NiGHTS: Bug Reports

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!:)

It's as simple as download / check for those 2 mods yes - (although I'm not sure if the RED mod is currently on the ModBrowser and it might need to be manually installed). As for Trading Posts and Plains - this was originally how it was in earlier versions of NiGHTS, (v2-6ish), but since then they've been able to be built anywhere.

The main reason for this is that people coming over to the mod from vanilla CIV V usually have a tough go of maintaining their economy due to the increased building options, (as they tend to miss/forgo constructing new early gold buildings like Storehouses).

Personally, I'd probably prefer them to be limited to Plains, but I've received far more posts that favor allowing them to be built everywhere - so at this point, majority rules. Costs do ramp up a fair bit when you factor in the exponential gold costs for military units, (and the higher maintenance of later era buildings), so I'm kind of non-plussed about their viability right now - especially since farms are generally a better option with how population = :c5happy: in NiGHTS.

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 ...

In order to have all of yours and the AI's resources available/viewable immediately upon entering the diplomacy screen is what causes this bug to happen. Unfortunately it's one or the other right now - and I think people would prefer to avoid clicking to open those resource boxes every turn, (although I could change this back to the vanilla settings if this isn't the case).
 
Is it bug?

Only 2 Palace have 2 point of culture point.

Onondaga and Pipipipi.

It is. Thanks for finding this - as it's an XML remnant from when each Leader had major and minor traits instead of the current combinations. This'll be fixed for v10.7 which I'll release later tonight.
 
Thanks again for the reply. Tried REDS, didn't like it tanks splashed around and you lose access to the buildings or units that come in the mod. With Infoaddict when I meet a City state I get a notification but no longer did I get an "open" screen so iffy or my side problem. I reinstalled everything to be sure and am only using the YNAEM mod version 9, very stable. CivWillard an excellent "everything where you need it mod" doesn't work but them's the breaks. Looking forward to the updated version of Nights, maybe a "manual" with all the info in a concise location could be in the works? :lol: Keep your stick on the ice!
Cheers!
 
Having played a few sessions I was feeling out of place. I noticed that the default happiness level for Prince was one number in the forum and 54 in game. Checking the file in the mod I found that 54 was correct. However having taken the time to read all 14 pages in the bugs forum I read where happiness is tied to population yet in my game mine is zero. I then noticed that each leader has been "tweaked" with Civ4 traits yet in my game the traits are vanilla except for the Kongo addin on your behalf. I have done the clearing of cache, moduserdata etc and still I get a mish mash, or am I ok? I guess I am very confused by the different information floating around. I reverted to a vanilla map, Earth, Prince difficulty, Marathon time and no other mod and I go to setup via the mod route. Am I worried for nothing or am I not really playing the mod?
Thank you for taking time to read this and respond at your convenience.
Cheers!
ps Forgot to mention Domination only the rest dont past the smell test for me personally for difficulty.
 
Having played a few sessions I was feeling out of place. I noticed that the default happiness level for Prince was one number in the forum and 54 in game. Checking the file in the mod I found that 54 was correct. However having taken the time to read all 14 pages in the bugs forum I read where happiness is tied to population yet in my game mine is zero. I then noticed that each leader has been "tweaked" with Civ4 traits yet in my game the traits are vanilla except for the Kongo addin on your behalf. I have done the clearing of cache, moduserdata etc and still I get a mish mash, or am I ok? I guess I am very confused by the different information floating around. I reverted to a vanilla map, Earth, Prince difficulty, Marathon time and no other mod and I go to setup via the mod route. Am I worried for nothing or am I not really playing the mod?
Thank you for taking time to read this and respond at your convenience.
Cheers!
ps Forgot to mention Domination only the rest dont past the smell test for me personally for difficulty.

Hmm - if this is the case you do seem to be lacking certain mechanics/features from the mod.

Do you have any other mods active at the same time as NiGHTS? Also, make sure you don't have multiple copies of the mod installed, and that your copy of CIV V has been updated for the latest patch through Steam. Then try verifying the integrity of your cache and defragmenting your game files through Steam (Steam -> Library -> Right-click CIV V -> Properties -> Local Files -> Verify/Defrag).
 
Hmm - if this is the case you do seem to be lacking certain mechanics/features from the mod.

Do you have any other mods active at the same time as NiGHTS? Also, make sure you don't have multiple copies of the mod installed, and that your copy of CIV V has been updated for the latest patch through Steam. Then try verifying the integrity of your cache and defragmenting your game files through Steam (Steam -> Library -> Right-click CIV V -> Properties -> Local Files -> Verify/Defrag).

I will give it a shot. Its quite fustrating really!:lol: Patched to the latest and no other mod
 
Just updated from 10.6 to 10.7, verified integrity, deleted necessary files as directed, etc.

Started a new game with Babylon, and each time I picked my new Research, each tech was listed twice. Also was given Fishing from an Ancient Ruins, but the game still allowed me to select it, and it was not listed as researched on my Tech Tree, which, btw, i was unable to scroll to the right with. I could only see the first few groupings, thats it.

Also, this is the only mod I have enabled, so don't think its a conflict issue.

Thanks
 
Just updated from 10.6 to 10.7, verified integrity, deleted necessary files as directed, etc.

Started a new game with Babylon, and each time I picked my new Research, each tech was listed twice. Also was given Fishing from an Ancient Ruins, but the game still allowed me to select it, and it was not listed as researched on my Tech Tree, which, btw, i was unable to scroll to the right with. I could only see the first few groupings, thats it.

Also, this is the only mod I have enabled, so don't think its a conflict issue.

Thanks

This bug happens if you don't delete previous versions of the mod. Delete v10.6, then clear your cache and verify integrity just to be safe - this will fix the problem.
 
Little bug:
Piety tree - last policies are Atheism / Missionaries / Slavery, but the tooltip of Atheism and Slavery refer to "Religious Training" instead of "Missionaries" ("Disables Religious Training and xxx").
 
I'm still having a problem with some CS gifting a warrior when I can build higher units. Happens on immortal and seems to be when they can build higher units than I can e.g. they can build riflemen and I only researched up to musketmen (unless it has something to do with they tech paths I choose?) they will gift a warrior instead.

Thanks.
 
A couple of times I have been unable to build a wonder that requires Stone if I only have one stone. Even if the wonder only requires one stone. This happened once using 10.6 when attempting to build Petra and just now using 10.7 when trying to build the Great Wall.

Both times I was playing Large Map, Prince level, Fractal, Standard Rate with City States reduced to 10. I get the improvement benefits for Stone and I can build a Stone Works, it just wont let me build the Wonders.

I asked my Great Aztec Leader Montepython what I should do, but all he would say is "Silence! I kill you!", so I guess it's up to you :)
 
A couple of times I have been unable to build a wonder that requires Stone if I only have one stone. Even if the wonder only requires one stone. This happened once using 10.6 when attempting to build Petra and just now using 10.7 when trying to build the Great Wall.

Both times I was playing Large Map, Prince level, Fractal, Standard Rate with City States reduced to 10. I get the improvement benefits for Stone and I can build a Stone Works, it just wont let me build the Wonders.

I asked my Great Aztec Leader Montepython what I should do, but all he would say is "Silence! I kill you!", so I guess it's up to you :)

That's strange. :crazyeye: No one else has reported anything like this, and there's nothing wrong with the XML for these two wonders... Do you have any other mods or previous versions of NiGHTS installed at the moment? If so, disable the mods and delete previous versions of NiGHTS.

Then try the manual installation steps:

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

This usually clears up any problems.
 
I am using the 1.01.383 patch, and the only Mod I have downloaded is yours (which is highly enjoyable - please keep up the good work!). I have also been careful to follow the instructions you provide. The only possibility I can think of, is that when I try and verify the integrity of the local files it mostly fails, downloads another file, then fails again. I just did this 15 times in a row without any success, so will take a break and try again tomorrow.
 
There is a song in there somewhere...

Ok...If I understand the situation, you have one stone resource and are finding some of the wonders that require one stone are not available to build...Could it be you have already built a 'require one stone' wonder and in essence need a second stone resource to build the Great Wall. In effect, did building Petra first use up the existing one stone resource for purposes of wonder prerequisite restrictions. If you added a second stone resource, I think the Great Wall will suddenly be available to be built.

Regarding the 1 file failed' when checking game integrity...downloading one file....and then when you recheck integrity it still states...one file failed...downloading one file...(rinse and repeat)..I always get that message too...Not sure why, but it doesn't appear to affect gameplay assuming I follow all the other steps of deleting previous versions, files and cache etc...
 
Good thinking - I hadn't considered that. I cannot remember if I had used up the one stone or not. I will keep an eye open to see if it happens again :)
 
Good thinking - I hadn't considered that. I cannot remember if I had used up the one stone or not. I will keep an eye open to see if it happens again :)

That could be the case - as Stone is a bonus resource, and it can be easy to lose track of how many you have since it's not readily displayed in the top bar.
 
Hi,

Nice mod! Really fun to play.

I play version 10.7
It seems there is a bug with the unhappiness from occupied cities. Once i build a courthouse there, the 30 unhappiness from the occupation vanishes, but it doesn't add 20 unhappiness for a normal city. But i get the Happiness from the citizens living there.
So after some conquering i end up with huge amounts of happy faces, because of the "free" cities.
Is this a known bug, already?
 
Hi,

Nice mod! Really fun to play.

I play version 10.7
It seems there is a bug with the unhappiness from occupied cities. Once i build a courthouse there, the 30 unhappiness from the occupation vanishes, but it doesn't add 20 unhappiness for a normal city. But i get the Happiness from the citizens living there.
So after some conquering i end up with huge amounts of happy faces, because of the "free" cities.
Is this a known bug, already?

Unfortunately, this is a bug in vanilla CIV V as well. Courthouses remove ALL Unhappiness from a City, not just occupied Unhappiness. This problem gets exacerbated a bit in NiGHTS with the citizen Happiness factor, (although the cap at pop-10 limits this to some extent).

I'm working on some possible fixes/tweaks for this particular bug that will be included in future updates, but for now - Courthouses are fairly overpowered, which is why their cost is higher than in vanilla CIV V.

Glad you're enjoying it though. :)
 
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.
 
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