Various quirks with buildings, improvements, tiles, etc.

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Sep 4, 2009
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Hi Thalassicus,

After being away playing EU3 for a few months, I thought I’d give your mod (v 106.9) and Civ 5 another run – and just wanted to say thanks for all your hard work. Thanks to you (and I guess some of the changes that were made by Firaxis in their last patch too), the game now certainly plays alot better. In particular, the move to add stone to provide extra production is very welcome. :goodjob:

Whilst playing through the game, I have however come across a few issues, which I thought might be worthwhile mentioning for you to look at whenever you can find the time. I appreciate that I could’ve placed them in the bugs folder (EDIT: or this post could even subsequently get moved there by the mods :D), but didn’t want to start several threads for what are (in the main) very small issues:

(i) The stable tooltip’s graphic (displayed when choosing which items to build in a city) shows the stable offering 1 extra production on horse, ivory, sheep, cattle and deer. However, the tooltip that you can get by hovering over the stable after it’s in a city’s build queue shows the stable only offers 1 extra production on horse, sheep and cattle. A look at city production post stable construction shows the latter to be happening.

(ii) Incidentally, this means that I could not find a building which improved deer in any form in the game – since ivory and horse can at least be improved by a circus. Have I missed something?

(iii) A garden can be built in cities not next to a river or lake, contrary to its tooltip.

(iv) Similarly, an observatory can be built in a city not next to a mountain, contrary to its tooltip.

(v) I can also confirm I’m getting large amounts of culture on cotton and dye hexes, identically to something Bridger noted happening to horses in another thread on your bug sub-forum (contained in the link below).

As I say, these are rather small points. More interesting IMHO are the following two issues:

(vi) I found that the city governor stopped letting me lock tiles in some cities after pop reached 11, maybe 12. Can’t say more at this point because it’s not happening in every city.

(vii) Perhaps most interestingly of all, I’m finding that load (but not end turn) times are quite long relative to those I encounter in vanilla. To be precise, I’m finding that loading a modded save is taking at least a minute – and I’m wondering if this is due to something unusual I’ve seen in the saves. To be precise, as I’ve gone on into the game (now at 520AD), I’ve found that loading a save (and I’ve been saving very frequently since the early ADs to see if the issue snowballed and have a backup handy in case the game crashed) presents me with an increasing number of pink hexes down the right hand side of the screen – to advise me that my city / civ has just popped a border. When I say an increasing number, I counted the number of pink hexes to be 33 at my 520 AD save, which is my 23rd save - and I’m wondering if this is somehow impacting load times. Perhaps the act of merely saving a game (as opposed to loading a save as mentioned by Sneaks in post 10 of Bridges’ thread here: http://forums.civfanatics.com/showthread.php?t=439321) is triggering something? As I say, it’s quite bizarre.

Fortunately, none of the above are materially impacting my enjoyment of the game - which as I say, has come an awful long way since launch thanks to your efforts. :) BTW, I have only your mod installed – and followed your advice re: clearing the cache etc before installing v106.9. If you need further info, just holler.
 
To be precise, as I’ve gone on into the game (now at 520AD), I’ve found that loading a save (and I’ve been saving very frequently since the early ADs to see if the issue snowballed and have a backup handy in case the game crashed) presents me with an increasing number of pink hexes down the right hand side of the screen – to advise me that my city / civ has just popped a border. When I say an increasing number, I counted the number of pink hexes to be 33 at my 520 AD save, which is my 23rd save - and I’m wondering if this is somehow impacting load times. Perhaps the act of merely saving a game (as opposed to loading a save as mentioned by Sneaks in post 10 of Bridges’ thread here: http://forums.civfanatics.com/showthread.php?t=439321) is triggering something? As I say, it’s quite bizarre.

I had only recently noticed that the pink hexes increase as the game goes long, but didn't consider the possible implications. I hope you're on to something.
 
I had only recently noticed that the pink hexes increase as the game goes long, but didn't consider the possible implications. I hope you're on to something.

i'm using v10.7.2 and also get a ridiculous amount of new culture claimed notifications after loading a save game. i'm on turn 187 and nearly done with a quick game (science). load times are significant and have been for at least 100 turns, i'd say. at first i attributed it to the additional mods i'm using (CSD, for one, which just updated to .26 with a potential fix for time lags with VEM), but i thought i would also note it here.
 
i'm using v10.7.2 and also get a ridiculous amount of new culture claimed notifications after loading a save game. i'm on turn 187 and nearly done with a quick game (science). load times are significant and have been for at least 100 turns, i'd say. at first i attributed it to the additional mods i'm using (CSD, for one, which just updated to .26 with a potential fix for time lags with VEM), but i thought i would also note it here.

It should be noted that you can turn these notifications off. The new version also added a Notification Options menu in the dropdown in the top right. Go into notification options and turn off Improved Events - Tile Claimed (or something like that).
 
I haven't played since the new Notifications mechanic was added. Is its menu on the left-hand side of the menus on the upper right-hand corner of the screen?
 
I've been moving operations from ingame to the moment the game starts. This reduces lag ingame and between turns, but increases loading time. I feel this is better since gameplay is faster, and we can do other things while it loads. This loading lag will drop when modders get access to the game core, and can move Lua code to the more efficient C++ code of the game core.


@learner gamer
Thank you, I'll investigate your report about stables. The Garden and Observatory issues should be solved in versions v107 and up.

With the problem of moving citizens in the city view, please attach a zip file containing these things:

  • Savegame where the problem occurs.
  • /Mods folder
  • /ModUserData folder
  • /Cache folder


@Sneaks
What they're referring to is the point you made in another thread: SerialEventHexCultureChanged runs for all owned tiles every time the game loads. This affects the tile acquired notification and buildings that improve cultural resources. I solved this for v108.1 by storing info about tiles claimed into the savegame.
 
@Thalassicus: Thanks for your response. As it happens, I’ve taken the opportunity to upgrade to v.108 given that it's addressed the issue re: pink / culture hexes. If I find that I lose the ability to lock tiles in the city screen in a subsequent game, I’ll let you know and create the zip file as requested. Once again, thanks for all your efforts. :)
 
One thing to point out is the culture tile thing is changed for version 108.1 beta (to be released Friday), not v108 (the current public version). Try with tomorrow's version to see if things improve. :)

Also... if you click tiles on the city window and nothing happens (cannot move citizens)... it's very likely an error message appears in the tuner. If the problem happens again, could you check that? Instructions on how to start the tuner are just below the common checklist.
 
I was actually having an odd issue with the Stable my last game, where every time I tried to buy it, I would be deducted around 50g and not receive the building. Have not been able to replicate the effect.
 
A couple bugs with v108:

Early game, I'm selling OBs to everyone I could because it's more efficient - however, I'm still receiving "mutual open borders gold". This is certainly unintended.

I've had two workers captured and both disappeared immediately (at least I think immediately, I didn't watch the AI take them because of the new semi-quick-combat). I've never seen the AI capture and directly disband a worker before, so I believe it might be a bug. Frustrating to say the least!
 
I've noticed that too. It seems like the new AI for major Civs always immediately disbands.
 
Yes - I may recall a time or two when the AI did not disband, but I can't be sure. Of course it's probably a good thing in the end, since the odds are good that I would have made sure I recaptured the taken workers.
 
Early game, I'm selling OBs to everyone I could because it's more efficient - however, I'm still receiving "mutual open borders gold". This is certainly unintended.
I wondered about this. Similarly, is the in-game text for OB and DoF correct?
OB says it gives 2% gold and 2% science, and DoF still says it gives 5% science, and there is no research agreement AFAIK?

What is the intended current design?
 
Open borders, RAs and such change in today's v108.1 beta. Some of the code was rewritten so the problem with those might have been fixed. If any problems still exist with them in this version or later, please start a new thread on this bug report forum for the topic. :goodjob:
 
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