Bug Reports

Here is a fix for golden age bug (also posted on main download thread)

http://www.mediafire.com/download/o067ao6ryy5v12c/GolaenAgeFix.rar

Instructions are in file

I tried to go through every building in game to be sure it's fixed, but there are so many, I may have missed some. If you have any golden age great person spamming, please note what building had just been built and let me know.

Woah that was quick, huge thanks for that!
Is this working for already stared games or do we need to start over ?

Any idea about my above mentioned crash with the pre historic galley?
 
I get a repeatable crash to desktop whenever my galley uses its range attack.

Can you please post the logs of the crash.
Since we use the same art defines as the vanilla barbarian ship, iam not sure whats wrong.
 
Which logs exactly do you need?
I have enabled logging now so i could do that.

The most important are the lua and database ones, if you dont mind it you can also send me all.
Logs are always helpfull to fix a lot of issues that only came up under rare circumstances;)
 
The most important are the lua and database ones, if you dont mind it you can also send me all.
Logs are always helpfull to fix a lot of issues that only came up under rare circumstances;)

Here you are. The database and lua logs.
I did test 5 Times testing only enabled logging recently though after i found out that its repeatable.

To reporduce just try to attack a barbarian unit with a galley and it just closes the game without any further warning.

Edit: as you might see in the lua.log the last line is:
[17563.762] CityBannerManager: CityBanner CombatBegin
Without knowing anything about civ5 modding my assumption is that it chokes on the fact that i am attacking savages (barbs).
 

Attachments

Thanks for logs, but you don't have logging enabled. You have to set both loggingenabled and validategamedatabase.

You can find instructions here:
http://forums.civfanatics.com/showthread.php?t=487482

(that's why your database log is fairly empty)

Ah ok will do that now thanks for the link.
For now i had to disband the unit if i have some wiggle room with manpower again i will build another one and test again.
 
Okay, found problem with galley, Replace the cctp_units file in :
Documents\My Games\Sid Meier's Civilization 5\MODS\Community Call To Power v4.05 DLL Version\CCTP\Units
with one attached.

Thanks a heap again for the very quick fix.

Just to be sure i will start a new game since i slowly got the hang of the mod anyway.

Its really awesome how fast you guys work on things and how helpful you are. *bows*

Edit: I will clear out the cache and moduserdata as well as the modsaves just to be sure everything is in order again.
If i find any more bugs i let you all know.
 
And another bug no crash this time luckily.
I disabled goody huts and barbs since i feel its not appropriate when the player starts with becoming sentient.

Savages seem to spawn anyway although I assume that is intentional. What is a bug is that I have a savage wolf that spawned on a Natural Wonder (Rock of Gibraltar)
 
The policy branches are now listed per era.
Iam working to include a bunch of new/old policy branches.

For this i overworked the help info, so thats easier to see what king of branch each of them would be.

Anyway it will take me some time to finish them all.
But while iam doing this, and i finished a new branch for the Pre_Historic Era, i will link many policy resources requests to this branch.
 
Savages seem to spawn anyway although I assume that is intentional. What is a bug is that I have a savage wolf that spawned on a Natural Wonder (Rock of Gibraltar)

There is a new mechanic that spawns units. There had been a request some time ago for terrorists and aliens, and this mechanic was included to allow for that. I could include an option so if people didn't want it could be turned off.

As for the wolf, I'll check the code, must have missed something in the valid terrain bit.
 
There is a new mechanic that spawns units. There had been a request some time ago for terrorists and aliens, and this mechanic was included to allow for that. I could include an option so if people didn't want it could be turned off.

As for the wolf, I'll check the code, must have missed something in the valid terrain bit.

As said i dont mind I initially had barbs on but it was a bit much since they spawned tons if you have very large open spaces they are quite the challange actually :)

I am looking foward to the alien stuff :)
What i would love to see would be something akin to TSF's ( Large Bipedal Mechs with guns and swords :)

Yeah seems it misses a check for vaild terrain.

Keep up the good work.
Have to go to bed now since its nearly 11 here.

Will report more stuff after I start playing again after my dayjob.
 
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