Page 10 of 11 FirstFirst ... 891011 LastLast
Results 361 to 400 of 421

Thread: Bug reports

  1. #361
    Join Date
    Oct 2010
    Location
    Glorgville
    Posts
    1,530
    Quote Originally Posted by jflb96 View Post
    Can there be some way to build roads without having to rush Military Engineering and mass-spawn Military Engineers or gutting your economy by devoting all your traders to infrastructure rather than, you know, trading There's currently no way to build a proper road network rather than just an asterisk of roads radiating out from your capital - without devoting several cities and turns to MilEngs - and I'm just fed up with the chain of 'I need more roads, so I need more traders, so I need more Commercial Hubs, so I need more cities, so I need more roads...' I'm here to stand the test of time, not sing about the hole in my bucket.

    What I'd like is for those clever chaps over at Districts and Wonders to teach the secrets of road-building to the common-or-garden Builders, so that every farm, mine, lumber camp etc. includes a road. This would make sense from the 'trade means people movement means roads' theme that lead to the caravans making roads, as I'm pretty sure that most of what's farmed and mined and chopped down will end up at the nearest city. It'd also add more incentive to continuing to make Builders once your city is at 'eh, it'll do.'
    I agree to an extent. I'm fine with roads being built by traders initially, although it is a clumsy mechanism, and I'm ok with engineers building them after. The major problem is that you have to build an armory to build them and that they use "charges" to build road segments.

    I rarely build armories so I never build engineers. They should make engineers able to be built with the technology discovery and make road building not use any charges. I would be satisfied by that. A better case scenario is just to let workers build roads (that doesn't use a charge) after you discover the engineering technology and then you don't have to build another unit to do one thing.
    Needless clutter and makes for poor gameplay. Yes, it may be more realistic but realism does not equal fun all the time.

  2. #362
    Join Date
    Jul 2011
    Location
    Vegas, baby!
    Posts
    1,369
    Quote Originally Posted by jflb96 View Post
    Can there be some way to build roads without having to rush Military Engineering and mass-spawn Military Engineers or gutting your economy by devoting all your traders to infrastructure rather than, you know, trading There's currently no way to build a proper road network rather than just an asterisk of roads radiating out from your capital - without devoting several cities and turns to MilEngs - and I'm just fed up with the chain of 'I need more roads, so I need more traders, so I need more Commercial Hubs, so I need more cities, so I need more roads...' I'm here to stand the test of time, not sing about the hole in my bucket.

    What I'd like is for those clever chaps over at Districts and Wonders to teach the secrets of road-building to the common-or-garden Builders, so that every farm, mine, lumber camp etc. includes a road. This would make sense from the 'trade means people movement means roads' theme that lead to the caravans making roads, as I'm pretty sure that most of what's farmed and mined and chopped down will end up at the nearest city. It'd also add more incentive to continuing to make Builders once your city is at 'eh, it'll do.'
    Quote Originally Posted by Jazzterisk View Post
    I agree to an extent. I'm fine with roads being built by traders initially, although it is a clumsy mechanism, and I'm ok with engineers building them after. The major problem is that you have to build an armory to build them and that they use "charges" to build road segments.

    I rarely build armories so I never build engineers. They should make engineers able to be built with the technology discovery and make road building not use any charges. I would be satisfied by that. A better case scenario is just to let workers build roads (that doesn't use a charge) after you discover the engineering technology and then you don't have to build another unit to do one thing.
    Needless clutter and makes for poor gameplay. Yes, it may be more realistic but realism does not equal fun all the time.
    While I certainly hate the current method of establishing roads and definitely wouldn't object to Builders being employed again. I've previously advocated for the Trading Post being a City Center building you actually have to build which automatically establishes a road between other cities with Trading Posts within X number of hexes (9?) and employing the same mechanic with Forts, which then allows you to use a Fort within X hexes of a city to establish roads between cities further away than X. This would apply to cities with a Trading Post foreign and domestic.

    So instead of the Trading Posts magically appearing once you've established roads between two cities, it's the road that magically appears between two cities once you've built two trading posts - this would make for much cleaner maps too, as far as road layout goes.
    "Don't try to out weird me, three eyes. I get stranger things than you free with my breakfast cereal." ~ Z. Beeblebrox

  3. #363
    Join Date
    Nov 2016
    Posts
    8

    Exclamation ultimate bug/feature list v2

    This is an updated list of problems as of 09.04.2017.
    Some items might be fixed, as I haven't tested them all. Please let me know, so I can update this entries.
    While playing 388h I encountered lots of problems / bugs where some are really annoying and should be fixed with the next patch.
    I am using an unmodded game on Windows 10 x64, DX12 build with latest NVIDIA drivers.
    I play the german translation so there might be some differences to the english version especially on civilopedia.

    The most important improvements for the next patches should be AI and UI as they cause the biggest problems.

    Here's my personal list, which also shows examples where the civilopedia fails and how to improve.

    Code:
    still problematic, but listed as fixed in spring update patch notes:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    -	AI also doesn't seem to repair districts - Yes, AI is reparing their districts now, but only the important ones. After hundreds of turns
    	AI enemy repaired their industry district, but science and faith district was still burning, so further improvement required here
    -	last produced unit building is displayed correct now in some cases, but still not working if you repair districts or repair buildings
    	in a district it displays the repaired item the repair before the actual one was finished (tested with spring patch)
    
    AI:
    ~~~
    
    -	I declared war on AI player 1 who was in alliance with another AI player 2. AI player 2 did not declare war to me - Ouch.
    -	city states have big problems with amenities in late game - and there are lots of barbarian spamming inside their borders.
    	It would be better if ameneties would also be shared with city states you are suzerain of, or city states build
    	district witch stadions for ameneties (tested with spring patch)
    -	AI is not defending their cities against bombers with AA (tested with spring patch)
    -	city states you are suzerain of are useless if you are at war with someone, because they never send troops to attack other cities and units.
    -	pathfinding of own units: If you order a unit by go to, it sometimes takes more turns than manually leading it to the destination, bceause roads are not correctly included for pathfinding.
    -	only me and one AI enemy where left in game, the rest where destroyed. With a spy I sabotaged an enemy industry district. Despite my spy was not detected, AI was not smart enough to check "Hey there is only one left who could be made responsible ..."
    -	barbarian don't/can't capture cities. The city is at 0 health and the barbarian is attacking the city the city is not captured, but the barbarian lost health. Tested several times. Doesn't make sense, because now you don't have to worry about barbarians in early game and you can just explore the map without wasting time on them.
    -	AI doesn't repair city walls, even 100 turns later the city wall was still damaged and not repaired.
    -	Sometimes in late game you see great admirals or great generals from civs from an ancient era - it seems AI doesn't know they
    	aren't useful anymore and so it doesn't activate them
    -	city states in late game are unable to manage a big sized military and upgrade units. It is way better now in early and mid game
    	but late game they can't keep up with other civs and are way far behind them. (tested with spring patch)
    -	enemy rocket artillery in encampment doesn't attack my military units during war
    -	enemy civ doesn't build mobile anti air to protect cities or attack my jet fighters which are on patrol on enemy territory
    -	AI (including barbarians) moves units rather on wonder tiles instead of pilaging districts or city tiles, I think they try to pilage this
    	field but are unable to complete th task, because it's impossible (tested with spring patch)
    -	during war: enemy submarine was busy pilaging my coastal tiles instead of attacking my ships next to it, my weaker units had no problems killing
    	the submarine, if the enemy would have attacked my ships it would have sunk with 1 attack or would have been severly damaged,
    	AI decisions should be smarter in that case to attack my ship, in the end I could destroy the submarine without getting harmed (tested with spring patch)
    -	great people from AI don't use "transfer to other city" ability which are great people exclusive, i often noticed AI sending them
    	over the whole map for many turns
    -	movement AI is not aware of fallout, it sent a damaged submarine on a coastal field with fallout, at the end of turn it died.
    	There had been other options to walk around the fallout to prevent losing the submarine. The enemy civ destroyed the submarine by
    	himself with this action!
    -	enemy civ had a jet fighter station in one of their cities, but it didn't protect againts my bombers - there was no challenge to bombard
    	the city, happened on king difficulty level (5)
    -	AI is building air units in general, but doesn't seem to use them properly, eg. during war I never got attacked by their bombers
    
    
    UI:
    ~~~
    
    -	renaming / deleting map pins doesn't work as intended, when you delete a pin and change a pin afterwards the wrong pin is changed. 
    	Already posted by several other players since day one. (tested with spring update)
    -	reports: when you open reports for an city overview to check what is currently built in each city, you notice display
    	problems at progress bar (black overlapping bars) on citys which have plundered districts (tested with spring patch)
    -	renaming units is possible only once. If you misspell, you have no chance to correct.
    - 	shipwreck and antiquity site was displayed as strategic ressource in reports. It is displayed in reports screen from which city it came from noticed in spiring patch.
    	This happens if shipwreck or antiquity site spawn on a wonder you have built. You can now detect where it is, but after a archaeologist was there it is still displayed
    	as strategic ressource, but ressource report screen is bugging now and tells you it is coming from a game bonus (tested with spring patch)
    -	an enemy Civ plundered a district of a city state I was suzerain with a submarine. 
    	I was at war with the enemy civ. The news ticker always displayed the plundered info, but displayed what was plundered the round before.
    -	reports: There is no asc/desc sorting possibility for city name, current production (type + round time until completed),
    	production / food /gold /faith / science / culture / tourism income
    -	we need a possibility to change hotkeys for scrolling (w, a, s, d)
    -	counter espionage always needs two clicks on the same button (tested with spring update)
    -	attack button for cities always needs 2 clicks (tested with spring update)
    -	tooltips for city production view always block the available entries, because there is no configurable delay as for hex field tooltips
    	we need to configure the delay of tooltips and transparency effects (tested with spring patch)
    -	prevailing religion of your religion is not displayed when there are "0" followers of another religion.
    	There is no info about that in civilopedia. (tested with spring patch)
    -	there is no info alert when your city or camp can attack enemy units of civs you are at war with or barbarians
    	really needed if you have lots of cities in late game (tested with spring patch)
    -	fortified units in a city overlap the "itsy bitsy tiny mini" attack button (tested with spring patch)
    -	there is a similar gui problem if you escort a settler with fighting and support unit in a group of three
    -	Heureka text for nuclear program is cut off in german translation
    -	when placing an industry district you can't purchase tiles, as with every other district
    -	wrong german translation for spy counter-missions:
    	beschützt "den Industriegebiet", "den Handelszentrum", "den Stadtzentrum", ...
    	It's only correct for "den Unterhaltungskomplex" the other entries need a "das" instead of "den". A native speaking german dev needs to correct this.
    -	fortify until healed button of religions units should be only clickable when placed on a holy district,
    	else the unit is fortified forever and not healing as expected
    -	you have a unit with 3 movement points - you move it 1 tile and discover a natural wonder - animation displayed - when you close
    	the animation the ui cycles you to the next unit despite it still has points available and auto cycling is turned off
    -	hex field tooltips: there is no clarification how +5 food is achieved; example: (+3 base, +1 technologies, +1 farm next to this field)
    -	a new goverment is available - you get an information as for science in the lower right to choose a gov,
    	a click on it and you get redirected to gov screen, you choose not to change gov, because you are happy with the current and close
    	gov screen, the lower left still displays the change gov image, but when you click on it again you get cycled to the next unit with
    	movement points
    -	hovering the city name itself displays hex field tooltips, expected bahaviour:
    	display info about production, faith, gold, food, culture, science, tourism, amenities, housing,
    	religious followers of each religion, ... (tested with spring patch)
    -	if you attack and destroy an enemy unit via city bombardement the game displays
    	"“%STADTNAME% hat %EINHEITEN_NAME% bombardiert! (0 Schaden)" in german translation. Expected behaviour:
    	"%STADTNAME% hat %EINHEUTEN_NAME% zerstört!" => It should be clear you have destroyed it not something about 0 damage ...
    -	a lense for archaeology is required that highlight's shipwrecks and antiquity site. Atm it is very hard to spot them.
    -	future technology - please give us a "don't show again" checkbox as it's annoying to select each 3 turn the same future technology
    	to research. That's simply not fun and very annoying.
    -	settler lense and selection a settler is not consitence. It regularly happens that the lense highlights an area in red,
    	while when clicking on the settler the same field is green. Example a field 4 fields away of the next city is displayed green
    	with a settler (correct) and red with the settler lense (false).
    -	sleeping units aren't awakened by barbarian or enemy scouts.
    -	city view to work specific tiles:
    	sometimes you have to check tiles for cities, if there is a trade button,
    	even there is no other city available to work on these tiles. Noticed when capturing enemy cities. (tested with spring patch)
    -	while placing an aqueduct, there is no comfortable indication how much housing bonus you get as with placing a neigborhood (tested with spring patch)
    -	there is no option to force unit promotions before end of turn as in CIV V in game setup
    -	STRG+C + STRG+V with pins freezes game: place a new pin - enter the name - double click on the name, STRG+C, 
    	press OK to place the pin, place a new pin, STRG+V => game freezes - you have to logoff your computer to be able to stop Civ,
    	tested 3 times in a row. Every time you restart Civ I got a message telling you there is no connection to 2K in the main menu
    	and the my2K flag is not ticked.
    -	civilopedia: search for "u-boot" and you get no results, search for "boot" and the autocomplete list shows "u-boot"
    	maybe lot's of other cases, german translation used (tested with spring patch)
    -	There are situations where reparing your walls is not available when they are damaged, even if your city hasn't been attacked
    	since 3 turns. It seems to be related if you are suzerain of valetta. And in this case the production list of that city
    	glitches, it offers to build eg. walls from dark age but tells me it needs city walls, despite city walls do exist in that city
    	The purchase with faith screen for that city in that case also glitches the same way.
    	(tested with spring patch)
    -	There is no information if a military unit dies caused by nuclear fallout, because you didn't manage to get it out of the zone.
    	You only hear the sound effect of a killed unit, but no info which unit has died.
    - 	Sometimes you can't dismiss the popup informations on the lower right at the beginning of every turn with right click.
    	As a workaround you have to click on other things and retry it several times. (tested with spring patch)
    -	If a enemy civ is defeated you will get a popup at the lower right for more informations. All popups in the game can be left clicked
    	and the game screen scrolls to the place where it happened. This popup is dismissed by left click. If you left click on it in a hurry
    	you will miss that information. On huge maps with the maximum amount of civs you have to check all and compare you has passed away.
    	So this popup needs to be consistent - dismiss only with right click. (tested with spring patch)
    -	trade route screen - there is no possibility for sorting alphabetically, to check if a city already has a trade route or not (feature)
    -	trade/spy unit: There is no last route information when you have to reassign a trade route. For a spy you need the information
    	for counter espionage. (feature)
    -	trade/spy unit:	There is no possibility to automatically reestablish the same trade route. For a spy you need this 
    	for counter espionage. (feature)
    -	If you have lots of pinpoints, there is no way of scrolling the list. Sometimes you want to plan for later. Eg.
    	"That is the field next to cows I want to build that wonder." Atm you can't plan, because of this and map pins
    	are completely bugged (see other problems here). It would be a very very nice feature that helps to plan, but atm it's nearly
    	unusable.
    -	repairing a district of builds: The production list tells you it is "produced" and not "repaired". There are situations
    	where you need to check how long it takes until city A has repaired that district, but you don't get a matching repair icon
    	for that district / building. Needed for lots of cities and mid to late game. (feature)
    -	when you repaired a building the last produced screen tells you "<building_name> produced" and not "<building name> repaired".
    	this is misleading. (tested with spring patch)
    -	in the city details view for districts you get all districts with buildings and wonders listed. You can right click on
    	buildings and districts to open the corresponding civilopedia article. Doesn't work for wonders. Needed when you conquer
    	a city with wonders and check all districts and instantly want to know what each wonder has to offer.
    -	localisation: The city details screen tells you	 "-10 Prozent Nicht-Nahrungs-Erträge" or "+10% Nicht-Nahrungs-Erträge"
    	this is really bad translated, the player gets what is meant, but that's not a smart german translation because negation
    	and non negation is mixed and it's harder to understand.
    	Better would be "10 Prozent Bonus", "10 Prozent Malus".
    -	build a city on an antiquity site - you won't get a warning telling you, that it will be replaced and you can't capture it later
    	anymore with an archaeologist - it should be the same warning when placing districts on bonus ressources
    -	the great works screens needs a possibility to filter for archaeological museum, wonder, art museum. This is required
    	to better move artefacts to get the theme bonus.
    -	great works screen: have at least an archaeological museum in 3 cities. museum A and B is full of artefacts, museum C is not full.
    	now move an artefact from museum A to B. Despite both are full you will get the warning that the museum hast to be fully.
    	At least it does work, but the warning is wrong in that case.
    -	take control of the city-state's military - the button is not greyed out afterwards.
    	Workaround: leave city state screen and enter it again.
    -	if an artefact is from barbarians the great works screen displays "Erschaffen von" and the name Barbarians is missing.
    	it does work for every civ and city-states but it's inconsistent with barbarians
    -	exploit: hover a enemy tile with fog of war displays tooltip of which unit is located there (tested with spring patch)
    -	trade unit info screen:	sometimes, the trade unit info screen glitches and isn't displayed correctly, texts overlap, and it's impossible
    	to read informations, at a later time clicking again on a trade unit, the information is displayed correctly again
    -	aerodrome display bug: if there are 0/12 places available the number 12 is overlapped from the plane icon on any zoom level
    	@2160p with 200% scaling enabled, happens if the number of available places > 9
    -	religion screen: a filter for cities without a dominant religion is required, to see where to send apostles/inquisitors to
    -	a lense for military engineers is need, so it's easier to check where roads are missing, the strategic view is used therefore atm,
    	but it's very hard to spot some roads and if they are all the latest era
    
    
    
    general / gameplay / graphics / sound:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    -	I reached the max. experience level and promitions for some units. But the game keeps gathering experience for this unit until I
    	got again the popup for a new available promotion. But in fact there was no promition left for this unit.
    -	I captured a city with the wonder Potala Palast and another city with wonder Alhambra but I didn't get the additional politics
    	card slot (tested with spring patch)
    -	an enemy spy stole a great work. I checked the cultural districts of enemy citys until I found the city which had the stolen great work.
    	I captured this city, but the great work didn't reappear in the great works overview. It was lost forever, and belonged to nobody.
    -	enemy submarine was visible on a coastal hex field but without the upper shild to see from which civ. Intended behaviour - Idk,
    	because there is no word in civilopedia (tested with spring patch)
    -	during a round i made a peace treaty with an enemy civ. BUT: Directly afterwards I could bombard with rocket artillery and bombers
    	enemy units in their territory without any punishment!
    -	It is possible to use nuclear weapons during a peace treaty on the territory of the enemy civ without punishment - game breaking bug.
    -	victory end screen: There is no cartographic time based world view summary where you can have a look at the most
    	important actions that happened (city founded at 4000 BC, captured at 1350, religion founded, wheel invented, civilization
    	destroyed, civ changed gov, ...), really lacking feature
    	(tested with spring update)
    -	loosing the tutorial is impossible and glitches out - If all your cities get captured the game auto ends turn in a loop and you
    	won't get a lost screen. After some time the game was in 4500 AD and the game was still running ...
    -	terracotty army: a unit attacks an enemy and in that turn it get's promoted. End of turn. terracotty army wonder is finished.
    	All your units get a promition but the one unit looses his additional promotion. The game is not smart enough so you could choose
    	2 promotions now, even not at the next turn - promotion is lost forever.
    -	civilopedia: open borders with another civ. Units are in the territory of the other civ. Now you declare war on the enemy.
    	Your units are now teleported back inside your borders, seems to be OK but civilopedia doesn't mention this
    -	production queues are missing (feature)
    -	there is no casus belli for espionage (feature)
    -	there is no promotion system for missionars and inquisitors for fighting against other religious units
    	apostels also gain no experience for winning fights, they only get promotions with bonus of wonders (feature)
    -	civilopedia: it is possible to build the colosseum in the information age but civilopedia says it is removed when reaching
    	informationg age. Is the german translation wrong. Are just bonuses removed, or does it mean if you start a new game in the
    	information age it is not available at all to build? Please correct civilopedia or is it even a bug?
    -	civiliopedia: I got a quest from a city state to build a harbor. I didn't build the harbor, but I captured a city with a harbor from an
    	enemy and suddenly the quest was finished. Is this intended? information missing in civilopedia.
    -	great persons: If you capture all cities of an enemy civ all their great persons disappear. It would be better if you could
    	catch them before. Atm They disappear unused from game - what a waste from the AI.
    -	recrute at least 2 great persons in the same turn. One of the persons have to be Charles Correa and both have to spawn
    	in the same city. Select Charles Correa - activation is not possible - move him away from the city and back to the
    	city center - activation is only possible after he is back in the city center. Seems to be bugged when 2 great persons are on the
    	same tile. (tested with spring patch)
    -	you can attack barbarian camps with bombers which has no enemies on it, which has no affect at all
    	This shouldn't be possible either don't mark an emtpy barbarian camp as destination for bombers or destroy it,
    	atm inconsistent (tested with spring patch)
    -	civilopedia: great people will die in fallout zone too - not mentioned in civilopedia (german)
    -	gameplay: great people instantly dies in fallout zone, instead of getting a 50 hitpoint reduction the same way as
    	a build or military unit gets, not consistent
    -	civilopedia (german): There are no infos regarding gemplay mechanics for healing/repairing units, fallout.
    	The search terms for "heilen", "reparieren", "ausruhen" won't find anything.
    -	civilopedia: There is no optional fulltext search, that would be nice to have a checkbox to perform a fulltext search
    	through all civilopedia articles. Atm it follows the principles of "trial an error" and is sometimes very frustrating
    	and annoying (feature)
    -	in late game every 3 turns you have to select future tech and future civ. This needs rebalancing eg. future tech/civ always
    	needs a bit more science/culture points than the last time or any better algorithm.
    -	sound effects eg. of units are sometimes played in a recurring loop and it only ends at the end of turn, every annoying
    	(tested with spring patch)
    -	missing animation: builder repairs a road in a district
    -	contamination isn't rendered sometimes in the line of sight of a builder, but it's still there
    -	order a unit to go to a destination were it needs several turns. A turn later, click on that unit.
    	There is no indication where that unit is going to. Required on huge maps with lots of units. (feature)
    -	you get no popup that your controlled city-state units contract will be transferred back to the city-state and there is no
    	possibility to extend - this makes no sense if the city-state is far away from the war, but you are in need of reinforcements
    -	fighting animations are often not correctly animated/rendered - you see the bomber flying, hear the bombs dropping and exploding
    	but you don't see an explosion. There are several similar situations with other units (battleships, tanks, ...) (tested with spring patch)
    -	(balance) by fallout contaminated coastal and ocean tiles don't reduce movement points. roads are destroyed on land tiles so it might tick 2 turns
    	to capture a city after a nuke attack so it's harder for land units and good. If it's a coastal city, it's very very easy to capture
    	it with ships, so maybe needs a balance tweak?
    -	end game statistics screen - there is a statistic for number of founded religions. This is misleading, 
    	as a civ can only found 1 religion. Better would be a boolean style to display or a non misleading text. I'm pretty sure this happens
    	with every translation
    -	submarine attacks units on land tiles with torpedos (tested with spring patch)
    -	possible exploit - it is possible to promote units after movement -  the other way round doesn't work so it's not consistent
    	you can flee and promote the unit the same turn, there is no word on this in civilopedia.
    -	if all great people are recruited, all policy cards for adding great people points per turn should be obsolete and removed
    	from game, this reduces the mass of policy cards at late game and makes it easier to select the best ones 
    -	missing animation: 2 apostles on ocean / coastal tiles can attack each other, but no animation is rendered
    -	there are no politic cards for military engineers to get more build actions as for builders, making this feature an annoying
    	mass spam (feature)
    -	civilopedia: There is no explanation for the situation when you can't buy walls in a city - trial and error atm
    -	apostels still run out of promotions
    -	graphics bug: from time to time you notice strange light effects over the whole map caused by lighthouse, or sundown effects,
    	happens since day one (tested with spring patch)
    -	in late game capturing enemy cities it happens sometimes, that all tile improvements of a city disappear, the districts
    	where still there and working
    -	exploit: you can demand infinitely gold, luxury and strategic ressources from a civ in their leader screen the same turn
    -	I captured a enemy city with a aerodrom with 12 maximum available spaces. After I captured it, the aerodrome capacity dropped
    	to 8. The great people bonus for the district was lost forever.
    -	please give us a auto-build button for military engineers in the own territory
    
    
    fixed (might not be explicitly mentioned in patch notes):
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~	
    
    -	citys with plundered districts sometimes display negative production values in city production list
    -	great works dialog in german translation: year is missing at the text "Erschaffen im Jahr"
    -	working as intended: enemy religious units can enter your borders without open borders but the player
    	can't enter enemy borders with inquisitors. apostel and missionars can pass enemy borders.
    -	world tracker is reopened every end of turn

  4. #364
    Join Date
    Jul 2010
    Location
    The Netherlands
    Posts
    5,201
    Please use this thread from now on to report bugs. Suggestions can go in their own thread (similar suggestions/discussions will still be merged together as has always been the case). Please make sure that your suggestion thread is not about suggesting to fix a bug but about an actual new addition/change to the game. It should also contain thoughts to provide a basis for discussion. Just a thread with "add congress" will quickly be locked.

    Bugs should be reported in the following format, that way they can be actually useful to the dev team:
    Description of occurrence:
    <give a detailed description of when and where in your game the bug occurred. This includes any actions taken prior to the occurrence or steps to reproduce the bug. Screenshots are welcomed to explain what happened.>
    Link to save file:
    <Please upload a save file (on for example onedrive, google drive, dropbox, etc.) prior to the occurrence of the bug and provide steps to reproduce in your description. Paste the link to the save file here.>
    Mods in use:
    <If your save file or game where the bug occurred has any mods in use, please list them here. It doesn't matter if you think the bug is relevant for the bug or not, just list all the mods that are in use in your game.>
    “If you are involved in a game, everything ends up being a set of trade-offs. Anything in a game is a sacrifice of things not in the game.” --Gabe Newell

    Playing Firaxis games and helping out in the Official 2K Forums!
    My Blog: donald23.nl
    Steam profile: donald23

  5. #365
    Join Date
    Apr 2017
    Posts
    1
    Non-clickable on a certain dual monitor configuration

    Description of occurrence:
    The in-game screen doesn't respond to the mouse cursor when the window is located at the second display on the left of the primary display. Is this the matter of negative mouse position?

    Link to save file:
    Check this video for understanding the situation: https://drive.google.com/file/d/0B-Z...ew?usp=sharing

    Mods in use:
    No mods at all.

  6. #366
    Join Date
    May 2017
    Posts
    9
    Impossible to repair Civil Defenses

    Description of occurrence:
    Damaged walls can be repaired by completing the "Repair Outer Defenses" project. However, after researching the Civil Engineering civic, walls are obsoleted and instead all cities get Urban Defenses. There is no project to repair Urban Defenses. A city that sustains outer defense damage after Civil Engineering will retain that damage for the rest of the game, unless it's captured (in which case its outer defenses are immediately brought to full strength). Cities acquired in trade deals retain any outer defense damage they received beforehand.

    Save file:
    https://www.dropbox.com/s/m1msau0lzr....Civ6Save?dl=0
    There are a couple of cities I got from the Japanese as part of a peace deal that still have outer defense damage. Click into the production panel and you will not find a project to repair the defenses. You will notice that none of the cities I captured from the Aztecs (or the Japanese, for that matter) have outer defense damage, despite the fact that I had to reduce their defenses to 0 to capture them.

    Mods:
    No third-party mods. Spring update.

  7. #367
    Join Date
    May 2017
    Posts
    1
    I have had CTD in AI turn late game and had some correspondence with 2K support. Fortunately it happened just in the very first game after i bought the game so i got refunded. But maybe it is of value for other players and/or the dev team so the 2K support asked me to share my experience here. As the correspondence was in german i will try to summarize in english:

    At first, 2K support is very reactive, even on sundays and holidays.

    The bug happens after a specific turn numer and always at the same time. At that time my own portrait was hanging down like it was my turn beginning but i still couldnt do anything. So it seems the bug has nothing to do with AI civs and therefore the standard workaround by declaring war to AI civ did not work.
    2K support did test my savegame and it crashed also for them at the same spot.
    Maybe it was the barbarians' turn or is there something happening after everyone's turn which makes the game crash.
    It is an issue for several players, you can find it on google.

  8. #368

    Some fixes needed, starting with Religion

    (There are a few listed below (sectioned off by bold type))

    RELIGION NEEDS IMPROVEMENT

    1. Player establishes Holy City and Site
    2. Player established Specific Religion
    3. Player, not NPC, should control Missionaries religion when generated

    After taking the trouble to establish the first two above (when you could do other things, the effort should not be wasted crossing the finish line on the third.

    When you establish a holy city for a religion, I doubt many players are going to waste that many turns just for a throwaway.
    Also, when you view the popup description of a missionary, in the build screen for it, IT SHOULD TELL YOU WHAT RELIGION IS BEING CONSTRUCTED, or at least be given the option to choose which one to have them spread.

    Also,
    - if you are going to have Missionaries be State, as well as Church, Agents, then their presence is announced just like barbarians, and they can't cross borders if unfriendly relations exist.
    - Holy cities can be influenced by opposing missionaries, but not to majority status. To have majority status, they have to be conquered. (IRL, Justinian and Queen Isabella promoted religions from within, not without)

    BORDERS ARE NOT SWISS CHEESE

    In a given area, if Empire 1 has a sea to sea border, then Empire 2 can not send settlers/units across it without permission. This is a rule that existed in earlier Civ versions, so it only has to be enforced, not reintroduced.

    PERSONALITY SETTINGS FOR NPC OPPONENTS (Suggestion)

    Want to handicap an opponent, now you can.
    In Master of Orion (not exactly an unpopular series of its own), you could scramble the personality of NPC opponents with a cheat key.

    Near the top of my wishlist for both Civ6 and Beyond Earth is a Hydro-Agoraphobic with slippery fingers. This is a NPC who starts on a single "square" island, and only builds with the basics. Can mass produce influence to add mainland territory, but will never significantly occupy it. Like a 'lite Phoenician'...
    Last edited by CAPITALISTIC; 05-07-2017 at 11:33 AM. Reason: typo

  9. #369
    Join Date
    Jul 2010
    Location
    The Netherlands
    Posts
    5,201
    Might I suggest you start an actual thread for your suggestions? Because those are not bugs and as such do not belong in this thread.
    “If you are involved in a game, everything ends up being a set of trade-offs. Anything in a game is a sacrifice of things not in the game.” --Gabe Newell

    Playing Firaxis games and helping out in the Official 2K Forums!
    My Blog: donald23.nl
    Steam profile: donald23

  10. #370
    Join Date
    May 2017
    Posts
    1
    Run into an interesting issue on start up. My system runs 2 monitors, and the main game monitor turns to snow about 1 time in 3 when starting Civ 6.
    https://drive.google.com/file/d/0B3R...ew?usp=sharing
    As you catch a little of the second monitor on the right is still fine...

    I was recently forced up to the windows creative, updated all drivers, and have only been playing Civ 6 for about a week...
    I tried reinstalling, Tried verifying files. It just keeps happening about every third or fourth time I start the game.

    DX Diag text link... Cause, Well , its got all the crap. =)https://drive.google.com/file/d/0B3R...ew?usp=sharing

  11. #371
    Unit combat and movement sound lost after expansion over horizontal map edge

    The screen side-scrolls quickly, and then unit sounds are not heard.

    https://drive.google.com/open?id=0B-...Wl3bTJlSUZrak0

    In this file, you have just gained an envoy from Naval Tradition. Pull down the city-state list, add the envoy to Valletta. Then, cycle through the units, noting that movement sounds are missing, and combat sounds from the archer and warrior are silent.

    Most recent update (Spring 2017), PC, no mods.
    Last edited by William Allen Simpson; 05-30-2017 at 04:50 AM. Reason: no mods in use

  12. #372
    Issues and suggestion
    - Tile information window show over pop up expanded text
    - City attack requires you to be centered on city and icons (unit, city bar, resource, etc) interferes with target tile selection
    - Unit auto lens persist after unit used. Particularly disruptive with religion lens

  13. #373
    Join Date
    Jun 2017
    Posts
    1
    AI Civs spawn too close! Even selecting a HUGE map with only one other civ, i encounter that civ within 30 turns. I just want to sandbox for a while before encountering any of these jerks.

  14. #374
    Hi,

    Could you please fix this blue graphics glitch bug in the Linux port? Seems to have happened since the last update.

    Description of occurrence:
    Blue graphic glitches constantly during the game, both in game and menus.

    Link to save file:
    Check this reddit thread for picture: https://www.reddit.com/r/civ/comment...h_please_help/

    Mods in use:
    No mods at all.

    Cheers.

  15. #375
    Quote Originally Posted by Ogdar View Post
    AI Civs spawn too close! Even selecting a HUGE map with only one other civ, i encounter that civ within 30 turns. I just want to sandbox for a while before encountering any of these jerks.
    Completely agree. I am currently playing a game on a huge map with 11 AI Civs and they all start close to me with other continents completely empty of City States and Civs.

  16. #376
    Hi,

    I already reported this bug at following thread:
    https://forums.2k.com/showthread.php...n-attack-them-!

    Here is screenshot:
    https://www.screencast.com/t/9kdlkPGUgp

    Egypt is ally and I am able to attack their city.

    Save file can be downloaded from following location. You just need to load game and then you will see infantry unit next to Egypt city. You are able to attack Egypt even when they are ally. After attack we are still allies. Obviously a bug.

    https://1drv.ms/u/s!Ahyb2qZW1UPggQSc8yKCMv4BjObb

  17. #377
    Join Date
    Jun 2017
    Posts
    2
    Hi, my copy of Civ 6 will not load at all. Was working fine 3 weeks ago now it crashes as soon as it starts running. Tried uninstalling it and redownloading still no luck. This is a Steam copy, have tried verifying the files that didn't work either.
    Any ideas? running

    windows 10 64 bit
    Ryzen 1700x
    EVGA Ge force gtx 1080 super clocked
    16gb Ram

  18. #378
    Join Date
    Jun 2017
    Posts
    2
    Quote Originally Posted by Medic View Post
    Hi, my copy of Civ 6 will not load at all. Was working fine 3 weeks ago now it crashes as soon as it starts running. Tried uninstalling it and redownloading still no luck. This is a Steam copy, have tried verifying the files that didn't work either.
    Any ideas? running

    windows 10 64 bit
    Ryzen 1700x
    EVGA Ge force gtx 1080 super clocked
    16gb Ram
    OK, anyone having this problem if you uninstall Ge Force Experience software from Nvidia it will run after that.

  19. #379
    Join Date
    Jul 2010
    Location
    The Netherlands
    Posts
    5,201
    Quote Originally Posted by Medic View Post
    OK, anyone having this problem if you uninstall Ge Force Experience software from Nvidia it will run after that.
    Today an update for GFE and NVidia drivers was released. Might be worth trying to update/install that and see if Civ6 keeps working.
    “If you are involved in a game, everything ends up being a set of trade-offs. Anything in a game is a sacrifice of things not in the game.” --Gabe Newell

    Playing Firaxis games and helping out in the Official 2K Forums!
    My Blog: donald23.nl
    Steam profile: donald23

  20. #380

    Thumbs down Reliable crash at turn 442 when AI playing

    Crash when AI playing at turn 442. This crash happens 100% of the time - hit next turn and crash always happens.
    Tried restarting machine, reinstalling DirectX, shutting down all other apps, making game full screen / borderless window / windowed, no success. Game is NOT running out of RAM (using 1.7G at time of crash).
    Tried making peace with AI player (Persia) to avoid crash, no change - crash still happens as Persia becomes the active player.
    On this game alone with Egypt, I got stuck twice at different points. The only "fix" seems to be to go back in time and try different actions.

    Save available at:
    https://drive.google.com/file/d/0Bz5...ew?usp=sharing

    MODs:
    DLC: Australia Civilization Pack
    DLC: Aztec Civilization Pack
    DLC: Persia and Macedon Civilization Pack
    DLC: Poland Civilization Pack
    DLC: Vikings Content

  21. #381
    BUG: The game freezes every time I exit to Windows from within a game. Running top spec PC with Windows 10 x64. Play multiplayer with a friend who has the same issue every time. Annoying because I cant access task manager so only way to exit is to hard restart/power off PC. I've seen some other threads dating back to Oct 2016 on other forums but still no patch? seems a pretty big issue. Thanks

  22. #382
    Join Date
    Jul 2017
    Posts
    1
    EDIT: Reinstalling the game seems to have worked now.
    Last edited by GarethPW; 07-26-2017 at 06:17 PM.

  23. #383
    Join Date
    Jul 2017
    Posts
    1
    I started the game and have no in-game menu with this latest patch.
    Performed a verify, nothing.
    Reinstalled, nothing.
    Latest NVidia drivers - had old ones, updated and still nothing.

  24. #384
    Join Date
    Jul 2017
    Posts
    1
    Quote Originally Posted by Tatumsa View Post
    I started the game and have no in-game menu with this latest patch.
    Performed a verify, nothing.
    Reinstalled, nothing.
    Latest NVidia drivers - had old ones, updated and still nothing.
    Unsubscribing from NQEUI fixed this problem for me and others.

    https://forums.civfanatics.com/threa...oblems.620422/

    Hope this helps!

  25. #385
    Join Date
    Jul 2017
    Posts
    1
    Issue: You can't finish building medieval walls if your city's ancient wall is damaged by only 1-2 points, yet the "repair outer defenses" option does not appear in the production tab.

    Steps to reproduce:
    1. Load this save: https://drive.google.com/open?id=0Bw...nJWb0NTQWQwWVk
    2. Go to next turn
    3. The injured barbarian horseman will attack Meroe, dealing 2 damage to the defenses
    4. Production on the Medieval Walls will stop, indicating that the Ancient Walls building does not exist.
    5. Scroll down to the Projects tab of the production panel for Meroe.

    Result: "Repair Outer Defenses" is not listed, even though the defenses are damaged.

    Here are some images showing before and after:
    Before: https://drive.google.com/open?id=0Bw...UpNWmhPbTZLVlU
    After: https://drive.google.com/open?id=0Bw...lFDdzFSQlM2Tk0
    After 2: https://drive.google.com/open?id=0Bw...S1zY3l1VjVsVHc

    Here is a save after the 2 damage was taken: https://drive.google.com/open?id=0Bw...0pHbzBVdkY3N3c

    And finally, here are the mods I am using (as listed in the pause menu):
    DLC: Australia Civilization Pack
    DLC: Aztec Civilization Pack
    DLC: Nubia Civilization Pack
    DLC: Poland Civilization Pack
    DLC: Vikings Content
    More Barbarian EXP
    Starting Builder

  26. #386
    Join Date
    May 2016
    Posts
    9

    Question Government Legacy bug

    Issue: In a game as Pericles, started with Classical Republic as my first government and then proceeded to Merchant Republic. When I go to the government screen, for some reason it shows that I'm receiving Legacy Bonuses from Monarchy and Fascism instead of Classical Republic???

    Screenshot, Save file

    Version: DirectX12, patch 1.0.0.167 (296277)
    DLC: Nubia, Persia, Australia, Poland, Vikings, Aztec
    No mods.

  27. #387
    Join Date
    Jul 2017
    Posts
    1
    Description of occurrence:
    Playing Germany, at war with America, Friend to Rome with Open Borders, but not Allied.
    I took a city from America that was founded by Rome. On the "Keep City" dialogue, I picked the option that gives the city back to Rome.

    Afterwards, my unit that took the city was still in the city, and unable to move out ("red circles" on all routes.) This lasted after the end of my war, and up to the end of the game.

    The unit was a Mechanized Infantry Army with an attached Medic. Detaching didn't change anything.


    Link to save file:

    https://www.dropbox.com/s/plxp5ijos6....Civ6Save?dl=0

    Mods in use:
    None, because using latest patch which won't run with mods.

  28. #388
    Join Date
    Nov 2014
    Posts
    2
    Late game crash upon settling a city on a one-tile island. Renaissance era start I think. Happens every time (for me at least).

    https://www.dropbox.com/s/tt64w332eu....Civ6Save?dl=0

    The settler should be the only unit left to move in the save. Just press Settle and it should produce the crash again.

    Edit: It worked on the 5th attempt after several seconds of lag.

  29. #389
    Join Date
    Aug 2017
    Posts
    1
    Gilgamesh attacked me, and continue attacking me, however he never declared war... At the moment I was in war with India (no idea if they were allies), but even after making peace with Gandhi, Gilgamesh continue his attack. Because he has not declare war (in fact he is still friendly to me), I can't make peace with him.

    Sort of funny bug, Gandhi (who else?) encourage me (or threatened me i can't remember) to have more nuclear weapons... during the ancient era

  30. #390
    Join Date
    Nov 2010
    Posts
    245

    Losing Gold Despite Having Positive Gold Flow

    Description of occurrence:
    Losing Gold Despite Having Positive Gold Flow

    I am experiencing a bug in which I am losing gold despite having a net postive gold flow. Right now my expensives are -166 gold per turn while I have an income of +273.7 gold a turn. It shows in the display I am making +107.7 gold a turn, however, I am losing gold each turn and now at 0 gold.

    The game is treating it as though I am in Bankruptcy and units are being disbanded now. Also, I keep have over a 1,000 gold stolen from one of my cities even though I have 0 gold. I have a counter-spy and have caught some of the spies, but I am still losing gold. I bring that up because I hadn't had this trouble until the AI started spying on me.

    Update:
    I decided to try again after removing the Show Diplomatic Deals v1.04 Mod. This time I made a deal for 100 gold with Sumerians. The first turn I lost 33 gold. However, the following turn I was gaining gold again. Since then I have had positive gold flow after playing for another hour or so.

    Since I initially lost gold on that first turn I am hesitate to say removing the one Mod was the reason for the fix. It might have been the deal I made prevented some weird downward spiral caused by being in bankruptcy.

    Link to save file:
    https://drive.google.com/file/d/0B7j...ew?usp=sharing

    Mods in use:
    • Advance City Starts
    • DLC: Aztec Civilization Pack
    • Leugi's Argentina Civilization
    • Multiplayer Scenario: Ancient Rivals
    • Multiplayer Scenario: Global Thermonuclear War
    • Multiplayer Scenario: Hallowed Ground
    • Production Queue
    • Really Advance Setup Lite
    • Show Diplomatic Deals v1.04
    Last edited by Edward_TC; 08-04-2017 at 01:49 PM. Reason: Additional information

  31. #391
    Join Date
    Nov 2010
    Posts
    245

    Using Casus Belli Does Not Result in War

    Description of occurrence:
    Using Casus Belli Does Not Result in War

    When using Casus Belli against an AI we remain at peace. When initiating a peace deal with an AI we remain at war. I am able to go to war via a joint war with another AI or declaring a surprise war. I am also able to peace out with the AI when they offer a deal sometimes.

    Update:

    Removing the Show Diplomatic Deals v1.04 Mod seems to have fixed this problem for me.

    Link to save file:
    https://drive.google.com/file/d/0B7j...ew?usp=sharing

    Mods in use:
    • Advance City Starts
    • DLC: Aztec Civilization Pack
    • Leugi's Argentina Civilization
    • Multiplayer Scenario: Ancient Rivals
    • Multiplayer Scenario: Global Thermonuclear War
    • Multiplayer Scenario: Hallowed Ground
    • Production Queue
    • Really Advance Setup Lite
    • Show Diplomatic Deals v1.04
    Last edited by Edward_TC; 08-04-2017 at 01:42 PM. Reason: I found a solution to the problem.

  32. #392
    Join Date
    Oct 2010
    Location
    Glorgville
    Posts
    1,530


    A little bug here - see buider/scout strength.

    Seems to only occur with units attacking city state builders. Otherwise normal.

  33. #393
    In playing through Civ 6 lately, I've noticed that the AI players seem to have an inverted value for trades on writing, music, artifacts, relics and so forth. When they are in the trade window, they actually count against the value on that side. If you are trading those things to the computer players, it counts it as a negative on your side. If you are getting those items from the computer players, it counts as a negative on their side. Because of this, you would be able to add those to their side of the trade to offset the value of other things on that side a rather large amount. This means that the computer players could be rather heavily abused by the use of this bug, greatly unbalancing trades.

    Substantially less of an impact, I sometimes got messages that another culture had passed mine, and was one culture from victory. These messages were incorrect, even to showing that message for the culture in last place for a culture victory. It did not seem to impact game play, just presented an incorrect message.
    Last edited by Fortunas Sands; 08-05-2017 at 05:52 AM. Reason: Additional minor bug report.

  34. #394
    Quote Originally Posted by William Allen Simpson View Post
    Unit combat and movement sound lost after expansion over horizontal map edge

    The screen side-scrolls quickly, and then unit sounds are not heard.
    This seems to be partially fixed in 2017 Summer update. Screen still side-scrolls, but unit sounds seem OK.
    Last edited by William Allen Simpson; 08-06-2017 at 04:44 PM. Reason: shorten quote

  35. #395
    Join Date
    Aug 2017
    Posts
    1

    [1.0.0.167] AI overvalues Joint Wars to an extreme

    Hello - I created a 2K account just to bring this to developer's attention because it has been bothering me greatly since the summer patch was released. I posted on Civfanatics Bugs Forum as well and there are screenshots there.

    No mods in use. Deity difficulty

    Description: Something happened with this summer patch that "broke" AI diplomacy. Currently the AI places an insanely high value on Joint Wars. I played over 5 games since the new patch and observed this in every single game. They are willing to give massive amounts of gold (like 30GPT before turn 30!) to get into a joint war with an AI they cannot even get to. Even worse, they give away their owns CITIES to do the joint war. One can win the game easily just by deal hopping w/ joint wars and not lifting a finger and getting rich. I understand that AI should sometimes be eager for JW and be willing to give some gold, but this is just plain too much and cripples the AI. It was working fine before the patch.

    (The AI also gives away their cities too easily on peace deals but that's a whole other issue I want keep separate)

  36. #396
    Join Date
    Aug 2017
    Posts
    1
    Very Broke Trade options upon making peace.

    Bought the new Nubian DLC and running the most current version of Civ6 with no player made mods.

    I had a lengthy war going on with Nubia and took one of their cities with like 3 crossbowman and a swordsman.

    When the diplomacy menu popped up they were willing to give me everything they had which was like 7 cities in order to make peace. I could just keep adding , and adding, and adding and they would accept.

    Something is really wrong here.

    I have the saves if you need them.

  37. #397
    Join Date
    Aug 2017
    Location
    Guam and Japan
    Posts
    1
    The effect of the World Age variable is reversed from stated, i.e. the "NEW" option results in a map with less mountains whereas the "OLD" option results in a map with more mountains.

    Test methodology:
    Create a map (suggest DUAL map for easy count-ability) with the only change from default is Age = NEW. (& size=Dual)
    Save configuration. Resultant map will nominally have 17 mountains.
    Reload configuration and change Age = OLD. Resultant map will nominally have 28 mountains.

    Mods in use during verification:
    RevealMap

  38. #398
    Join Date
    Aug 2017
    Posts
    1
    ince the Summer update trading and AI are broken, using any sort of cultural artifact in a trade makes the AI give away anything they have.

    Literally you can trade one artifact for all cities, gold, resources and whatever else.

    Ruined my current game and upon starting a new game found the same issue.

    Game is completely broken and can't be enjoyed in this state, please fix ASAP.

    https://forums.civfanatics.com/threa...g-away.620917/

  39. #399
    Join Date
    Aug 2017
    Posts
    2

    Unhappy This MultiPlayer BUG/Glitch must be fixed ASAP !

    I can´t call the game playable in Multiplayer.....
    ( I play Civ6 through Steam / Version http://steamcommunity.com/sharedfile...?id=1119166531 )

    There are a BIG BUG in the multiplayer mode (Multiplayer --> Internet) that makes the Earth Globe (where you end your turn) just spinn forever and forever. In this case the game is unplayable.......

    I have played against 5 (6 players with me) and/or 7 (8 players with me) and more than 50% of the matches have "ended" like this.

    This BUG/Glitch must be fixed ASAP !

    http://steamcommunity.com/sharedfile...?id=1117144829

    Its terrible !!!!
    Last edited by Interkill; 08-24-2017 at 12:09 PM. Reason: New information
    - Long Live 3Dfx ! -

  40. #400
    Hello,

    When I start a game it brings me back to the main screen
    Haven't played in a while, downloaded all the upgrades and patches but not the DLC's.

    So I pick Barbarosa, medium map - start game and after a while I'm back to the menu. What in God's name is going on?

Page 10 of 11 FirstFirst ... 891011 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •