NiGHTS: Bug Reports

cant use custom maps with the 2 latest version of this mod -> c++ runtime error

since the last steam update i think

custom map w/o mod works, mod w/o custom map too

cleared the modcache, verifyed steam files, all other mods are off - perhaps cause i got 2 versions in mod lib?

Possibly - try deleting and reinstalling the mod. I haven't changed anything that would have caused a problem like this and no one else has mentioned anything like this yet, so it's probably something isolated on your end.

Also try deleting the contents of your ModUserData folder along with a defrag through Steam.
 
Are you updated for the latest patch? Also, try verifying the integrity of your cache and defragging your files through Steam, as graphical bugs like this usually clear up if you follow these steps.

Hi Markus. Well i had problems with other MODS too so i tought "there is something wrong". I reinstalled the game, cleared up and now everything is working.
 
Is the Burial Tomb building supposed to have a maintenance cost associated with it? Currently it has none.

Is educated Elite busted in 9.9D? In 9.9C I got a few great people in this game, but I've been playing for a LONG time now, and I have yet to receive a single great person. Does it only apply to cultural states? That's the only city-state type not in my game. Though I could have sworn I've gotten great people from maritime states as well.
 
Hi Markus. Well i had problems with other MODS too so i tought "there is something wrong". I reinstalled the game, cleared up and now everything is working.

Good to hear. :)

Is the Burial Tomb building supposed to have a maintenance cost associated with it? Currently it has none.

Is educated Elite busted in 9.9D? In 9.9C I got a few great people in this game, but I've been playing for a LONG time now, and I have yet to receive a single great person. Does it only apply to cultural states? That's the only city-state type not in my game. Though I could have sworn I've gotten great people from maritime states as well.

The Burial Tomb doesn't carry a maintenance cost as it's a unique building and that's a part of its bonus, (this is the same in vanilla CIV V).

As for Educated Elite, I had a look at the XML and it should be working. It applies to all City-States, but they have to be allied with you.
 
Spelling mistake for the Porcelain Town

Says something like: "Obsoletes with Copmuters.
 
Bronze Working isn't giving me the ability to build Spearmen

EDIT: nvm it was my own stupidity of forgetting to delete the cache
 
Philanthropy is broken. Not sure if mentioned for 9.9d yet or not, but normal games you start with getting 30/60 rep for the 500/1000 gold trades, but unless I am missing something, I now only get 20/50 in the game I have Philanthropy in. Could be settings I suppose, and I don't have a prior save to go back to in order to check before that policy (should have saved prior and double checked after) but seems to do the exact opposite. I remember the V version to have it 20/50 and with the patronage tree you got it to 25/60 etc.

EDIT: Graveyard, as noted by another player seems not to be working with the stone. I have a worked quarry but am not getting the +2 culture from it, only the +1 from the graveyard base.
EDIT 2: Monastery is not working as intended either. It seems that no building that grants additional X for nearby resources worked are working. (Got two wines nearby, but gaining no culture from it. These revelations are making my cultural game much harder XD, especially with city state part not working as OP states)
 
Philanthropy is broken. Not sure if mentioned for 9.9d yet or not, but normal games you start with getting 30/60 rep for the 500/1000 gold trades, but unless I am missing something, I now only get 20/50 in the game I have Philanthropy in. Could be settings I suppose, and I don't have a prior save to go back to in order to check before that policy (should have saved prior and double checked after) but seems to do the exact opposite. I remember the V version to have it 20/50 and with the patronage tree you got it to 25/60 etc.

EDIT: Graveyard, as noted by another player seems not to be working with the stone. I have a worked quarry but am not getting the +2 culture from it, only the +1 from the graveyard base.
EDIT 2: Monastery is not working as intended either. It seems that no building that grants additional X for nearby resources worked are working. (Got two wines nearby, but gaining no culture from it. These revelations are making my cultural game much harder XD, especially with city state part not working as OP states)

The influence values you're getting for your gold from City-States are correct at 20/50 - as these have been scaled back in part to the increased levels that your economy can get to in the mod.

As for the Graveyard - this was posted before by someone else, but it turned out he didn't have a quarry built. It sounds like you do, so you should be getting the bonus, (as I'm getting it in my test game right now - along with the bonus from the Monastery). I'm assuming you have a plantation on the Monastery as well?

If neither of these bonuses are working, I'd suggest manually deleting your cache folder, (C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache), as well as the contents of your ModUserData folder, (C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData).
 
I realized I had a really old version of Nights installed as well, so I deleted everything (following your directions in the main thread) and installed 99d. Started up a new game and ran into the same problem with stone not giving the 2 culture bonus with a graveyard. (See the attached game.)
 

Attachments

I realized I had a really old version of Nights installed as well, so I deleted everything (following your directions in the main thread) and installed 99d. Started up a new game and ran into the same problem with stone not giving the 2 culture bonus with a graveyard. (See the attached game.)

For some reason it seems to take a few turns to kick in the culture bonus from Stone, and if you sell the building, you'll get a 1-turn surplus of Culture - and then the turn after that everything will be back to normal. :crazyeye:

Until I figure out if this is something specific in regards to the Graveyard, or if it's perhaps a bug in vanilla itself, this particular bonus won't be in the next version. (I'll probably boost it's military unit production ability instead).
 
First of all thank you for such amazing mod. I was quite content with vanilla civ V, but this is just unbeliavably great from what i had opportunity to see. :goodjob:

And here we get to problem i encountered. It is not truly a bug or error, but...
I think that mod screens for tech tree and social policies is not optimalized for 1024*768 resolution which is only option I have on my PC (unsolvable problem with graphic driver for Win 7 and my current monitor - and insuficient funds to buy new one :lol:).
So right now i cannot see whole picture for policies (two policy branches are "out of monitor") and periphery of tech tree screen (what is minor issue).
Is there any posibility to change setting in xml source, so i can see all policy branches even on my humble video setting? Pretty please. :bowdown:
 
First of all thank you for such amazing mod. I was quite content with vanilla civ V, but this is just unbeliavably great from what i had opportunity to see. :goodjob:

And here we get to problem i encountered. It is not truly a bug or error, but...
I think that mod screens for tech tree and social policies is not optimalized for 1024*768 resolution which is only option I have on my PC (unsolvable problem with graphic driver for Win 7 and my current monitor - and insuficient funds to buy new one :lol:).
So right now i cannot see whole picture for policies (two policy branches are "out of monitor") and periphery of tech tree screen (what is minor issue).
Is there any posibility to change setting in xml source, so i can see all policy branches even on my humble video setting? Pretty please. :bowdown:

Unfortunately the only solution to this at the moment is a higher resolution. Eventually I'd like to add a scroll bar which would solve this issue, but it's not something I'm looking into at the moment while features are still being added to the mod.
 
Did a few checks, cleared all the files and folders as stated and still no dice on these culture bonuses. The graveyard comment was to confirm Gyro statement since it seems to work on some systems and not others. No dice with the monastery even turns later. Are you using incense or wine to get the bonus? Mine is wine, perhaps that is the issue? Not sure.

As to the influence points, by normal I meant standard speed. Tried a new Epic and saw that it was the 20/45/90 option which is good, means that policy doesn't hurt, but means it doesn't do anything either. Philanthropy doesn't get me the 25% boost to the value of my gold (same 20/45/90 that I have in brand new epic games with same country).

Attached my save game so you can see what I am talking about. Not all that far into it (turn 174) but I am a turtle player (hence the whole CS method of advancing XD)
 

Attachments

Unfortunately the only solution to this at the moment is a higher resolution. Eventually I'd like to add a scroll bar which would solve this issue, but it's not something I'm looking into at the moment while features are still being added to the mod.
Oh, that is really unfortunate. :sad:
I know that you already answered, but to be sure. Is there no option I can manually change setting in source .xml or elsewhere, in the way policy screen would be smaller? I suppose there must be vertical and horizontal dimensions for the picture and placement of individual policy buttons. If you can direct me where it is in source, i believe i can make whole thing smaller, so it fits my monitor resolution. :smug:
 
The diplomatic overview still shows "text key minor civ protect" which always overlaps whatever civ pledged to protect them. ;)
 
Hi

Great Mod, most fun I have had playing CiV

I found a weird glitch or Bug where my Stealth Bombers kept coming up as "Move Stacked Unit" or whatever it says so every turn I had to rebase them - In the end I just deleted them

Also The British Ship Of The Line has only 17 range strength making it fair inferior to the Frigates, its like a unique punishment - makes them not useless but rubbish compared to what everyone else can build
 
Oh, that is really unfortunate. :sad:
I know that you already answered, but to be sure. Is there no option I can manually change setting in source .xml or elsewhere, in the way policy screen would be smaller? I suppose there must be vertical and horizontal dimensions for the picture and placement of individual policy buttons. If you can direct me where it is in source, i believe i can make whole thing smaller, so it fits my monitor resolution. :smug:

There's no option to change this through XML unfortunately - unless you re-write the code itself. Even if you did that, you'd then have to photoshop the artwork so it fits in a smaller resolution. The file itself is UI/SocialPolicyPopup.xml if you want to try.

The diplomatic overview still shows "text key minor civ protect" which always overlaps whatever civ pledged to protect them. ;)

Knew I missed something :) - did some digging and I think this is the result of certain mod components conflicting with one another. A fix won't be included in the current release.

Hi

Great Mod, most fun I have had playing CiV

I found a weird glitch or Bug where my Stealth Bombers kept coming up as "Move Stacked Unit" or whatever it says so every turn I had to rebase them - In the end I just deleted them

Also The British Ship Of The Line has only 17 range strength making it fair inferior to the Frigates, its like a unique punishment - makes them not useless but rubbish compared to what everyone else can build

I'll get the Stealth Bomber bug fixed for when I upload v10, (10.1 actually), to the ModBrowser, (and Civfanatics), later tonight - thanks for pointing this out. :)

Also, nice find with the BSOFL - it should have a ranged strength of 27 and not 17, this will be also included in 10.1. Don't think I want to start giving units unique punishments. :lol:
 
Alright... i'll ask once again.

Can the newest version be made compatible with CivWillard as it once was?

Not yet unfortunately as I haven't been able to track down whatever component is causing the incompatibility. It's high on my priority list though as I really enjoy that mod.
 
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