Bug Reports

Still crashing in the beginning of the game.

Just reinstalled your mod today with nothing else other than dlc's installed

Huge/22 Civs/40 City States/Archipels/Cruel
The crash always happens during another civ turn and it stall on their turn.

if you got any tips to make it work it would be appreciated

Hey an also welcome to the forum [party]:band::high5::high5::dance:,
love this but back to buisness.
Thanks for the logs, the lua file shows me some errors. For example the new resources where not loaded into the Archipelago map.
For some reasons the resource generator is notcompatible with all map types.
Sorry to say that but it seems, that this can create some problems.
You said you encountered a crash to desktop. Are they repeatable, and or do the always come even with reloading?

Anyway when the resources a not loaded, this can crash the game.
 
Hey an also welcome to the forum [party]:band::high5::high5::dance:,
love this but back to buisness.
Thanks for the logs, the lua file shows me some errors. For example the new resources where not loaded into the Archipelago map.
For some reasons the resource generator is notcompatible with all map types.
Sorry to say that but it seems, that this can create some problems.
You said you encountered a crash to desktop. Are they repeatable, and or do the always come even with reloading?

Anyway when the resources a not loaded, this can crash the game.

Repeatable, the game crashes exactly at the same turn after reloading

What Map should i try using?
 
Repeatable, the game crashes exactly at the same turn after reloading

What Map should i try using?

Well can confirm its working on continent and pangae. Also when you restart on this maps all CCTP resources where placed correctly.

At least 4.01 has some bugs, i hope Horem will upload 4.02 soon to Github.
 
Well can confirm its working on continent and pangae. Also when you restart on this maps all CCTP resources where placed correctly.

At least 4.01 has some bugs, i hope Horem will upload 4.02 soon to Github.

Are you in regular communication with Horem on the issue? When is the ETA? I'd like to restart work soon.
 
Are you in regular communication with Horem on the issue? When is the ETA? I'd like to restart work soon.

Not really, uploaded the files friday, but i didnt included the changes from GitHub.
So i hope he will make the changes and then upload the next version to Github.


On another note, started a game on cruel as Korea.
At some i time i realizied iam ways to far in technology. So i decided to test if "reverse engineering" is working with BNW and well it does.

Reverse engineering is a lua toool, not sure who invented it. But it allowes civs to get technologies from other Civs by a % chance.
Maybe this should become also inplented in any way into CCTP:
 
Hi all. Truly like what you did here.

But I noticed one thing that I thought was an overall game issue: Barbarians.

I play huge maps, few city-states, with barbarians on normal and lots of resources.

The last three games I have played:

1) King, Huge, continents Plus, earliest settings: Luxuries:Abundant
Observed: The Barbarians were tough as hell to beat, produced troops extremely fast, and damaged troops regenerated super fast 9as in 1 maybe 2 turns full health.
Other Civs: out of 12 max, 8 barely had 2 cities built but there were so many captured settlers that I stopped counting. Literally.

Tech tree: Stopped displaying on Information age tree, had to use the default choices instead of the tree. The tree screen was blank, header title was like Key_Techtree_Info... ( i should have grabbed a screen shot)

2) King, Huge,continent Plus, earliest age settings, Luxuries: Abundant, City-States:Max

As above with barbarians regenerating fast, lots of captured settlers, Civs had few cities. City States were always burning.

Tech tree: Stopped displaying on Information age tree, had to use the default choices instead of the tree. The tree screen was blank, header title was like Key_Techtree_Info... ( i should have grabbed a screen shot)

3) As the last 2 except: No Barbarians
Civs expanded normally, City-States were not under constant siege
Tech tree: Stopped displaying on Information age tree, had to use the default choices instead of the tree. The tree screen was blank, header title was like Key_Techtree_Info... ( i should have grabbed a screen shot)

So I guess this is a bug report. I know you need screens and such, but I'm just a player.


STILL LOVE IT!

Trickster
 
Hi all. Truly like what you did here.

But I noticed one thing that I thought was an overall game issue: Barbarians.

I play huge maps, few city-states, with barbarians on normal and lots of resources.

The last three games I have played:

1) King, Huge, continents Plus, earliest settings: Luxuries:Abundant
Observed: The Barbarians were tough as hell to beat, produced troops extremely fast, and damaged troops regenerated super fast 9as in 1 maybe 2 turns full health.
Other Civs: out of 12 max, 8 barely had 2 cities built but there were so many captured settlers that I stopped counting. Literally.

Tech tree: Stopped displaying on Information age tree, had to use the default choices instead of the tree. The tree screen was blank, header title was like Key_Techtree_Info... ( i should have grabbed a screen shot)

2) King, Huge,continent Plus, earliest age settings, Luxuries: Abundant, City-States:Max

As above with barbarians regenerating fast, lots of captured settlers, Civs had few cities. City States were always burning.

Tech tree: Stopped displaying on Information age tree, had to use the default choices instead of the tree. The tree screen was blank, header title was like Key_Techtree_Info... ( i should have grabbed a screen shot)

3) As the last 2 except: No Barbarians
Civs expanded normally, City-States were not under constant siege
Tech tree: Stopped displaying on Information age tree, had to use the default choices instead of the tree. The tree screen was blank, header title was like Key_Techtree_Info... ( i should have grabbed a screen shot)

So I guess this is a bug report. I know you need screens and such, but I'm just a player.


STILL LOVE IT!

Trickster

Thanks for the report, but what version you played 4.01 or the version from today.
Well i think not from today, but to be sure let me know it)

Edit: For better understanding,all barian units should heal when they killed a unit (similar like jaguar).
This was added to make the barbs more a thread, also the fog tiles needed for new barbs where lowered and the chance of spawing is higher then vanilla.
This all is under testing, the problem is not that th player can take it, the problem is that the ai is terrible in handling early wars.
Means they send a troop of cavemans and without the adapting of the honor tree they will eventually lose the fight.
 
Thanks for the report, but what version you played 4.01 or the version from today.
Well i think not from today, but to be sure let me know it)

Edit: For better understanding,all barian units should heal when they killed a unit (similar like jaguar).
This was added to make the barbs more a thread, also the fog tiles needed for new barbs where lowered and the chance of spawing is higher then vanilla.
This all is under testing, the problem is not that th player can take it, the problem is that the ai is terrible in handling early wars.
Means they send a troop of cavemans and without the adapting of the honor tree they will eventually lose the fight.

I am playing on 3.5. I tried 4.1 but the game crashed on the first turn.

I will try the 4 version today.

I noticed something else, and maybe I am missing something: map areas like coffee, flax, barley, maize, tea you cannot construct on..yet, can't seem to find anything that actually uses those resources even after developing the tech.

Shame the AI cannot fight off the barbarians, made for a way to easy game. having the BarBs in the game is fun and a nice way to get xp, but, if the overall game ends up lame because you can easily conquer a 2 city civ-AI....better to take them out.

Thanks for replying back so fast!
 
The resources where fixed, and i blame modboddy fot it.
The barbarian update in 4.02 is not loaded.
means the current war aganst the barbs is much easier, in fact vanilla.
Dont get why modbuddy is broken in some cases.

Problem with barbs is, if the ai cand handle it, and thats of course ashame, thats be a big problem in keeping up for the game score.
 
The resources where fixed, and i blame modboddy fot it.
The barbarian update in 4.02 is not loaded.
means the current war aganst the barbs is much easier, in fact vanilla.
Dont get why modbuddy is broken in some cases.

Problem with barbs is, if the ai cand handle it, and thats of course ashame, thats be a big problem in keeping up for the game score.

Loaded 4.0.1

and my first reaction was WOW. tech tree completely re worked.

GOBEKLI_icon45.dds won't load.

GOBEKLI_icon64.dds won't load. This one locks the game in a loop as its displayed on the science UI
trickster
 
Loaded 4.0.1

and my first reaction was WOW. tech tree completely re worked.

GOBEKLI_icon45.dds won't load.

GOBEKLI_icon64.dds won't load. This one locks the game in a loop as its displayed on the science UI
trickster

Try 4.02, when you still have the problem please post it.
 
Oh holy. Just started and already a bug))) It's almost cheating. shohons(dunno how in engl) started with 2 scouts(8 power each). Unreal boost at start :)
Or its not a bug? But then it's really cheating
Updated - I know, you not translated it to rus... but the 2 choices in ruins were really funny - tell those people, that they are barbarians(x2) xD. It's as i see it?) It was in rus, thought.
 
Oh holy. Just started and already a bug))) It's almost cheating. shohons(dunno how in engl) started with 2 scouts(8 power each). Unreal boost at start :)
Or its not a bug? But then it's really cheating

Hmm Scouts avaible at scouting, even with free techs should be no start option.#
Weird remeber the time when the opponent was the case.
Didnt allowed the shoshos a freeunit, you started a ancient i guess.
Maybe something changed so far that the ai starting unit get placed in a differend way.
Not sure is late and iam enyoing the evening.

But i noticed that the shoshos whrere a strong cv in my testing games when there where there.
Also they has scouts, but not from the beginning, i checked this with IGE times beforem.
But after reporting, maybe i should look after it as well.
 
Thanks. Yes, started from the beginning of a tech tree. And can build them already.

Update. Hmm. barbarians are tough... so many... not go too far, but no bug's spotted so far.
But every country have a little too many cavemans... because they can only build them or workers, i think. 81k fighter value with caveman-only...
Updated2 - lied. Hmm. City-states build settler. It isn't used, but if barb ambush them, then worker can't hide. Remembered, how shocked i was, when sc created a wonder in 3.5 lol. But that's a good thing, realistic at last. Hope they will not create religion or smthing they shouldn't.
Update 3 - Trees are nothing to us! - yelled workers, when thy build something without wood cleaning tech in forests. But may be it's normal too... bonuses for cutting forest do not come.
 
Okay it seems to be the extractor...

UPDATE: GOBEKLI issue resolved with 4.02

Playing first game with barbs on, huge map, normal speed, legendary resources, 12 city states and 12 civs.


*****So I am trying to install 4.02. When I extract it, everything is dumped into one single director and the mod is not working when I select it. So, maybe the rar extractor I am using is not happy? extracting wrong? I am expecting to have ssome subfolders?****************

T
 
Hello
I am playing with 4.02 right now and I would like to report some wierd stuff
At first AI doesnt settle new cities (and if it does its slow and not enough i tried difficulty 5,6,7 for 200+ turns and it was almost same)

Second - Why isnt more fish and etc resources ? i have covered almost all land with recources but sea and lakes are empty.. i dont like it :(
Third - some polices provide settlers for Venice (but i was not able to settle new cities ofc)

Fourth - AI attacks suicide

Fifth - Someties i dont see my cities just i can see only empty space

Sixth- At start of game there is nothing to build so i must produce only caveman again and again its good if i have to fight with barbarians but with 10+ cavemans i can clean map really fast.

Seventh- well it is only my opinion but i think that some resources should be visible at start(i am talking about acient era) becaouse "cavemans" was hunters and gatherers and they doesnt any knowledge to see these resources

Thats all for now TY for the best mod ever and sorry for my poor english
 
Hello
I am playing with 4.02 right now and I would like to report some wierd stuff
At first AI doesnt settle new cities (and if it does its slow and not enough i tried difficulty 5,6,7 for 200+ turns and it was almost same)

Second - Why isnt more fish and etc resources ? i have covered almost all land with recources but sea and lakes are empty.. i dont like it :(
Third - some polices provide settlers for Venice (but i was not able to settle new cities ofc)

Fourth - AI attacks suicide

Fifth - Someties i dont see my cities just i can see only empty space

Sixth- At start of game there is nothing to build so i must produce only caveman again and again its good if i have to fight with barbarians but with 10+ cavemans i can clean map really fast.

Seventh- well it is only my opinion but i think that some resources should be visible at start(i am talking about acient era) becaouse "cavemans" was hunters and gatherers and they doesnt any knowledge to see these resources

Thats all for now TY for the best mod ever and sorry for my poor english

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

Wel the ai should settle new cities, sure they must discovered social structures.
For the early era there are alot of things that can be build, but it depends on your technology level.

For the resources, there also should be searesources like fish or squid.
Lakes doesnt contain resources ether iirc.

For the reveal of resources, yip the map is blank at the start, maybe this will be changed in the future.

For venice, they never should get a settler hmm, they have a overwrite for this.
Anyway they cant use the settler, but the Great Merchant has the ability to create a new city.;)
 
Hey and welcome to the forum :band:[party].

Wel the ai should settle new cities, sure they must discovered social structures.
For the early era there are alot of things that can be build, but it depends on your technology level.

For the resources, there also should be searesources like fish or squid.
Lakes doesnt contain resources ether iirc.

For the reveal of resources, yip the map is blank at the start, maybe this will be changed in the future.

For venice, they never should get a settler hmm, they have a overwrite for this.
Anyway they cant use the settler, but the Great Merchant has the ability to create a new city.;)

I would beg to differ, I like that resources are not revealed on the map until you discover the corresponding tech advance. this ties tech to the environment more directly. In reality, that is sort of what happens...added radar technology to fisherman boats and it increased their yield. The Arabic peoples had cheese and coffee, which was introduced into other cultures. So, I like that portion. Keep it in!

Trickster :king:
 
played a lil of 4.02

- Jungle can be chopped down before reaching Bronze Working if its working as intended then the message displayed is wrong hehe

- Tribe Hut provides settlers to city states
 
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