NiGHTS: Bug Reports

True... I'll adjust this so that a global source of oil is required instead of a local source.



I'll post a quick update within the next few minutes that fixes this as well.

The oil refinery can be built quite fine with sea-based oil only. But you need combustion for it (as with land-based oil, no difference from my point of view)
 
I don't know if this there were reported:

Guild Hall don't give me +2 production on luxury resources like said.

edit:

I'm late, i was using 10.3 but you can check this on the newest version too.
 
10.6
"Police State" in the Honor tree does not work, the hammer cost of courthouses are not halfed and there are no more jails in the game.

Missed that - it's not firing because Jails have been removed as of the last few versions. I'll make sure to get this fix into v10.7 next weekend.

10.6
Bug with the symbol for Kongo:
in the first screen you can see instead of the kongo symbol the ottoman symbol is used for towns
http://cloud.steampowered.com/ugc/558670781049716572/3828AD90CDEF505253CA5F9FFDFCE371839C2B5D/
second screenshot from same game shows diplo with kongo and the correct symbol
http://cloud.steampowered.com/ugc/558670781049708348/57DC9ED5C0891C94E727F31D5058FA1D518E9AD0/

Thanks for finding this. :) That's a strange one I probably wouldn't have noticed on my own - again, it'll be a v10.7 fix.

10.6
Bug: Guild Hall does not increase the production of Cotton.

3/3. :goodjob: Will be in the next update.

The oil refinery can be built quite fine with sea-based oil only. But you need combustion for it (as with land-based oil, no difference from my point of view)

Yep - Although I figured it'd be easier to avoid this scenario altogether as opposed to adding the tool-tip explanation. The Oil Refinery now requires a global source of Oil - but one should be more selective when building it as it only gets it's Gold bonus if the Oil is indeed local.

I don't know if this there were reported:

Guild Hall don't give me +2 production on luxury resources like said.

edit:

I'm late, i was using 10.3 but you can check this on the newest version too.

It was missing the bonus for Cotton - it should be giving the bonus for other luxury resources.
 
I am playing as the Inca. I can't build terraces on hills with the wheat resource. Is this intended?
 
I am playing as the Inca. I can't build terraces on hills with the wheat resource. Is this intended?

Are you using an Indentured Servant? I forgot to give them the ability to build terrace Farms and Moai Statues, (and this will be fixed for next weeks v10.7). If you're using a regular Worker this shouldn't be happening and I'd suggest clearing out your cache and the contents of your ModUserData folder.
 
I just cleared my cache and moduserdata and ran the experiment again. The worker can build terraces on non-wheat hills, but not on hills with wheat on them.
 
Mystery solved. In the vanilla game they can't be built on any other resource, best I can tell. If built on a horse before they are revealed, it becomes non-functional after they do appear, even though it is still present in the hex as an improvement. Strange.

So much for maize in the Andes.
 
I'm not sure if it's been mentioned, or even if I'm right(!), but the Order upgrade that allows cities to train settlers at 50% faster doesn't seem to do so. That is, I haven't noticed any change after selecting it.
 
I'm not sure if it's been mentioned, or even if I'm right(!), but the Order upgrade that allows cities to train settlers at 50% faster doesn't seem to do so. That is, I haven't noticed any change after selecting it.

It is functioning correctly. If you hover over the production icon in your City, a tool-tip should pop up telling you you're getting the bonus. If not, then I'd ask if you're running any other mods? Have you cleared your cache and moduserdata folder?
 
Many government types that are said to be in this mod don't show up such as Anarchy and Autocracy, are these supposed to be in it?

They were at one point when Governments were unlocked through Policies - I'll have to update that post. Thanks for pointing this out.
 
Hi, I play v10.5 and game in my last play crashes a lot... (PC restarts)
It was not so in earlier versions...

I did integrity check... did not help
 
Hi, I play v10.5 and game in my last play crashes a lot... (PC restarts)
It was not so in earlier versions...

I did integrity check... did not help

Are you running any other mods? Also make sure you don't have any previous versions of the mod still installed, and then try upgrading to v10.6.

Did you manually delete your cache folder and the contents of your ModUserData folder as well?
 
Are you running any other mods? Also make sure you don't have any previous versions of the mod still installed, and then try upgrading to v10.6.

Did you manually delete your cache folder and the contents of your ModUserData folder as well?

Hm, in ModUserData there was some file I did not know how it got there...
Perhaps that will be the cause... I'll see...

Other mod is only InfoAddict v16
 
Hello, my mod spotted a few errors after being loaded along with NiGHTS 106. Congratulations on the work done so far and good luck for the future. :)

IGE_Window: !!!!!!!!! Invalid prerequisite POLICY_BONUS11 for policy POLICY_BONUS14
IGE_Window: !!!!!!!!! Invalid prerequisite POLICY_BONUSS11 for policy POLICY_BONUSS19
IGE_Window: !!!!!!!!! Invalid prerequisite POLICY_BONUSSSSSSS6 for policy POLICY_BONUSSSSSSS8
 
Hello, my mod spotted a few errors after being loaded along with NiGHTS 106. Congratulations on the work done so far and good luck for the future. :)

IGE_Window: !!!!!!!!! Invalid prerequisite POLICY_BONUS11 for policy POLICY_BONUS14
IGE_Window: !!!!!!!!! Invalid prerequisite POLICY_BONUSS11 for policy POLICY_BONUSS19
IGE_Window: !!!!!!!!! Invalid prerequisite POLICY_BONUSSSSSSS6 for policy POLICY_BONUSSSSSSS8

Thanks for spotting these DonQuiche - I'll check out what's causing the problems and make sure they're fixed for v10.7. Congrats on your mod as well. :)
 
First off let me say that after a long absence it was nice to pick up Civ5 and this mod and have a hoot of a time. This is a professional production worthy of much praise and so praise I give.
I play on standard or huge maps with only YNAEM as mods. When opening the diplomatic screen via the "button" in the top right another "button" is offered to open a more detailed view. In this view when mousing over city-state relations a TXT_CITYSTATE_HELP is seen, not the exact spelling but from memory my best shot.:lol:
Something that interests me, and if already answered elsewhere in the forum my apologises, would be a list of compatible widget mods ie. InfoAddict and whether the addition of City State Diplomacy mod would be possible without causing major work or headaches.
All that said a truly smooth production, kudos to the artwork as well!
Cheers!
 
First off let me say that after a long absence it was nice to pick up Civ5 and this mod and have a hoot of a time. This is a professional production worthy of much praise and so praise I give.
I play on standard or huge maps with only YNAEM as mods. When opening the diplomatic screen via the "button" in the top right another "button" is offered to open a more detailed view. In this view when mousing over city-state relations a TXT_CITYSTATE_HELP is seen, not the exact spelling but from memory my best shot.:lol:
Something that interests me, and if already answered elsewhere in the forum my apologises, would be a list of compatible widget mods ie. InfoAddict and whether the addition of City State Diplomacy mod would be possible without causing major work or headaches.
All that said a truly smooth production, kudos to the artwork as well!
Cheers!

Thanks KhandaharKopper :). I've noticed the text-tag bug you've mentioned as well and this seems to be a bug caused by some interdependencies with some of the various mod components implemented in NiGHTS. I'll see if I can get it fixed for v10.7, but no guarantees.

As for compatible widget-type mods, InfoAddict/RED are the only ones currently supported. City-State Diplo is currently being integrated into the mod and will appear in one of the future updates, (but right now it won't/doesn't work as a standalone).
 
Thank you for the speedy reply. So REDS and Info can simply be downloaded and clicked? Great.
The text bug is a question of Immersion really not a game breaking event, I simply brought it up because of the polish of the project. That CSD is coinsidered for merger is excellent news, the "extra" units would be a welcome addition and a hand in glove fit with the current state of the mod and the direction it seems too be headed.
One more question, are trading posts only on plains as I was able to build them pretty much anywhere and I personally would prefer only plains, it adds to the difficulty in an incremental fashion instead of a swift kick in the butt when going from Warlord to Prince or higher.
Cheers!:)
 
When you trade with the AI you sometimes cane't change the things when you select open borders with AI side you can't deselect it you have to cancel it and click on trade again ...
 
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