Fall Update 2017 BUGS

Not that it needs validation at this point but can add my +1 to the broken starting locations problem. After the bugs of the summer patch, I put the game down, telling myself that I'd pick it back up when issues got resolved in the next patch...... which, well, they might have done! but of course there's this much more pressing issue. civs starting 3-4 tiles away from other civs, civs starting next to natural wonders and city states....... it's absolutely 100% unplayable.

glad to know a community fix is out there but for now the file seems to be dead :( hopefully someone will reupload it.

another... odd issue i've encountered-- and I have not tested this extensively, so it could be.... coincidence? but with four separate attempts at an all around Normal, no-mods, standard-continents-randomly selected players game, the AI players have all been exactly the same. I usually mess with the resource/sea levels/etc before a playthrough, so I'm sure the AI was set to random for each one. but I have only encountered India, Germany, the Aztecs, Egypt, and the same handful of city states. I haven't seen anything about this so I assume it's something minor I'm doing that's bugged-- I've been trying to play as Gilgamesh each time, maybe that's it? but it's a strange situation, if more easily fixed than the other.

sigh. hope this is dealt with quickly.
I have noticed previously that when you save your game setup, it includes the map seeds, so that if you reload the configuration, you get exactly the same starting position each time. To get a new map seed, you need to start with a fresh setup or use the restart button. Does that help solve your problem?
 
minor issue: Indonesia obviously got Early Empire and kicked out my Longship. but the message is worded strangely. Shouldn't it be "Indonesia enforced..."? Or at least get rid of the article... just sayin' ;p
Spoiler :


border enforcement.jpg
 

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I had problems where my game was crashing most of the time on startup, but not always. It seems to be working better after I unsubscribed from all mods that I wasn't using and deleted their empty folders in the Steam Workshop directory. I also removed all of the mod lists on the Additional Content menu. Not sure which change actually improved the problem. I have seen other people complain of some strange behavior that went away when they deleted the Civ directory from their My Games folder. It seems like previous state from earlier installations might be causing some weird glitches, but it's not very easy to debug. Deleting everything seems to be the quickest fix.
 
The map pin scripts have only changed superficially since the last update. Does this problem only happen after you delete a map pin? If so, that is a long-standing bug. I made the Map Tacks mod to fix that one. The pins seem to work fine with my mod in the new version, although I have only tried it with a game in progress, not a fresh game.

Sometimes. It seems to happen when I already have a long list of pins and I create a new one, I change icon and name all at once. It replaces the previous pin instead. I try other ways such as only changing icon first, or only adding text, but it still does that.
 
@taulph88, that sounds like it might be the old known bug. If you ever delete a pin other than the last one on the list, then the next pin you create will glitch the last one on the list. It's a pretty common thing when you have a long list of pins. My mod fixes that. So do the NQ and CQUI mods, but I think they're currently broken.
 
I have uploaded the file as a mod here:
https://forums.civfanatics.com/resources/fall-2017-start-position-fix.26509/

If anyone tries it, please feedback if it does not work or if it is an improvement on Summer 2017.

I will help you test it now that I've uploaded my latest map onto Steam.

Will you upload this mod to Steam? (Also it will be great to have the hotfix/reversion on Steam)

BTW I can't be bothered spending my weekend doing Firaxis work for them, for a product we paid for. Good on you though :goodjob:
 
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Map Bug - chose Continents on start screen, got Pangea.

The save game info confirms it. No mods, standard everything.
 
Will you upload this mod to Steam? (Also it will be great to have the hotfix/reversion on Steam)

BTW I can't be bothered spending my weekend doing Firaxis work for them, for a product we paid for. Good on you though :goodjob:
I was waiting for a bit of feedback to check it was at least "working" before posting to steam. Since it seems to be the case I will try to put it up this evening.

As for fixing their bugs, it wasn't a highly time consuming thing, and it allowed me to play the game a bit over the weekend so it was worth it. I do think it is extraordinary that QA could miss something like this though.

So, I see two different fixes to the starting locations bug:

Fall 2017 Start Position Fix 1.1
Assignstartingplots Lua from v. 1.0.0.167

Which one is better / proven to work?
Fall 2017 Start Position Fix 1.1 attempts to fix the changes Firaxis made in the Fall 2017 patch. I think it was fairly obvious what their mistake was, but there is every chance I misunderstood. If you try it I would be interested in whether the starts are better than Summer 2017, which they should be if Firaxis was making good changes.

Assignstartingplots Lua from v. 1.0.0.167 fixes the problem by simply reverting the script back to the Summer 2017 version. There are no issues with that.You potentially lose out if the changes Firaxis wanted to make in Fall 2017 were actually an improvement. But if you like the Summer 2017 starts better than the (fixed) Fall 2017 ones then this would be the one to go with.
 
I was waiting for a bit of feedback to check it was at least "working" before posting to steam. Since it seems to be the case I will try to put it up this evening.

As for fixing their bugs, it wasn't a highly time consuming thing, and it allowed me to play the game a bit over the weekend so it was worth it. I do think it is extraordinary that QA could miss something like this though.


Fall 2017 Start Position Fix 1.1 attempts to fix the changes Firaxis made in the Fall 2017 patch. I think it was fairly obvious what their mistake was, but there is every chance I misunderstood. If you try it I would be interested in whether the starts are better than Summer 2017, which they should be if Firaxis was making good changes.

Assignstartingplots Lua from v. 1.0.0.167 fixes the problem by simply reverting the script back to the Summer 2017 version. There are no issues with that.You potentially lose out if the changes Firaxis wanted to make in Fall 2017 were actually an improvement. But if you like the Summer 2017 starts better than the (fixed) Fall 2017 ones then this would be the one to go with.

Great, thanks. In that case I'll wait for you to post it to Steam workshop before giving it a try as I'm still in late stages of my first post-patch game. (which doesn't seem to have suffered from the bug, although one of the 3 continents does have mostly unsettled land w/ 3 CSs)

EDIT: Upon looking into the map more carefully, I noticed 2 pairs of AIs spawned super close to one another.. ouch. I'm sure to win the game anyway so I think I will start a new game now with your mod
 
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Great, thanks. In that case I'll wait for you to post it to Steam workshop before giving it a try as I'm still in late stages of my first post-patch game. (which doesn't seem to have suffered from the bug, although one of the 3 continents does have mostly unsettled land w/ 3 CSs)

EDIT: Upon looking into the map more carefully, I noticed 2 pairs of AIs spawned super close to one another.. ouch. I'm sure to win the game anyway so I think I will start a new game now with your mod

It is now uploaded to the Steam Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=1178781732
 
As for fixing their bugs, it wasn't a highly time consuming thing, and it allowed me to play the game a bit over the weekend so it was worth it. I do think it is extraordinary that QA could miss something like this though.

Yep. Firaxis QA sucks. In fact I question their software engineering competency...even though it is a games company. Thank God they're not making healthcare software or OSes for airplanes cos then we'd be f*%ked.

I may've posted this already, but ICYMI i've found the Fall '17 Patch starts don't effect Island plates maps or archipelagos like Scrambled Southeast Asia. So it looks like they QA-ed Island Plates but forgot about land maps. The bigger the land map the worse.

Anyway, a big round of applause to all of us modding community for saving the day (and Firaxis) from total disaster :clap:
 
Aztec DLC seems to be bugged in the latest patch. I now have 2 copies listed under Additional Content. One one can be enabled at a time, and both give the same problem: With either one enabled I am able to select Montezuma when starting a new game. I'm using Create Game > Advanced Setup, keep all settings same, select Montezuma as my leader, and hit Start Game. The game setup screen remains visible for about 2 seconds after hitting Start Game, and in that brief period of time the leader selection which used to say Montezuma keeps his little face thumbnail but the text changes to "Invalid Option". After waiting for the game to load it starts with the entire map revealed with the AI autoplaying, the player civ did not generate. I'll try to include a screenshot, this is my first post though so hopefully it works.


2017.10.23%20Aztec%20Invalid.jpg
 
Well, after the car crash that was the fall update, I deleted all the mods from the mod folder and then uninstalled the game completely. I then did a new install from disc. When it was completed I found that all the mods were there again so obviously they are saved somewhere else, perhaps on Steam. Subsequently I started a game which still had the alert function not working. I also find that i usually start at the end of a small peninsula with another civ blocking any expansion out of it without going to war. I i do have a bit of room I am mobbed by barbs, sometimes up to 6 at a time.
So i am going to assume the car crash as a write off and bin Civ 6.
 
Aztec DLC seems to be bugged in the latest patch.
You may have to delete all your mods in the Mods folder and subscribed mods and start again.

As for the damn start position bug - it really peeves me off. I was even able to play the game after the AI trade bug in the Summer '17 patch though it seemed a little unbalanced. But this bug is really jarring. I've played around with some of the modded patches but the only one I really trust to play RN is the reversion TBH.

What I've noticed in games with the Fall '17 patch is some AI get too far ahead at the expense of others who've been horked with isolated starts at the edges of maps in the best case scenario (water maps) :cringe:
 
Re Can't Place Districts Bug. I have just trialed various combinations of mods and can confirm that the following five UI mods either ca\use the game to not start or end up with the user not being able to place a district. The errant mods are:
  • Better Trade Screen
  • Production Queue
  • NQ Enhanced User Interface Original Owner at a Glance for NQEUI
  • Simplified Gossip for NQEUI
And I miss all of these. I do hope the designers for these work up a solution soon.
 
Well, after the car crash that was the fall update, I deleted all the mods from the mod folder and then uninstalled the game completely. I then did a new install from disc. When it was completed I found that all the mods were there again so obviously they are saved somewhere else, perhaps on Steam. Subsequently I started a game which still had the alert function not working. I also find that i usually start at the end of a small peninsula with another civ blocking any expansion out of it without going to war. I i do have a bit of room I am mobbed by barbs, sometimes up to 6 at a time.
So i am going to assume the car crash as a write off and bin Civ 6.

I'm pretty sure that isn't the fault of the "car crash update." I mean, mods can mess things up. By definition you are doing things to the code that the developers aren't counting on you doing. You're opening up your PC and soldiering bits to the processor to get "better performance," and then wondering why they're not honoring the warranty and blaming the whole thing on Intel.
 
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I'm pretty sure that isn't the fault of the "car crash update." I mean, mods can mess things up. By definition you are doing things to the code that the developers aren't counting on you doing. You're opening up your PC and soldiering bits to the processor to get "better performance," and then wondering why they're not honoring the warranty and blaming the whole thing on Intel.

Even though I said all the mods were back, before I started again, I disabled them all, and got the same problems. So it's not the mods to blame. And i never mentioned Intel.
 
Re Can't Place Districts Bug. I have just trialed various combinations of mods and can confirm that the following five UI mods either ca\use the game to not start or end up with the user not being able to place a district. The errant mods are:
  • Better Trade Screen
  • Production Queue
  • NQ Enhanced User Interface Original Owner at a Glance for NQEUI
  • Simplified Gossip for NQEUI
And I miss all of these. I do hope the designers for these work up a solution soon.

Better Trade Screen does not cause that problem for me, though it is not functioning 100% correctly. Production Queue is the mod that was preventing you from placing districts, but it has been updated and should no longer do that.
 
@peezartiste The game stores Steam Workshop mods outside of your user directory. If the mods “came back” after you deleted your user data, then you are probably seeing Steam Workshop mods. If you want to clean that out too, then unsubscribe from all mods and clean out SteamApps\workshop\content\289070 in your Steam installation – that’s the Civ 6 Steam Workshop storage.
 
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