Bug Reports

started a new game. Wheat says that it requires hunting to make use of it. Seems an odd requirement.

Saw the same problem with another resource text/tag not showing correctly in the tooltipinfo.
Must look what is causing this, but in my case the tooltip info was just wrong:crazyeye:.
 
Playing on king now and some of the buildings arent working correctly. pagoda did not increase my happiness when built. Bonfire did +1 happiness instead of 2. This did not happen on chieftain. makes king even harder lol ! I also have same issue above when setting up new game. I have to use advanced setup to pick a civ because only one appears in menu on the main screen. ty
 
Playing on king now and some of the buildings arent working correctly. pagoda did not increase my happiness when built. Bonfire did +1 happiness instead of 2. This did not happen on chieftain. makes king even harder lol ! I also have same issue above when setting up new game. I have to use advanced setup to pick a civ because only one appears in menu on the main screen. ty

Some buildings like pagoda and bonfire (both grands correctly) can only give "Happiness" related to the cititiciens in a city. In this case of bonfire +2, but this means you need ether 2 citiciens or you have to wait.
In you current version there is a happiness per popultaion negativ malus for all players that says 1.5 Unhappiness per popultation, i changed it back to 1, but only in my overworked test version.
So this will change with the next upload.....

For your selecting probem, iam not sure why this happens, but the lua logfile could help, in this case.
 
Hi Gilga, yes I know what you mean about happiness bonus being tied to population size. It turns out that the difficulty level issue is a conflict with Whowards dll mod. I removed all mods and cleared cache, & moduser data. went through and slowly reinstalled mods checking each time. As soon as I installed that one it happened. Once I removed it the issue has stopped ! ty !
 
minor bug w/4.03-
civopedia says that the tech "woods clearing" enables clearing woods and clearing jungle.
tech "bronze working" does not mention anything about clearing jungle
but in game when I try to develop a spice in a jungle, it says I need "bronze working" first.
 
minor bug w/4.03-
civopedia says that the tech "woods clearing" enables clearing woods and clearing jungle.
tech "bronze working" does not mention anything about clearing jungle
but in game when I try to develop a spice in a jungle, it says I need "bronze working" first.

Jip the tooltipinfo is wrong. You can remove jungle and forrest with the discovering of wood clearing, but the info just stay false.
Prohably its a easy change, thanks for the report.
 
I don't think so, the worker choice to build the plantation on spice / jungle would not light up until after I got bronze working. So I could clear forest after I got "Woods clearing" but I could not clear jungle.
 
When i play, i can clear the forest/jungle first, then build the plantation. The "build plantation" choice is not light up but the the "clear forest/jungle" is.
 
i had a problem with previous version where i could not research combustion or radio because of a faulty prereq. bug was apparent both in 4.02 as it is in 4.03.

if i understand the makeup of the file correctly, then Technology_PrereqTechs.sql line 512 527 sets stealth to be a prerequisite for combustion and line 559 as a prereq for radio, which makes no sense since it creates a loop.

i also use a ton of the recommended DLL mods, among which tunnel borer seems to modify the combustion tech. might the issue come from that or is it inherent to CCTP itself?
 
i modified Technology_PrereqTechs.sql for my own use, but i can share it to ease the workload.

my change:

line 527: SELECT 'TECH_COMBUSTION', 'TECH_MILITARY_SCIENCE';

line 559: --SELECT 'TECH_RADIO', 'TECH_STEALTH' UNION ALL

unpack this to the folder under Documents\My Games\Sid Meier's Civilization 5\MODS\Community Call To Power V.4.03 (v 1)\CCTP\Technologies

View attachment Technology_PrereqTechs.zip
 
i modified Technology_PrereqTechs.sql for my own use, but i can share it to ease the workload.

my change:



unpack this to the folder under Documents\My Games\Sid Meier's Civilization 5\MODS\Community Call To Power V.4.03 (v 1)\CCTP\Technologies

View attachment 371100
Thanks for sharing :)

Antoher issue/bug
Im still having problems in version 4.03 that all Ai civs stop all tech progress at some point and they usually dont get more than 5-7 techs before it stop completly. In my last game I had 27 techs and the Ai civs had between 7-9 techs and they had higher income of research points than me.
Sry for posting this in this thread also but it is a big problem.
Anyone else have the same problem?
 
Im still having problems in version 4.03 that all Ai civs stop all tech progress at some point and they usually dont get more than 5-7 techs before it stop completly. In my last game I had 27 techs and the Ai civs had between 7-9 techs and they had higher income of research points than me.

i have the same problem in my game right now. i started from the beginning. when i started another game in the industrial era then when approaching modern era, enemies even beat me to it. but games starting in prehistory tend to have civs stagnate almost completely.
 
i have the same problem in my game right now. i started from the beginning. when i started another game in the industrial era then when approaching modern era, enemies even beat me to it. but games starting in prehistory tend to have civs stagnate almost completely.
ok interesting, the problem is narrowed down. I love to start the game in prehistory...so I really hope that can be fixed...I have fate in Gilgamesch ;)
 
ok interesting, the problem is narrowed down. I love to start the game in prehistory...so I really hope that can be fixed...I have fate in Gilgamesch ;)

Yust a side note, how many of you guys are playing with additional civs and CCTP?

I read something about a problem, reported by whoward, and ways to fix it.
But iam wondering, if this could also be related to the ai behavior.
 
Yust a side note, how many of you guys are playing with additional civs and CCTP?

I read something about a problem, reported by whoward, and ways to fix it.
But iam wondering, if this could also be related to the ai behavior.
I have never tried with any additional civ's than those that is available through CCTP. I like more content and more civ's dont add much so I have no need for additional civ's.
 
I normally play with 1 or 2 extra civs, haven't tried to play without. I'll give it a shot and see what happens.

The next update will include Whowards fix (realy this guy is amazing:crazyeye:) for this.
I was just intererested because of many reports from the community, i wasnt able to reproduce, so i was interested if this could be the reason for some bugs.

Thanks for the resonse guys...
 
Hello there !

I've noticed a bug while playing in prehistorical ages. Quite breaker actualy : Iwas abble to research some technologies without having discovered its prerequesites. The result was a crash when as soon as I had discovered the new technology. In my case I was researching agriculture before stone carving I think?

Actually, I think this MIGHT be the reason why the AI is stagnating in prehistory : maybe the AI choose the most interesting technologies but since they are broken, they are never discovered,. That would explain the fact that the most advanced AI had discovered only two techs at the end of the prehistoric age while producing more science per turn than I did.
 
Has anyone noticed if the recycling centers are abnormally cheap to produce, but abnormally expensive to maintain?
 
Hello there !

I've noticed a bug while playing in prehistorical ages. Quite breaker actualy : Iwas abble to research some technologies without having discovered its prerequesites. The result was a crash when as soon as I had discovered the new technology. In my case I was researching agriculture before stone carving I think?

Actually, I think this MIGHT be the reason why the AI is stagnating in prehistory : maybe the AI choose the most interesting technologies but since they are broken, they are never discovered,. That would explain the fact that the most advanced AI had discovered only two techs at the end of the prehistoric age while producing more science per turn than I did.

Hey and welcome to the forum:band::dance:[party]

We will see how the CCTP 404 will work, didnt get the time to play, so we just have to wait and watch the result.;)
 
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