New Beta Version - April 23rd (4/23)

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Hey.
I had the same problem, it happened in 5 games at around turn 250 on epic, got the new Nvidia driver package and it worked, still issues with the game stalling out for a few seconds almost every turn after 500.
But thank god its working. Maybe the events is the problem here, processing and such. Try disabling them.

Thank you both for very helpful answers.
I have played every single beta since I found this forum 6 months ago, and I have reported lots of bugs, both on github and here on the forums. I play the betas because I like to "be a part of" the development of such an ambitious project. So bug testing is actually my thing! But if the game crashes withing the first 20 turns every time i play, then I can't do much bug testing. I did however report my crashes on gihub.

I just asked for help here, in hope that someone had a way that I could play the next newest beta release, so that I can continue reporting bugs. I even tried writing in a humorous way so that people might give my request a smile.
I find your passive aggression totally unnecessary - you could simply tell me that you don't have the old beta packs anymore and move on. Luckily, another user on the forum still had the files and sent them over e-mail.
So now I'm playing the last beta realease, and I will continue reporting bugs.
 
Hey.
I had the same problem, it happened in 5 games at around turn 250 on epic, got the new Nvidia driver package and it worked, still issues with the game stalling out for a few seconds almost every turn after 500.
But thank god its working. Maybe the events is the problem here, processing and such. Try disabling them.

We are not alone. Many people are reporting crashes on Github.
I already have events disabled. I haven't tried with the new Nvidia update. Will try that immediately :)
 
@mernild: I had some crashes and infinite turns with this version, but I am not sure if LUAJIT or some files that I have created for my translation were the problem.

If I am not mistaken you should not be using LuaJit anymore, some sort of Lua processing improvement had been integrated into CP a while ago.
 
<snip>
So now I'm playing the last beta realease, and I will continue reporting bugs.

This is not the way betas are tested. Any bugs you report may very well have been eliminated in the beta you are not now using and it will only cloud the issue further.

You need to eliminate any other mods and just deal with the issues CPP presents you.
I too, like everyone else, am dealing with CTDs and other weirdness in the game in an effort to get it to release.
 
This is not the way betas are tested. Any bugs you report may very well have been eliminated in the beta you are not now using and it will only cloud the issue further.

You need to eliminate any other mods and just deal with the issues CPP presents you.
I too, like everyone else, am dealing with CTDs and other weirdness in the game in an effort to get it to release.

There are several bugs that were in the 9/4 beta and weren't fixed in the current beta. It doesn't take too much time to look through the closed issues between 9/4 and now and see if the bug you are going to report has already been fixed. Besides, when reporting a bug to github, you must tell, which version of CPP you use. If Gazebo or Ilteroi (or whoever) knows he/she has fixed the bug since 9/4, it won't take too much of their time to close the issue, as they quickly see the report comes from the previous beta. Also, if playing an older version of CPP or using other mods with made bug testing completely useless or would only cloud the issue further, why would you have to tell which version and what other mods you use while reporting a bug? I'd say that if one cannot play the latest beta and report the bugs due to a random CTD, it is a lot better to try to find bugs that haven't been fixed from the previous beta than just not do anything.
 
Sorry if this has been asked, does this beta version requires EUI 1.28f or the latest EUI 1.28g?

I was wondering this when starting a new game, with just the complete CBP pack loaded, the vassal overview button at the top right of the screen become bugged. Instead of having a "castle" icon as in the past version, it appears to be bugged, missing castle icon and instead display a "vas" instead.

Thank you for anyone who taken the time to answer my question.
 
Hey.
I had the same problem, it happened in 5 games at around turn 250 on epic, got the new Nvidia driver package and it worked, still issues with the game stalling out for a few seconds almost every turn after 500.
But thank god its working. Maybe the events is the problem here, processing and such. Try disabling them.

Events aren't the issue. The number of users reporting CTDs is relatively low compared to the install base.

Anyways, sorry I've been MIA lately, quite busy with real work and needed a little breather from modding. Hoping to get some free time soon.

G
 
Events aren't the issue. The number of users reporting CTDs is relatively low compared to the install base.

Anyways, sorry I've been MIA lately, quite busy with real work and needed a little breather from modding. Hoping to get some free time soon.

G

I'm sure you hear this a lot but the mod is wonderful. Thank you.
 
Quick question regarding Archaeologists.

Are they supposed to be able to dig in others territory?
What are the rules now?

Also do Inquisitors have a purpose anymore?
They used to be able to be used on other cities which made them awesome, (and missionaries useless). They don't seem to be able to do that anymore.
But none of the other players seems to be trying to convert my cities.
Maybe its just the fact that I am so powerful!
 
Quick question regarding Archaeologists.

Are they supposed to be able to dig in others territory?
What are the rules now?

Also do Inquisitors have a purpose anymore?
They used to be able to be used on other cities which made them awesome, (and missionaries useless). They don't seem to be able to do that anymore.
But none of the other players seems to be trying to convert my cities.
Maybe its just the fact that I am so powerful!

I think it works as it does in vanilla.

http://civilization.wikia.com/wiki/Inquisitor_(Civ5)
 
Quick question regarding Archaeologists.

Are they supposed to be able to dig in others territory?
What are the rules now?

Also do Inquisitors have a purpose anymore?
They used to be able to be used on other cities which made them awesome, (and missionaries useless). They don't seem to be able to do that anymore.
But none of the other players seems to be trying to convert my cities.
Maybe its just the fact that I am so powerful!

Archaeologists can be used in other nations' territory, but you have to have an open borders agreement with them. They will not be happy about it though.

Inquisitors are your religious internal security. They only remove religious influence from your own settled / annexed cities. They cannot be purchased to purge puppets though. Puppets cannot possess religious buildings either.
 
On Inquisitors:
They can be placed inside a city to protect it from Missionaries and Prophets trying to spread other religions into that city

Never knew about this. Does this also work with CBP?
 
Gazebo, I noticed two strange facts :

1 - you've got changes to citadel improvement twice in the autocracy.xml

Here line : 153
Code:
-- Improvement Changes

INSERT INTO Policy_ImprovementYieldChanges
	(PolicyType, ImprovementType, YieldType, Yield)
VALUES
	('POLICY_MOBILIZATION', 'IMPROVEMENT_CITADEL', 'YIELD_SCIENCE', 3);

and here, line : 194

Code:
-- Improvements
INSERT INTO Policy_ImprovementYieldChanges
	(PolicyType, ImprovementType, YieldType, Yield)
VALUES
	('POLICY_MOBILIZATION', 'IMPROVEMENT_CITADEL', 'YIELD_SCIENCE', 3);

2 - Military-Industrial Complex doesn't seem to provide any science to UI although it's clearly stated in the tooltip.

'[COLOR_POSITIVE_TEXT]Military-Industrial Complex[ENDCOLOR][NEWLINE]-33% [ICON_GOLD] Gold cost of purchasing/upgrading units. +3 [ICON_RESEARCH] Science from [ICON_STRENGTH] Defense Buildings, Citadels, and Unique Improvements.'
I'm surprised nobody noticed it. in both Sql entries, there is no sign of UI although you can see it for Urbanisation :

Code:
INSERT INTO Policy_ImprovementYieldChanges
	(PolicyType, ImprovementType, YieldType, Yield)
VALUES
	('POLICY_URBANIZATION', 'IMPROVEMENT_FARM', 'YIELD_FOOD', 1),
	('POLICY_URBANIZATION', 'IMPROVEMENT_PLANTATION', 'YIELD_FOOD', 1),
	('POLICY_URBANIZATION', 'IMPROVEMENT_CAMP', 'YIELD_FOOD', 1),
	('POLICY_URBANIZATION', 'IMPROVEMENT_TERRACE_FARM', 'YIELD_FOOD', 1),
	('POLICY_URBANIZATION', 'IMPROVEMENT_EKI', 'YIELD_FOOD', 1),
	('POLICY_URBANIZATION', 'IMPROVEMENT_KUNA', 'YIELD_FOOD', 1),
	('POLICY_URBANIZATION', 'IMPROVEMENT_ENCAMPMENT_SHOSHONE', 'YIELD_FOOD', 1),
	('POLICY_URBANIZATION', 'IMPROVEMENT_POLDER', 'YIELD_FOOD', 1),
	('POLICY_URBANIZATION', 'IMPROVEMENT_CHATEAU', 'YIELD_FOOD', 1),
	('POLICY_URBANIZATION', 'IMPROVEMENT_KASBAH', 'YIELD_FOOD', 1),
	('POLICY_URBANIZATION', 'IMPROVEMENT_BRAZILWOOD_CAMP', 'YIELD_FOOD', 1),
	('POLICY_URBANIZATION', 'IMPROVEMENT_MOAI', 'YIELD_FOOD', 1),
	('POLICY_NEW_DEAL', 'IMPROVEMENT_CUSTOMS_HOUSE', 'YIELD_FOOD', 2);

and for Five Year plan

Code:
INSERT INTO Policy_ImprovementYieldChanges
	(PolicyType, ImprovementType, YieldType, Yield)
VALUES
	('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_LUMBERMILL', 'YIELD_PRODUCTION', 1),
	('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_LUMBERMILL_JUNGLE', 'YIELD_PRODUCTION', 1),
	('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_TERRACE_FARM', 'YIELD_PRODUCTION', 1),
	('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_EKI', 'YIELD_PRODUCTION', 1),
	('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_KUNA', 'YIELD_PRODUCTION', 1),
	('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_ENCAMPMENT_SHOSHONE', 'YIELD_PRODUCTION', 1),
	('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_POLDER', 'YIELD_PRODUCTION', 1),
	('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_CHATEAU', 'YIELD_PRODUCTION', 1),
	('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_KASBAH', 'YIELD_PRODUCTION', 1),
	('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_BRAZILWOOD_CAMP', 'YIELD_PRODUCTION', 1),
	('POLICY_FIVE_YEAR_PLAN', 'IMPROVEMENT_MOAI', 'YIELD_PRODUCTION', 1);

I hope it helped :goodjob:
 
Damn other things to report about Military-industrial complex :

The bonus from the policy is -25% for the upgrade unit cost but the tooltips is -33%
I don't know if you did want to nerf it or if it's a mistake but the tooltip should match the actual value ;)

All in All, atm, you've got much less from MIC than you think you should.
 
@Gazebo
Do you still need more information on the CTD's in this version? I have some save games where it crashes to desktop in the following turn.
 
Military-Industrial Complex doesn't seem to provide any science to UI although it's clearly stated in the tooltip.

Phew, thank you! I was going to pick Autocracy in my Dutch game just for this tenet. I would have been quite unhappy to see it not working.

On the other hand, +3 science on mass spammable improvements like polder, encampment or enki is insane anyway, should it not be +1?
 
I have a problem where my deals won't end. I have imported Ivory for about 200 turns and exported plenty of my horses and never gotten them back. Deal history shows them at ended deals like in the attached screenshot. It has to be because of this mod cause I have only CBP and quick turns and infoaddict.

also I am not completely sure but all the events I had with Carthage that had some percent change to occur didn't occur once. I don't know if I was just lucky or is there some problem.
 

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