Bug Reports

discoverd pre historic tourism:D

Turn 32: Build the 3rd city, thanks to luck with the goody huts, in direct neighborship to King Solomon's Mines and immediately received 25 faith and 31 tourism

Logs attached
 

Attachments

Oh well thats strange.
 
Hey there! I'm new to CCTP and just found you guys a few days ago. I LOVE this mod and I'm okay with the fact that it is a work-in-progress.

However, I've noticed that in both of the two builds that I have played (published on 9/1/14 and 9/2/14), I cannot get more than a few policies into Piety. After I get the first three policies, it says that I do not have the prerequisites to obtain the policies in the (second row, middle column) and (second row, right column). This doesn't allow me to reach Reformation which has always been a huge part of my strategy in Faith play-styles.

I do not experience this problem on any other policy trees thus far. Just Piety.
 
Hey there! I'm new to CCTP and just found you guys a few days ago. I LOVE this mod and I'm okay with the fact that it is a work-in-progress.

However, I've noticed that in both of the two builds that I have played (published on 9/1/14 and 9/2/14), I cannot get more than a few policies into Piety. After I get the first three policies, it says that I do not have the prerequisites to obtain the policies in the (second row, middle column) and (second row, right column). This doesn't allow me to reach Reformation which has always been a huge part of my strategy in Faith play-styles.

I do not experience this problem on any other policy trees thus far. Just Piety.

Hey welcome to the Forum
:egypt:[party]:beer::banana::rockon:

Will look what is causing this.
Until we will fix this, i recommand you to play with the Ingame Editor, to get through this kind of bugs.
Thanks for reporting;)
 
even though im pretty sure this has been posted a long time ago (couldn't find it, i looked)

the labor unit can not build anything
+
no way to build huts/tipi/tent
+
the new fortifications (motte and bailey+w-thing) don't show up anywhere
+
the modern/future engineer can not build anything



bonus note, awesome mod! (my friend and i discussed it, and we think this mod might have more content/awesomeness then civ:BE)
 
major bugs:

I should get +1 Science per World Wonder due to Divine Inspiration belief (I´ve got Barnenez) but it´s not working (btw. there are 2 beliefs of the same name)

Great General fighting animation isn´t working (he´s cool btw.)

Holy RElics and REliquary are almost the same beliefs

I couldn´t build Collector in my first city, which had forests nearby, but I could do it in a city surrounded by deserts. What are requirements for building it? there´s no info

Trade AI doesn´t make any sense: I offer 3 oaks - he want to get them for free so I want his 200gold and ask what he wants in exchange. now he wants me to pay 3gold per tunr + my 3 oaks but instead of giving me 200gold he proposes me only 14. And as I said before I can get free gold per turn from everybody. Where are the rules for it actually written?


minor bugs I´ve found:

when i wanted to enhance my religion it seemed as if I could select once again Founder and Bonus Beliefs. it´s just a visual bug

gaias shrine - no picture in the city view when being built
flintstones - no picture when it´s being researched
Ruins: sometimes may not work. I was to be shown a new resource but I wasn´t.
cooking tech quote: One man's meat is another's poison — Lucretius (95-55BC)
Cooking descriptions: shows cows and pics on the map - not true
Honey doesn´t have a texture on the map - maybe flowers? (bees need them to make honey)
No picture for Bison resource, Camper improvement, I get annoying windows informing me about it

A couple of quotes for you:

Numbers tech quote: "Love is like a Rubix Cube, there are countless numbers of wrong twists and turns, but when you get it right, it looks perfect no matter what way you look at it" — Brian Cramer
Clan quote: "Call it a clan, call it a network, call it a tribe, call it a family: Whatever you call it, whoever you are, you need one." — Jane Howard
Flintstones quote: "What we need is the celestial fire to change the flint into the transparent crystal, bright and clear. That fire is genius." — Henry Wadsworth Longfellow
Composite Tools quote: "A man too busy to take care of his health is like a mechanic too busy to take care of his tools." - a Spanish proverb
Slinger quote: "A word from the mouth is like a stone from a sling." — a Spanish proverb
TXT_KEY_TECH_CEREMONIAL_DANCE_TITLE; quote "I would believe only in a god that knows how to dance" — Friedrich Nietzsche
TXT_KEY_PROMOTION_CITY_DEFENSE - no description
TXT_KEY_ZWILLE - no description

spellcheck: CerEmonial Burial (name of Founder belief), eligion > Religion (description)l Hermes: Provides one free Great PERSON; Kali: … more effectivE; Oracles: appEAring; Paria(is it a name?): one of your units DIES, Ritual Sacrifice: … IS expanded; Vishnu: similarly; Apollo and Ares - for consistency, delete word "yield" before an icon in a couple of places; Charitable Institutions: Production>Food

add an icon in descriptions: Morpheus and Odin, Sacred Places, Mercurius
 
Iam not going to quate, instead i will point out some things.

For any reason "Divine Inspiration" is the vanilla name and was also used for the wonderscience belief.
The belief is now changed to Neo Inspration (unless a better name comes up), and grants +1 science to each wonder.

Resources show up on the map, when you discovered them via ruins, this is a vanilla effect and it works always in my test games, even when the resource is miles away from your land.

Collector hasn a requirement yet (will need some lua code to make it related to features), but it has a oblosete technology.

Great general doesnt have a animation, because its a great people unit, there is a work around needed for, but this is a cosmetic change, with little priority now.

Every Civ can choice the bonus beliefs, its like the "BYZANTIUM" trait.

Fixed the spelling errors, Paria is used in german iam not sure if its the same word as in other languages.

For the icons some of them dont show up, thats due severals reasons, will be changed when other problems are fixed.


Thanks for the report and suggetions.
 
even though im pretty sure this has been posted a long time ago (couldn't find it, i looked)

the labor unit can not build anything
+
no way to build huts/tipi/tent
+
the new fortifications (motte and bailey+w-thing) don't show up anywhere
+
the modern/future engineer can not build anything



bonus note, awesome mod! (my friend and i discussed it, and we think this mod might have more content/awesomeness then civ:BE)


as i got the new (2-9) version, the labor unit can build camps(which are useless) and tipi
as well as the fortifications, haven't checked modern engineer

ty for mod and fix :D
 
as i got the new (2-9) version, the labor unit can build camps(which are useless) and tipi
as well as the fortifications, haven't checked modern engineer

ty for mod and fix :D

The Camp isnt complete useless, it grands a defence bonus and get yields with the right policy.
Also several changes are now included, and will come with the next update.
BTW it will bring many new features and bugfixes.
 
the "weaver" technology should allow the "weaver" building to be build and show linnen
but somewhere this goes wrong, and i am never able to build the "weaver" building, even with cotton resource

+

a bakery should (according to the text) give 1 "bread" resource, and no such resource/bonus ever shows up
bug or misread text?
 
the "weaver" technology should allow the "weaver" building to be build and show linnen
but somewhere this goes wrong, and i am never able to build the "weaver" building, even with cotton resource

+

a bakery should (according to the text) give 1 "bread" resource, and no such resource/bonus ever shows up
bug or misread text?

For the weaver, it seems the requirement was in the wrong table and for that the building wasnt buildable.
It will need one of this reasources (Fur, Cow, Sheep, Cotton or Deer) improved near your city.
Linen will not show up as a resource on the map, it can only be created.

For the bakery, it works like intendet, it grants one Bread.
Look under your resource window, and you will see it.;)

Thanks for the report, another bug is fixed.......
 
the "weaver" technology should allow the "weaver" building to be build and show linnen
but somewhere this goes wrong, and i am never able to build the "weaver" building, even with cotton resource

+

a bakery should (according to the text) give 1 "bread" resource, and no such resource/bonus ever shows up
bug or misread text?

Thanks for report. Will look into it.
 
as i got the new (2-9) version, the labor unit can build camps(which are useless) and tipi
as well as the fortifications, haven't checked modern engineer

ty for mod and fix :D

The modern engineer is fine except it can't build a polder
 
Adopting liberty gives 100 Manpower - now I know why other civs had so much mapower so quickly.
Apart from that, instead of getting a free settler I got 2 inquisitors and a couple of civilians in one of my city, which cause -12 unhappiness, eh.
 
Adopting liberty gives 100 Manpower - now I know why other civs had so much mapower so quickly.
Apart from that, instead of getting a free settler I got 2 inquisitors and a couple of civilians in one of my city, which cause -12 unhappiness, eh.

Thanks for report, I'm working on a new build right now, so I'll check it out
 
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