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Thread: 1.0.1.383 Bug Thread (Hotfix added Sept. 2nd)

  1. #1
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    1.0.1.383 Bug Thread (Hotfix added Sept. 2nd)

    This thread is for bugs present in the Windows version 1.0.1.383 of Civilization V.

    Please report bugs that you have taken the time to be able to reproduce. If you have a particular save-game to go along with the bug, especially a save-game that produces a crash, then email the save game along with a description of the issue to:

    2KGreg@2KGames.com

    Alternatively you can upload your save-game file to a free hosting service such as MediaFire and provide a link to the file:

    http://www.mediafire.com/

    This will help get the issues fixed faster.

    Once a new version of Civilization V is released this thread will be un-stickied.

    Only the most current thread and the previous thread will be open, preceding that they will be closed.

    Previous thread: link

    Notes can be found: Here

    Added September 2nd, 2011:
    There is a hotfix currently available, notes: Here. The version number is the same.
    Last edited by headkase; 09-02-2011 at 10:19 AM.

  2. #2
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    There is the bug where units that are given multi-turn orders will prevent the game from continuing to the next turn if they are being threatened by enemy units. Prior to this patch, if this happened, the turn time will stop and the user will be requested to issue orders then click "Next Turn" again. Now the game will progress automatically once orders have been issued, but the UI does not change to notify the player of order-less units. So the player will have to manually hunt down the panicked units and issue them orders.
    Last edited by Mega-Dolphin; 08-12-2011 at 08:37 AM.

  3. #3
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    I can't confirm as i don't have Korea but apparently the much talked about possible exploit when Koreas specs were released, regarding selling a library & rush buying/rebuilding it for the tech boost has made it into the game. Its like an unimproved RA boost which can be reused the entire game.

  4. #4
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    Hi, HELP!!!!!!
    I tried to play the game this morning and Steam installed the quick patch before it loaded. I opened the saved game I was on and did a couple of things I needed to do to end the turn. I then kicked 'Next turn' and waited and waited and waited..... nothing happened. I closed that game and opened another save from a nother game I had been playing, that played a few turns then the same thing happened. I thought it might be because I was playing a pre patched game so I started a new game, got a few turns in - about 90 - and the same thing happened again. If I run firetuner it says the game is still processing my turn and I am the active player. Will try this again with another new game and see what happens.

  5. #5
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    There's a bug when the end of turn Please Wait appears even though you still have units to move (and you still can to move them).

    Also Ive noticed when you youre last unit on a particular turn is given orders it actually doesnt do anything and the Please Wait appears and games starts processing the AI turns.

    They are both probably linked somehow.

  6. #6
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    Quote Originally Posted by SteveBeds View Post
    Hi, HELP!!!!!!
    I tried to play the game this morning and Steam installed the quick patch before it loaded. I opened the saved game I was on and did a couple of things I needed to do to end the turn. I then kicked 'Next turn' and waited and waited and waited..... nothing happened. I closed that game and opened another save from a nother game I had been playing, that played a few turns then the same thing happened. I thought it might be because I was playing a pre patched game so I started a new game, got a few turns in - about 90 - and the same thing happened again. If I run firetuner it says the game is still processing my turn and I am the active player. Will try this again with another new game and see what happens.
    Your answer was given in post #2.

  7. Quote Originally Posted by mj2c View Post
    There's a bug when the end of turn Please Wait appears even though you still have units to move (and you still can to move them).

    Also Ive noticed when you youre last unit on a particular turn is given orders it actually doesnt do anything and the Please Wait appears and games starts processing the AI turns.

    They are both probably linked somehow.
    I had the exact same problem last night when I was playing. It became very annoying very quickly. If the Automatic End Turn in Single Player option is turned off, nothing should cause your turn to automatically end and should require the Next Turn button to be clicked. (I've turned the option on, then off again to make sure it wasn't turned on by default and just not reflecting the change in the options window)
    Last edited by Nebular; 08-12-2011 at 09:06 AM. Reason: option clarification

  8. #8
    I'm having this weird bug for about an year now, the new patch does not fix it. I'm in a MP game at around turn 300 and when all players end their turn it takes 1+ minute for the next turn to start.

    But I'm sure this is an isolated case, perhaps it's my hardare (486 DX-2 66mhz)... Certainly if several people were experiencing this, it would be reproduced, fixed and tested by the developers.

  9. #9
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    1) When you send your bomber to airstrike an enemy, and then select another unit while the bomber is midair, the bomber vanishes. It still does the bombing run, but the bomber graphics vanish. The defender counterattack is still visible. Also, the bombing run seems to take longer than usual after the bomber graphics have vanished. Or it might just feel like it, when I'm waiting for an invisible airplane to return from the mission...

    2) Quite often, after your unit dies to an AI, you simply get a message "Unit killed", with no additional information as to WHAT unit it was, and what killed it. This seems to happen more often in cases where the unit's last location is covered with fog of war after your turn starts.

    3) Automated workers are committing mass suicides. A random citystate asks for a road on the other side of the standard pangaea, and my automated workers start the insane project, where once completed, the road would cost 100 gold / turn for maintenance. Also, they ignore the fact that to get to the citystate, they must travel through enemy territory, and this leads them to their death/capture.

    4) Someting very odd is happening with workers "route to" command. I have 2 cities close each others, and one city faaaar away in north, so they form a large triangle. I try to order my workers to do a railroad with "route to" between the 2 cities that are close to each others, but they start moving north to the city. If there already is road connecting the cities, no matter how long that road is, the workers seem to prefer this road, when ordered to construct new one with "route to".
    Also, sometimes when I have city A and B, and used the "route to" command on worker standing right next to city B, the worker feels the need to first travel to city A, and then start building the road from city A to city B.

    4) After the latest patch today when I loaded a savegame from yesterday, my turns would automatically end when there was nothing else to do. I had the auto-endturn turned OFF, but this still happened. I had to turn the auto-end-turn ON for a turn, and then back OFF, before the game believed I wanted to manually click the "next turn" -button.
    Last edited by Elmoman; 08-12-2011 at 08:03 AM. Reason: Some spelling.

  10. #10
    Quote Originally Posted by mj2c View Post
    There's a bug when the end of turn Please Wait appears even though you still have units to move (and you still can to move them).

    Also Ive noticed when you youre last unit on a particular turn is given orders it actually doesnt do anything and the Please Wait appears and games starts processing the AI turns.

    They are both probably linked somehow.

    We need a HOT FIX for this silly bug, I cant wait for 4 months for this to be fixed, it's irritating as hell.

  11. #11
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    I just won a game that I started yesterday, before the latest patch.
    At the victory - Replay - Charts screen, there are some bugs. The Japan's chart is going to impossible directions. (It seems to be going up, and then backwards down, so his graph is in 2 spots at the same time). Also, I can't disable the japan's graph, it stays there even no empire is selected. This same graph is used in many totally different chart screens, like unhappiness and territory. Some other empires won't even show on the graph, no matter if I disable or enable them.
    Propable causes for this is the fact that I started the game before the patch, and continued from the savegame after the patch. It all worked fine the day before yesterday, when I finished another game.
    On the patch note it claims that old savegames should work, but this does not seem to be the case 100%. However, if this happens again after another game, without a patch in between, I'll write it here.

    Another topic: At the endgame, when there are little or no improvements left to be done for workers, there always seems to be ONE automated worker inside my capital, hanging around, with 0 moves left. This slows my space ship construction by 1 turn, as I need to manually order the worker to leave the city next turn, so I can move the space ship part in.

    This is the link the savegame
    http://www.mediafire.com/?h25664syj6kie51

  12. #12
    Hallo of Fame is still broken. I cannot scroll down and I can not see all my results.

  13. When trying to select a unit garrisoned in a city while other units in the field have movement left, it immediately cycles to the field units. Thus, selecting garrisoned units is impossible until all field units have moved.

  14. #14
    When playing the new Korean Scenario last night, I found that with one of my units selected when I moused over my Ally China's Knight, the curser turned into the "white" circle that usually indicates two of your units will switch places if you click. I was surprised by that as I wasn't expecting it to allow that type of move with another player, but figured since China was my ally maybe it would. I clicked on that but instead of the knight changing places with my little rocket guys they just marched on top of China's knight and the knight disappeared. I meant to watch and see if the knight reappeared later when China moved, but unfortunately I was distracted by grinding Japan's invanders into dust and forgot to notice.

  15. This has been a bug for a very long time, but when using a Great Engineer to complete a wonder in the same turn that it's started, the next turn, it doesn't show up graphically in your city. The only way around this is to start the wonder, wait a turn so that the "under construction" half-wonder appears on the map, THEN use the great engineer.

  16. #16
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    Quote Originally Posted by mksm View Post
    I'm having this weird bug for about an year now, the new patch does not fix it. I'm in a MP game at around turn 300 and when all players end their turn it takes 1+ minute for the next turn to start.

    But I'm sure this is an isolated case, perhaps it's my hardare (486 DX-2 66mhz)... Certainly if several people were experiencing this, it would be reproduced, fixed and tested by the developers.
    You can get the game to work on that???

  17. #17
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    Quote Originally Posted by Bomberross View Post
    You can get the game to work on that???
    I think he's joking about the CPU. What I think he's complaining about is that he has a really good computer that still experiences bad turn times.

  18. #18
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    Well I hope so. My computer is older than the hills (not a 486 ), and its turn times are okay...

  19. #19
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    I think that I had a bug...playing Korea, I had a city with 2 stone in their radius. Built a quarry on one of them, but I was not allowed to build a stoneworks. I could build one in other cities that had marble, but not JUST stone.

  20. #20
    Depends on the tile your city was founded on (can't be plains).

  21. #21
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    i thought i had lost as korea on deity in the scenario i had 0 cities
    after all turns where done needed to reconquer 11 cities and still the game said i won

    maybe on points but i couldn't tell how much points japan had when i clicked victory conditions

  22. #22
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    City Centre not being worked.

    The bug noted in previous versions - where a city which is obtained from the AI as part of a peace settlement and the city centre is then not worked (no credit being given for either food or hammers) - continues in this version.

  23. #23
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    When entering the diplomacy screen with anyone, on high quality leader screen settings, its hit and miss if I get 'Civ V has stopped working' crash, black leader screen with working cursor and audio, or a complete machine lockup, having to use the power button to reboot.

    The black leader screen with cursor also occurs on standard settings occasionally. I have not tried lower settings.

  24. #24
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    Cant seem to install mods anymore they D/L but dont install , tbh dont know if its a bug or im just DoH

  25. #25
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    I had a civilization (America) declare war on me (Germany), and instead of seeing the usual "I have declared war on you" screen I was given a trade menu with George asking for a research agreement. I agreed to the research agreement, and the deal is still active several turns later. Just to clarify, I did not sign this research agreement before or after he declared war on me, it was at the same time.

  26. #26
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    List of single player bugs that affect gameplay

    Hello. I've made a list of the remaining single player bugs that affect gameplay. You can see in the following thread I posted at CivFanatics:
    http://forums.civfanatics.com/showthread.php?t=436159

    It has links to other threads at CivFanatics with images and savegames for the bugs.

  27. #27
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    1. I was playing a MP game with my friend and periodically both of us would have units disappear on us while it processed the AI turns. When it came back to our turn we couldn't find that unit any longer. No graphics. Nor clicking on the tile where it was helped. The unit had no orders. Occasionally, many turns later it would just magically appear again in the same spot.

    2. There seems to be a memory leak everytime you create a new game. I was creating many duel maps to test out various strategies. I'd say after creating 15 or so custom games it would eventually crash creating the next game. Also subsequent games would take longer to create/play.

  28. #28
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    3. In the Advanced Game Setup screen for SP and MP, if you toggle off any of the victory conditions, then change a map parameter like say Resources (Standard > Abundant), all the checkboxes for Victory conditions will then read as unchecked. If you continue to create this game, the values you had prior to all the checks disappearing are still intact, but it is confusing. If you leave all victory conditions enabled then this bug does not occur.

  29. #29
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    I mentioned this in another thread and decided to put it here too. My puppet cities are building military buildings again (barracks, armoury, military academy). I didn't get far enough to see if they would build arsenals as well.
    I want them to stop, it's silly. This has to be a bug, I can't imagine anyone bringing this back deliberately.

  30. #30
    I hope they would build defensive building (Arsenals). Unless, of course, you don't mind letting them be recaptured. Arsenals don't affect building units. They, like walls, castles, and military bases, increase the defensive capabilities of cities. With the right social policies, they even provide happiness.

  31. #31
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    not played in a while but was playing a game today and for some unknown reason it went oos and reloaded with a differant game and map wont be playing it again anytime soon just wanted to see if it was improved since last christmas ai as granted but the random ooos are still here and oh nm

  32. #32
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    I just switched over to the DirectX 9 executable even though I have DirectX 11 hardware. I noticed that under the Video Options there is still a tessellation option in that executable. Does it even do anything? That function just doesn't exist in DirectX 9 right?

  33. #33
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    Perhaps it uses software tessellation in that case.

  34. #34
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    Errors in Nvidia 3d vision in leader scenes. Some leaders ae ok, such as the arabs, but DLC leaders really hurt to look at. Its impossible to focus on them. Alexanders background flickers to some gold studded background I've not seen befoore, Sulimans hat flickers, catherines lace flickers... Thats all I can think of atm. There is one problem or another with most of the leaders though. Tested with altest nvidia drivers.

  35. Im getting things like when i declare war on AI they are able to make peace without me even agreeing to it, and via verser when they attack me, take my city and then declare peace ( without my approval ) and im stuck in limbo until the treaty is over. Also i seem to be denouncing left right and centre without my doing. It even denounced my allies?? all that hard work....

    Edit: 3/4 the way through taking a massively strategic enemy city and he declares peace, without me agreeing to it!? i didnt even know apart from all my units were dejected from his territory.
    Last edited by | FlannelShirt |; 08-21-2011 at 03:02 AM.

  36. #36
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    The Civilopedia entry on the Lighthouse says "+1 Food for Ocean Tiles", while the effect also applies to Coast Tiles. Probably should be changed to "+1 Food for Sea Tiles", or "+1 Food for Coast and Ocean Tiles".
    Last edited by King of Spades; 08-21-2011 at 03:09 AM. Reason: Spell check

  37. I found this a little confusing as well. However, the Civilopedia entry for coast tiles reads
    Coast hexes are the ocean hexes directly adjacent to land.
    so they're apparently special ocean tiles which makes the Lighthouse's description correct as-is (confusing, but correct ).

  38. #38
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    MP bug -

    If you sent a trade request to one player, you can't open diplomacy with anyone else. (even if they send it to you)

    2ndly to that:

    If you send a trade request to someone, and then they declare on you, it doesn't cancel the request. (thereby making the previous one even worse for being there)

    oh, and lag is still a major factor in MP, even with no AIs. (button races = who can press the button the most in the 1-2 seconds it takes the game to decide to do what you told it to do)

  39. #39
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    Quote Originally Posted by King of Spades View Post
    The Civilopedia entry on the Lighthouse says "+1 Food for Ocean Tiles", while the effect also applies to Coast Tiles. Probably should be changed to "+1 Food for Sea Tiles", or "+1 Food for Coast and Ocean Tiles".
    I noticed this too. It even applies to lakes. It should actually read "+1 food from water tiles."

  40. #40
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    Not sure if this is intended: A city built directly on top of Marble gains the wonder production bonus even if you haven't researched Masonry.

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