NiGHTS: Bug Reports

You probably also know about this already but I noticed in my last game some buildings have the wrong icon eg. Tavern is a caravel and Docks has a picture of fish, I believe town hall has a science icon and there's a couple more.
 
I just started a new game and here it is turn two and "an unknown player has entered the classical era" was just announced. On turn 2? This is the second game I've played where someone AI player did this in the first few turns. What's up with that?

I'm playing prince on regular speed, BTW.

Hmmm - I've noticed this as well. As it turns out, there are a couple of techs that are currently functioning as goody hut techs from the first row of the classical era. This will be fixed in this weekends update.
 
You probably also know about this already but I noticed in my last game some buildings have the wrong icon eg. Tavern is a caravel and Docks has a picture of fish, I believe town hall has a science icon and there's a couple more.

Yep - I've been merging swathes of artwork over the last few updates to get the mod small enough for the ModBrowser, and in the process a few of the building icons are now showing incorrect icons. This will be fixed as well in v9.9.

Thanks for pointing out the Docks icon - didn't notice that one myself. :)
 
Hello very good, my congratulations for the MOD I have been following it when I have been able xD.
In the last version I have a problem with the screens, so much that of the technological tree as that of culture do not open completely as if they were working on screen of 21 " and me in 17 ". I'm sorry for another post, you can eliminate it. Thks
 
Hello very good, my congratulations for the MOD I have been following it when I have been able xD.
In the last version I have a problem with the screens, so much that of the technological tree as that of culture do not open completely as if they were working on screen of 21 " and me in 17 ". I'm sorry for another post, you can eliminate it. Thks

Hmm - this is usually a case of having a resolution that's too low. If increasing your resolution does not solve the problem, try the following:

2. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
3. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
4. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
5. Make sure your game is up to date with Patch 1.0.1.383!

Hopefully this helps. :)
 
I found a strange behaviour with a monastery in my capital: It seems that instead of granting +2 culture per worked wine resource it actually deducted 2 culture points no matter if or not the resources are worked on. Selling the building resulted then in an increase of the actual culture output.
I'm not sure however if the monastery works properly with civ 5 vanilla ...
 
I found a strange behaviour with a monastery in my capital: It seems that instead of granting +2 culture per worked wine resource it actually deducted 2 culture points no matter if or not the resources are worked on. Selling the building resulted then in an increase of the actual culture output.
I'm not sure however if the monastery works properly with civ 5 vanilla ...

I won't be able to look at this until I get home from work - but it's possible it has something to do with today's hotfix, as this building was working properly in
my last test games.
 
I decided to gift a unit of swordsmen to two city-states because Germany was attacking them. Unfortunately I have no idea if they got there.

I do hope this is fixed because I love playing the indirect wars :)
 
I decided to gift a unit of swordsmen to two city-states because Germany was attacking them. Unfortunately I have no idea if they got there.

I do hope this is fixed because I love playing the indirect wars :)

It's a fun part of the game for sure.:) And it should be working, as I'm not currently modding anything to do with this mechanic.
 
The Circus Maximus requirement is for all cities to have a Granary. When you hover over the building in your list, it says that it still need "3 Coliseums" then lists the cities without them and doesn't even look at the Granaries.
 
The Circus Maximus requirement is for all cities to have a Granary. When you hover over the building in your list, it says that it still need "3 Coliseums" then lists the cities without them and doesn't even look at the Granaries.

Hmm - it should still be buildable - I'll have to track down this tooltip and change it to granaries.
 
Don't know if this has been up before. But in my latest game there still came new barbarian archers into play long after I got the Archery tech..
 
Don't know if this has been up before. But in my latest game there still came new barbarian archers into play long after I got the Archery tech..

I've noticed this as well - my worry is that i've read how that works incorrectly, and that every Civ in the game needs to
have the tech to obsolete the unit.

If this is the case I may add an element of tech diffusion to the mod.
 
I found a strange behaviour with a monastery in my capital: It seems that instead of granting +2 culture per worked wine resource it actually deducted 2 culture points no matter if or not the resources are worked on. Selling the building resulted then in an increase of the actual culture output.
I'm not sure however if the monastery works properly with civ 5 vanilla ...

I have to correct myself a little: The culture added by a monastery is correct - it is just not displayed in the terrain but added as a building bonus instead (where it is not displayed as well). However destroying the monastery has some strange effects. I played around a little and got the following behaviour:
  1. the city had 4 sources of wine, a monastery and a total culture rating of 43 from buildings
  2. selling the monastery results in the city having a culture rating of 49 from
  3. I also had the free religion policy which worked as expected (the policy bonus got reduced by 1 when racing)buildings
  4. buying the monastery again in the same turn results in a culture rating of 59 for buildings in the city (+8 from tiles and +2 from the building itself)
 
I have to correct myself a little: The culture added by a monastery is correct - it is just not displayed in the terrain but added as a building bonus instead (where it is not displayed as well). However destroying the monastery has some strange effects. I played around a little and got the following behaviour:
  1. the city had 4 sources of wine, a monastery and a total culture rating of 43 from buildings
  2. selling the monastery results in the city having a culture rating of 49 from
  3. I also had the free religion policy which worked as expected (the policy bonus got reduced by 1 when racing)buildings
  4. buying the monastery again in the same turn results in a culture rating of 59 for buildings in the city (+8 from tiles and +2 from the building itself)

That seems strange. :crazyeye: But the Monastery is one of the buildings I don't currently alter from it's vanilla version, so I'm not sure what could be causing these results. Sometimes yields/values don't update until the end of the turn / start of the next turn. Did these yield values change at by the start of the next turn?
 
That seems strange. :crazyeye: But the Monastery is one of the buildings I don't currently alter from it's vanilla version, so I'm not sure what could be causing these results. Sometimes yields/values don't update until the end of the turn / start of the next turn. Did these yield values change at by the start of the next turn?

No the change is persistent.
 
No the change is persistent.

Hmm - alright - possibly something conflicting with policies then... I'll look into it. Although I guess it's better this way than if you were losing culture. Did you build anything at all that turn, and/or adopt any policies, or work any specialists?
 
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