NiGHTS: Bug Reports

Hello:

I liked the idea behind your mod and started to play it (v10.7)... until I opened the tech tree...Seems the tooltips of the techs are inaccurate (and that turned me off , stopped the fun, and made me to close the mod for good)

In what I saw:

I chose to research mysticism. In it is stated that it unlocks Monument but that already existed since the begining of the game, in fact the first thing I put the capital to build was a monument

Also it said that it unlocks Apothecary and Stonehenge, but when the tech was finally researched, none of these options appeared at the city to allow its construction.


All of the tool-tips are in fact accurate. It sounds like you've probably installed mods at some point in the past, which will cause bugs like this to show up if you haven't done the following:

1. Delete your CIV V cache folder (the entire folder - it will rebuild itself the next time you start the game).

2. Delete the contents of your CIV V ModUserData folder (just the contents, not the actual folder).

3. Verify the integrity of your CIV V files through Steam.

4. Make sure you've got CIV V updated for the latest patch.

Following these steps will fix the tool-tip bugs you've encountered. Also, make sure you don't have multiple versions of NiGHTS installed and that you're not running any other mods.
 
Hi,
Fist off, i like to say thanks for a great mod. Vanilla games were no longer a challenge, this mod really made the game challenging and fun again.

However, I've encountered a bug. I'm using version 10.7, latest patch, cache deleted etc, no other mods or versions of this mod active, on huge map, marathon speed.

I chose patronage as a policy, as I was surrounded by cultural city states with silver and I was short on happy resources, to get the 25% off influence lost, but it doesn't seem to be working, I'm still losing influence at 1 per turn. This all happened within my last session and I haven't reloaded it yet.

Thanks

M
 
http://i.imgur.com/E8lck.jpg

Explored some ruins, third ones in the game but this time it was just blank, so I've got no idea what was in it.

I'm running 10.7 and followed all the instructions when installing it, and the rest of the game has been running fine besides this. I previously recieved a technology and a worker from ruins, so those two events seem to work at least!
 
I'm using NiGHTS 10.7. Playing as China, my great generals only grant the normal +20% strength bonus, but chinese generals should be stronger than normal ones (according to their civilopedia entry). Or is this intended?
 
I'm using NiGHTS 10.7. Playing as China, my great generals only grant the normal +20% strength bonus, but chinese generals should be stronger than normal ones (according to their civilopedia entry). Or is this intended?

This is intended. All of the vanilla traits / UA's have been replaced with custom traits. In China's case, they're Imperialistic/Philosophical, which means they get a production bonus for buildings already in their capital as well as a bonus to the rate at which they generate great people.

I won't be updating the Civilopedia until the mod is complete, and seeing as the .dll isn't even released yet, that's not going to be anytime soon. Basically, don't go by what you read in the Civilopedia/Help, as there's a lot of vanilla info listed that doesn't apply to the mod. All the info you need should be listed in tool tips in-game.
 
Hi guys, with the new version 10.8 , i have a problem for all captured city. If i don't annex them to my empire and i see city details, i can't exit from that windows, i have to reload the game.

In same cases with 10.8 i can't build anything in a city and ,once again, i must reload the game.

As for for all other versions, i delete cache,check files etc....

Bye
 
Hi guys, with the new version 10.8 , i have a problem for all captured city. If i don't annex them to my empire and i see city details, i can't exit from that windows, i have to reload the game.

In same cases with 10.8 i can't build anything in a city and ,once again, i must reload the game.

As for for all other versions, i delete cache,check files etc....

Bye

No one else has mentioned this so I'm assuming it's an isolated mod
conflict. Do you have any other mods active? Did you delete the contents of your ModUserData folder?
 
Hi Markus I found a bug: if Im in a war with somebody and a warship of mine wants to enter an field whats an ocean + enemy territory...well the warship cant :rolleyes: , look at picture 1. To enter an ocean which is not the enemy territory is okey (pic 2). Its looks like only the warship got these problems, because other units (tested with the tank, so not sure that only the warship only got this problem) can enter the field (pic 3).

Edit: im using the newest mod (10.8), dont have any other mods.
 

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No one else has mentioned this so I'm assuming it's an isolated mod
conflict. Do you have any other mods active? Did you delete the contents of your ModUserData folder?

As usual, I did all steps required. It's not the first time that i install this beautiful mod.
 
Hi Markus I found a bug: if Im in a war with somebody and a warship of mine wants to enter an field whats an ocean + enemy territory...well the warship cant :rolleyes: , look at picture 1. To enter an ocean which is not the enemy territory is okey (pic 2). Its looks like only the warship got these problems, because other units (tested with the tank, so not sure that only the warship only got this problem) can enter the field (pic 3).

Edit: im using the newest mod (10.8), dont have any other mods.

Ironclads shouldn't be able to enter "deep" ocean tiles under any circumstances... Pic 2 apparently isn't "deep" enough. If you try pushing further into the ocean you'll see that it's not able to.
 
As usual, I did all steps required. It's not the first time that i install this beautiful mod.

Right - sorry, reflex response on my part whenever I get bug reports. Not sure what could be causing the problem then. Cityview.lua/xml were modded in v10.8, so if you've ever installed a mod or created one yourself that altered these files, that could be what's causing the problem.

Did you do a defrag of your files through Steam as well?
 
Ironclads shouldn't be able to enter "deep" ocean tiles under any circumstances... Pic 2 apparently isn't "deep" enough. If you try pushing further into the ocean you'll see that it's not able to.

Hm, I dont understand. Why shouldnt they able to enter deep ocean tiles? And im not playing Ironclands, its the enemy. And why can a tank (picture 3) enter a deep wather at the same spot but my warship not?
 
Hm, I dont understand. Why shouldnt they able to enter deep ocean tiles? And im not playing Ironclands, its the enemy. And why can a tank (picture 3) enter a deep wather at the same spot but my warship not?

Your warship is an Ironclad - and they have limited movement penalties, (from vanilla CIV V that I haven't changed). As such, they can't go into "deep" ocean tiles, according to their text tags. I'm not exactly sure what determines when an ocean tile turns into a deep ocean tile, but this is what's happening in your screenshots.

If you have the necessary embarkation promotions, (given automatically with the Sailing and Republic techs), then your tanks will be able to go into the ocean tiles - but these promotions don't apply to Ironclads.
 
I don't know if this came up before:

If you capture the city of an ongoing cultural revolution, the progress/countdown stops all together. Cultural revolutions will therefore never happen again.
 
This is intended. All of the vanilla traits / UA's have been replaced with custom traits. In China's case, they're Imperialistic/Philosophical, which means they get a production bonus for buildings already in their capital as well as a bonus to the rate at which they generate great people.

I won't be updating the Civilopedia until the mod is complete, and seeing as the .dll isn't even released yet, that's not going to be anytime soon. Basically, don't go by what you read in the Civilopedia/Help, as there's a lot of vanilla info listed that doesn't apply to the mod. All the info you need should be listed in tool tips in-game.
Ok, thanks for this clarification. :)

Is there a translation project for NiGHTS? I helped translating FFH2 for german users some years ago and I'm willing to help for your mod as well.
 
Bug:

In my game, I conquered an enemy city, chose to puppet it, then tried to view it. At this point, I was shown my own capital, instead of the city I just puppeted. I tried cycling through the cities, exiting the city screen and re-entering it. I entered it through one of my cities. In all cases, I could interact with (and see) my cities, but I couldn't even see the puppeted city.

No biggie, I figured.

I went on a couple of turns, then got a message that a city needed new orders (one of mine). However, in the city screen, selecting a new build item didn't do anything. I could exit the city screen, I could click on things, but they didn't go into the queue, and I couldn't end turn (had to select build orders).

So I saved, reloaded. I was able to get past that turn (was now able to select build orders). But a few turns later another city needed orders, and the same happened. Now I'm thinking that the game is dead, because I don't want to have to exit every few turns and reload to avoid this bug.

Any thoughts?

I downloaded 10.8 from http://forums.civfanatics.com/downloads.php?do=file&id=16650

I followed the instructions located on that page, deleting old folders, clearing out others, and validating through steam.

This is the only mod I have selected (or downloaded).

Any ideas?

(attached are the two saves - from the first time it errored, and the second)
 

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Bug:

In my game, I conquered an enemy city, chose to puppet it, then tried to view it. At this point, I was shown my own capital, instead of the city I just puppeted. I tried cycling through the cities, exiting the city screen and re-entering it. I entered it through one of my cities. In all cases, I could interact with (and see) my cities, but I couldn't even see the puppeted city.

No biggie, I figured.

I went on a couple of turns, then got a message that a city needed new orders (one of mine). However, in the city screen, selecting a new build item didn't do anything. I could exit the city screen, I could click on things, but they didn't go into the queue, and I couldn't end turn (had to select build orders).

So I saved, reloaded. I was able to get past that turn (was now able to select build orders). But a few turns later another city needed orders, and the same happened. Now I'm thinking that the game is dead, because I don't want to have to exit every few turns and reload to avoid this bug.

Any thoughts?

I downloaded 10.8 from http://forums.civfanatics.com/downloads.php?do=file&id=16650

I followed the instructions located on that page, deleting old folders, clearing out others, and validating through steam.

This is the only mod I have selected (or downloaded).

Any ideas?

(attached are the two saves - from the first time it errored, and the second)

I think I've found what's causing this - I'll release a bugfix sometime this weekend. Thanks for posting. :)
 
Glad to find a serious mod that improves / balances Civ V. Such a waste of a game engine (vanilla).

Looking forward to playing further into the game/mod! :)
 
I don't know if this came up before:

If you capture the city of an ongoing cultural revolution, the progress/countdown stops all together. Cultural revolutions will therefore never happen again.

It's come up a few times - and it's a frustrating bug I haven't been able to isolate yet. Hopefully I'll have this fixed by v11. Luckily it doesn't come up all that often, but still - it's definitely annoying and at the top of my to-do list. :crazyeye:

Ok, thanks for this clarification. :)

Is there a translation project for NiGHTS? I helped translating FFH2 for german users some years ago and I'm willing to help for your mod as well.

There is - KayTeEm has updated quite a bit of the current game into German, but there's still more to be done. I had some computer issues that lasted for 2-3 weeks and haven't been in recent contact with her, but she's done quite a bit of work already. Having said that, there's always more that needs to be done - and if you're interested I could send you some XML's that haven't yet been translated. :)

Glad to find a serious mod that improves / balances Civ V. Such a waste of a game engine (vanilla).

Looking forward to playing further into the game/mod! :)

Glad to hear you're enjoying it. :) I was personally disappointed with CIV V as well when it first came out, as I was always more of a micro-user of previous CIV games, and I felt that CIV V left a lot to be desired if you weren't a military-first warmongering type of player.

I've tried to bring some of that empire management feel back to CIV V, while at the same time adding things like the current barbarian system for players that prefer the more militaristic side of CIV, (which would be amazing if not for the tactical AI). Once the .dll is released I'd like to delve into that side of modding as well. :)
 
I feel like there are so many balance issues in the vanilla game as to cause it to be borderline unplayable.

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Running 10.9 now. Thanks!

Bugs (both extremely minor):
1.. TXT_KEY_MINORCIV_PROTECTED_BY Shows up for every city-state on Diplomacy overview.
2.. When you get the event So & So entered the ____ age!, the name of the age is black, which makes it near impossible to see
3.. Demographics always shows 0% Literacy for all nations. I've built a ton of libraries & universities. Can't be zero for everyone ;)

Ideas (if not too obnoxious of me):
1.. In the "So & so wants to work together" screen - show what their relations are to the other empires. Who will like, and who will hate such a declaration of friendship.

---

Impressions so far (turn: 262)
FREAKING AWESOME!!!

Thank you! the game scales so much better. I've got real competition throughout the globe, tons of stuff to build - with tons of synergy bonuses to keep things interesting & not repetitive, and the bonuses just get awesome without being overpowered (they just keep scaling as the game progresses). Much, much more satisfying to see the cities continue to grow, and the things they're building scale with them.

Anyway, really enjoying this.

Question: did you change the map sizes (I chose "large" and seems I got "huge" - but I might have mis-selected)
 
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