Various Bugs

kaspergm

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Left a remark in this thread, but perhaps this is the place to report, so I'm double-posting here:

I want to report a couple of bugs/issues with G&K version of UP (this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=75620160).
  • Follower Belief "Religious Centers" doesn't work. It's supposed to provide +2 Happiness from Temples when having 5+ followers in a city, but the Happiness bonus is not provided. This is a major issue imo.
  • When having build certain Wonders like Neuschwanstein, the added bonus for Castles (in this case) doesn't show up in the building yield in a Build menu overview. Not sure if this is because the bonus is not provided (like first bug above!) or if this is just a UI issue.
  • There is a general lag when selecting a new building task, whether this is selected in town or from the 'choose building' menu when ending turn. If you use the choose building link at turn and then select a building and then click the link again too fast it will open the same city building que instead of moving to next one which can be a bit confusing (albeit not a major issue).
  • Number of turns to finish building will show up wrong in the build menu. Sometimes it will say 3 turns in the menu, but then when you exit town it will say 4 turns. The difference seems to be 1 turn when it happens from what I noticed.
  • Above mentioned apostrophe issue also happens for me.

Edit > These bugs were experienced in v36. Now updated to v42, don't know if they persist.
 
I have definitely noticed points two and three. The delay I attributed to just "using mods" not thinking that there could be a solution, as it doesn't appear to happen for me in the vanilla game.

The number of turns to finish construction happens a lot where it seems to add a turn after leaving the City screen - which has often meant I have popped back in just to check that the citizens haven't changed their allocated tiles.! It is always one turn for me in the differences reported.

I have also seen several times a notice that Babylon, for example, is starving but then gone into the city view and seen that it has +6 food. Coming out of that view and it is fine. This has happened once or twice in my present game but I have not given it much thought until now, as it was quite late last night when I was playing.
 
Has anyone got any idea as to why my City Babylon, which has nine citizens working away on their default tiles, it show that they will take x turns to complete the Tower of Pisa but...
If I manually remove three of them working on my science academies and they show as unemployed - that's also fine.
I allocate them, for the building of the tower, to three four hammer mines and yet the number of turns of building the tower always remains the same, as does the total number of hammers being produced.
I expected that the yield values of the city would change "live" as the citizens are allocated to their tiles and not just when you press return.?

This is with build 42 of the UP.
 
Has anyone got any idea as to why my City Babylon, which has nine citizens working away on their default tiles, it show that they will take x turns to complete the Tower of Pisa but...
If I manually remove three of them working on my science academies and they show as unemployed - that's also fine.
I allocate them, for the building of the tower, to three four hammer mines and yet the number of turns of building the tower always remains the same, as does the total number of hammers being produced.
I expected that the yield values of the city would change "live" as the citizens are allocated to their tiles and not just when you press return.?

This is with build 42 of the UP.
Not sure about this - did you try to wait a bit before moving them? I experienced there was a notable lag (like 5-10 seconds) from I moved an employe til the yields actually changed.
 
Yes I waited before moving and then for a while after and the top panel will change, shown in the below examples, but the City yield tab on the top left does not...

Spoiler :


The one above is a test game showing the default allocation.

The next shows the citizens unemployed...

Spoiler :


The next shows them allocated to the mines and the gold changes on the top panel but the top left City yield panel will not change.

Spoiler :


So that is a new game with the UP build 42 and the cache cleared and the ModUserData folder also cleared.

I posted this in the bug section to see if others have noted the issue...

http://forums.civfanatics.com/showthread.php?p=11800343#post11800343

Edit tried a test game with build 41 of the UP and it works fine.

I have played a test game again with build 42 and uploaded the lua file in the other thread.
 
Just to illustrate the "food" issue...

1346631697.jpg


When the build menu comes up it will show a city as starving. But I go into the City screen...

1346623902.jpg


I made no adjustment for the citizens tile location prior or after the information noted. In fact Babylon was running with them on default for quite a few turns now.
 
Babylon showing 6 turns to build a cannon when in the production build menu...

1346904026.jpg



but when out of the menu it will then take 9 turns...

1346936551.jpg
 
it also shows growth in 2 turns instead of 3, perhaps it changed worked tiles after you selected the cannon, using more food?
 
if you look at the post above mine, where I illustrate the "starvation" issue you will note that it appears the tile allocation changes or something of that sort. The bottom line is that the build menu and information is different to that of the city view without manually changing the tiles.

Others have noted a 1 turn difference but this time I see a 3 turn difference.
 
I've seen this happen in civ4 sometimes, for example if you've just built a wonder it'll be on production focus automatically, so when you choose your next item it will show X turns till completion. then it turns back to default allocation and turns till completion go up.

of course it could very well be a bug here instead :D
 
you could well be right, although I'm not sure about the starvation thing. The cannon I was producing, or anything else, isn't really a wonder but I take your point :)
 
Shouldn't you be able to simply go back in to the city view after witnessing a discrepancy and see if there is in fact a switch taking place?

Open city view
Set Cannon to the build menu, note the placement of citizens
Close city view note the discrepancy
Open city view again to see if it was a change in personell

Unless of course it's like a refigerator light bulb where every time you open it, it swicthes on, then back off again when you close it. :dunno:
 
I have some more info about the wrong display of turns-to-built. It turns out that actually, the turns listed in the build menu are the right ones and the one that you see on the map overview (which is usually the longer one) is not correct. I have had cases where the difference is very large - like, in building overview Factory is listed as 10 turns, then when I go to map, it says city will complete building in 22 turns! But the 10 turns from the list is actually the correct one.

It also doesn't update production and food properly when citizens are re-assigned, as well documented above. This is overall a major issue with this patch imo.

I have also had other issue coming up, like one time someone declared War on me, and all that it said in the dialogue box was "1" (I think I have a screenshot of this on my PC at home).

I've had one crash with the mod, I founded a city, and then clicked the city right after I did it instead of waiting for the 3-4 second lag there is before game moves on. This made game crash - I don't know if this is a repeated issue, as game takes AGES to load with this mod installed - in fact, there does seem to be a lot of lag, each taking only 2-3-4 seconds but overall it does make the game experience less fluid (this happens when starting a turn, when discovering a new tech, when capturing or founding a city, etc.).

I have not tested whether the Religious Centers issue is still here in v42, but building yields are still not properly displayed for Castle when you have build Neuschwanstein - in fact, the effect of Neuschwanstein doesn't even mention the bonus yield for castles in the Civilipedia entry with this mod active, but I'm pretty sure I still got the bonus, because I seemed to get a significant happiness boost when I finished this wonder.
 
I have a question about the notification log.

Does this mod remove the normal notifications? I'm playing with it and I get no notifications at all (the ones your right click off). Was this intentional or has something gone strange with my game?

It's frustrating not knowing when someone's beaten me to a wonder or has denounced someone - I'd love to get them back!
 
You should be getting notifications like normal - try the things on the common checklist to see if that fixes your problem. The first thing I'd check is #6, ensure you have only one version of the mod installed in the MODS folder. Steam has a tendency to install multiple versions, which breaks the game, since Civ loads from all installed mods (even the disabled ones).
 
I'm experiencing some really weird issues with the city screen views these days. Some of them may be caused by lack of compatibility with other Mods (I have some Mods installed also that add resources and special resource buildings), but like you'll see in this screenshot, not only is the city yield panel in upper left corner seriously bugged, the building and city specialist panel on the right has just disappeared.
Spoiler :
WeirdCityView.jpg


As for the turns-to-build discussion from above, I can add that not only is the turns listed in the actual build menu correct, you'll also notice that when you go to next turn, the numbers on the map overview will show the correct number of turns. In other words, it's only the turn you select the building that the map overview shows the wrong number.
 
I think I found a bug.
I noticed that when I got Military caste social policy.
I am suppose to get +1 happiness and +2 culture for having a garrisoned unit.
It only shows that I get +1 happiness and not the culture bonus.

Ah nvm, it updated when I forwarded to the next turn.
 
I did find a bug just now.
The faith option for followers: "Ascetisism"
is suppose to give you a +1 happiness if the city has a shrine and 3+ followers.
This is not working in my current game.
Is there a quick fix to this?
 
Probably not yet. Beliefs are it seems a pain to modify correctly for happiness and production mostly because of all the places those are calculated in the mod.
 
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