 and it went down until the amount it's at currently. I played until the city came out of resistance and the problem remained.

I'm thinking that it may be a compatibility issue between this mod and the 'hex hold and release mod' but I'm not sure as I've played with similar mods before with no issues(cultural diffusion with the military conquest setting on). Before I captured the CS I held the three farms to the north-east.

Anyway I thought I'd mention it just in case it is a problem with CCTP rather than my mod mixing.

Keep up the good work guys, patiently awaiting the next version. :goodjob:
 
I also had this issue now when i installed civ and this mod. Though it might have something to do with maps, because i then tried to start a new game andinstead of using a random map i used one of the provided world maps, and then the tech tree seems to work as it should.

Thanks I gave it a go but no luck, tried all the different presets and differenet sizes for randomly generated still the same problem.

Thanks for reporting. Can you remember with what kind of map the bug appeared.
When this bug is related to some kind of maps, we could fix it.
Also only a few CCTP player report this bug, so thanks for the news.;)

I'm using Gods and Kings as well so maybe that could be a cause.. if not not really sure :confused:
 
Have played a couple more maps this time random generated and have not got the problem with the tech tree anymore. so i don't know what caused it in the 1st place then.
 
Have played a couple more maps this time random generated and have not got the problem with the tech tree anymore. so i don't know what caused it in the 1st place then.

Glad that you can now play the game....
 
All of the new late-era units have a massive cost attached to them. For example, the Tactical Laser Air Defence unit costs 24,218.

Am I doing something wrong?
 
Big problem I've been having with games, think I've mentioned it before in other threads.

As of right now, City-states and Barbarians seem to share AI slots with Civs, and cap out at 22, regardless of combination, with any excess AI disappearing upon starting the game. Meaning I can only have 21 Civs + Barbarians, 11 Civs +11 City-states, etc, effectively killing the diplomatic victory for games with more than 8 Civs

Are there plans to fix this for the BnW version?
 
Since you can upgrade cavalry and frigates to tanks and battleships the player (and the ai) can beeline the tech for the unit, upgrade the units and never build the shipyard or auto-plant.

I'd like to suggest that units which upgrade to industrial building based units don't. Ideally you would only be able to upgrade those units in a city with the building but I don't think the game supports that nor the A.I. could deal with it.
 
I have checked your latest working version bnw which you uploaded on 20th of July , but it still has Txt labels on many technologies.
Tweak mod was running as well.
I have deleted cache, and moduserdata before starting the new game.

thanks for fixing in advance :D
 
I have checked your latest working version bnw which you uploaded on 20th of July , but it still has Txt labels on many technologies.
Tweak mod was running as well.
I have deleted cache, and moduserdata before starting the new game.

thanks for fixing in advance :D

Sorry for the text issues. This was pointed out in another thread.

The solution, replace the file attached the file in the CCTP folder (text)
Arr damn this beta modbuddy is creating varios bugs, cant close it even when its not running. But the biggest bug is, sometimes changes are not saved corretly.

Again big sorry for this.:rolleyes:
 

Attachments

Just done what you told ,replacing gametext file with yours and tried a few times.

It still gives txt labels on techs .

an example would be Sailing's right side and below side gives the txt labels.
 
I just went into the gametext file and changed the <Language_de_DE> tags to <Language_en_EN> tags. It worked on my friend's computer but interestingly not on my own.
 
With the Text_Key bug, iam clueless. Maybe you have another version of CCTP installed
(ghost bug) or try to clean your cache and moduserdata and try it again.
If this will not help, iam out of answers.
 
I have installed your latest build that you have posted at last page of downloads thread.
cleaned cache and mod user data as well.
 
I am also having problems with the text. Examples of some early building that give the txt_building error are Dock, shaman hut and Olympics. Early tech with the txt problem include shipbuilding, trading and fermentation.
I had written down last week that terrain types flax and barley had been acting up also, but since I got the Gilgamesch version, they are listed as deleted in the "improvements.xlm" file and no longer show up on the map. Presumably that is deliberate.
I am not an expert, but I did look at the gametext.xlm file and other files and do not see an obvious problem. I am using the 7/21/2013 version he provided.
 
The text bug bothered me so I did some sledge hammer testing.

(conclusion: deleting gametext.xml is having no effect on the CCTP game)

I renamed the file gametext.xlm to xxxgametext.xlm. The game ran with the same errors as before. I deleted the gametext.xlm file, the game ran as before. To make sure I was working with the correct copy of CTP I renamed the techtree.xlm file and the test on the first CTP tech screen Settler, spirit nomad becomes the txt errors.
This means that I am in the correct directory for CTP, that the text and en_US directories are being read.

So the problem is something like:
Gametext.xlm is the wrong file name.
Or it is in the wrong directory
Or the Community Call to Power (v3).Modinfo file is not even trying to read it or is looking in the wrong place.
I tried to add the gametext.xlm file by editing your CCTP_Tweak (v1) modinfo file (with notepad) without success, buy I probably did that wrong.

(another possiblility is that the gametext.xlm file has an error in it that prevents the file from being analyzed by the game. I will try to check that tomorrow.
 
This makes me crazy, i didnt have this problem.
Sure this is a dumb bug, but why some player have this and some other not?
 
I also have the mod's techs/units/buildings's titles, descriptions, help text, etc, bugged. The resources seem fine though, except for Blockbuster.
 
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