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Thread: 1.0.1.511 Bug Thread

  1. #1
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    1.0.1.511 Bug Thread

    This thread is for bugs present in the Windows version 1.0.1.511 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

  2. #2
    Hall of Fame Bug still there

  3. #3
    Join Date
    Dec 2011
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    15
    I've seen such a report in another forum: when attacking a strong enemy unit using a weak unit, with advisors set to "on", the advisor warning dialog box wouldn't close, effectively locking the game.

  4. #4
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    Multi-player / Local Network worse than before. Cannot load save-game : the game freeze on both computers when clicking launch game (I have to kill the process in task manager).
    Before last patch, it was already painful to load multi-player save-games, but usually it worked at the second or third attempt.

  5. #5
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    multiplayer is very slow

  6. #6
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    Not sure if this is to be expected or not, but when trying to play with PC vs. Mac, it now fails citing a version mismatch. Again, not sure if this was to be expected but figured it was worth reporting.

  7. #7
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    Dec 2011
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    cannot extract oil from lakes!!!! very annoying ...

    running the latest Steam patched Civ 5 version here with all DLCs.


  8. #8
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    Quote Originally Posted by feniks View Post
    cannot extract oil from lakes!!!! very annoying ...
    You need a work boat to construct an offshore well to gain access to the oil.

  9. #9
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    Quote Originally Posted by craig123 View Post
    You need a work boat to construct an offshore well to gain access to the oil.
    Yes, but you can't construct a work boat on a lake, only on a coast. You can occasionally get lucky in these situations if you have a city bridging the lake with an ocean, but otherwise...

  10. #10
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    Quote Originally Posted by SamBC View Post
    Yes, but you can't construct a work boat on a lake, only on a coast. You can occasionally get lucky in these situations if you have a city bridging the lake with an ocean, but otherwise...
    Ah, I didn't realise that. Apologies, feniks.

  11. #11
    Join Date
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    Resource Bug Returned?

    I've heard of a bug where the luxury resources are not available to trade even though they should be but I thought this was taken care of in various patches already. As you can see from this save, I have no available resources to trade despite the fact that I should have many.

    http://www.mediafire.com/?1vlwcn4856c15f3

  12. #12
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    Jan 2012
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    - I still have yield icons incorrectly showing bug
    - Some resource icons disapear during gameplay
    - Hiawatha's troops will incorrectly use roads connected to forests inside your influence.

    thats what comes to my mind

  13. #13
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    The "unit will not dis-embark when auto-routed" bug is still there, and also affects single turn "go to" moves

    The Settler can land, but if you try and land on the nearest two hexes, their turn will end at sea, whereas one hex further around the coast is OK - very weird!

    Direct route - will not land - http://www.flickr.com/photos/whoward...in/photostream
    Longer route - will land - http://www.flickr.com/photos/whoward...in/photostream

  14. #14
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    Is there a unit on that nearest hex? You can't tell from the photo.

    I must admit, I've never seen this unless the path is blocked by another unit.

    Rule 2: Never land settlers on uncharted land without escorts, see your own thread.

  15. #15
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    Quote Originally Posted by whoward69 View Post
    The "unit will not dis-embark when auto-routed" bug is still there, and also affects single turn "go to" moves

    The Settler can land, but if you try and land on the nearest two hexes, their turn will end at sea, whereas one hex further around the coast is OK - very weird!

    Direct route - will not land - http://www.flickr.com/photos/whoward...in/photostream
    Longer route - will land - http://www.flickr.com/photos/whoward...in/photostream
    It has happened me the same. My unit was an Artillery. Very weird…

  16. #16
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    No there is nothing on either of the two nearest hexes.

    I can move the settler one hex to the coast. If I then try to move onto land by clicking the Move action icon in the Unit Panel, I can't land. However if I move by "right mouse click" I can land. It's very weird and very annoying, as it means a unit will sail up and down the coast and never land in "auto-route" mode.

  17. #17
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    Quote Originally Posted by whoward69 View Post
    The "unit will not dis-embark when auto-routed" bug is still there, and also affects single turn "go to" moves

    The Settler can land, but if you try and land on the nearest two hexes, their turn will end at sea, whereas one hex further around the coast is OK - very weird!

    Direct route - will not land - http://www.flickr.com/photos/whoward...in/photostream
    Longer route - will land - http://www.flickr.com/photos/whoward...in/photostream
    I had the same thing happen with workers, and it seemed like they did not like embarking onto hills...very strange.

  18. #18
    Join Date
    Jun 2011
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    Civ selection still does not work on any mod. I know this has been reported before, but I'm just documenting it here after the patch. You can go to advanced setup and that works fine. So not a game breaker...just kind of annoying.

  19. #19
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    Quote Originally Posted by viciousdaio View Post
    Not sure if this is to be expected or not, but when trying to play with PC vs. Mac, it now fails citing a version mismatch. Again, not sure if this was to be expected but figured it was worth reporting.
    Bump. It would be nice if this could at least be acknowledged if not resolved. If anything, please post a link on how to roll back this "update" of death.

  20. #20
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    Quote Originally Posted by viciousdaio View Post
    Bump. It would be nice if this could at least be acknowledged if not resolved. If anything, please post a link on how to roll back this "update" of death.
    The problem will be resolved as soon as the latest patch for PC is ported to the Mac version by Aspyr. That will then work again until the PC version is patched again or expanded on. And so on and so forth, ad infinitum.

    This isn't a bug as such and is sort of to be expected. It would be nice if it wouldn't take so long every time.

    And once you're updated, you stay updated.

  21. #21
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    Jan 2012
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    In several games with my friend I have noticed from global politics window that AI can pick social policies from both piety and rationalism tree, witch is of course impossible for human players.

    edit: I didn't realize this first but it might be that AI changes from piety to rationalism, but that's still kinda weird since AI had full piety tree.
    Last edited by Tunska; 01-30-2012 at 01:57 PM.

  22. #22
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    Quote Originally Posted by Tunska View Post
    In several games with my friend I have noticed from global politics window that AI can pick social policies from both piety and rationalism tree, witch is of course impossible for human players.

    edit: I didn't realize this first but it might be that AI changes from piety to rationalism, but that's still kinda weird since AI had full piety tree.
    Yes, you can have both. They just can't both be operational at the same time.

    It is weird but the AI may still develop Patronage when you have generated a map without city states, which is weirder.

  23. #23
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    negative balance

    A negative balance does not cause loss of units. I do not know if this is a bug or intentional change. In any case, the result is the strategy where players send flock of scouts kamikaze and 2-3 artillery behind them. Budget round -40 gold which no one bothers.

  24. #24
    Spelling error from the Foreign Advisor... "aggrivate"? Really?

  25. #25
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    En-route units Auto End your Turn bug is still there.

    If you have told a unit to move to a hex and it reaches the destination hex with movement left, when auto cycle gets to that unit it will Force you to make that units move and then end your turn.

    Especially annoying with a settler, found the city and lose a turn of construction because of auto end turn.

    This must be a bug because clearly just because active/awake units are done moving does not mean I am done with fortified units or city management or diplomacy etc.

    Please fix!

  26. #26
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    Quote Originally Posted by kurtkage View Post
    Especially annoying with a settler, found the city and lose a turn of construction because of auto end turn.
    Yes, I had exactly the same thing happen to me yesterday.

  27. #27
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    Feb 2012
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    28
    In multiplayer games barbarians can spawn and attack on the same turn.

  28. #28
    There is an strange bug when you load scenarios with custom map and custom civs, which I recall existed a year ago and still not fixed. When you select the custom map, and click load scenario then you can't see any of your custom civs, and so you can't select your civilization of choice. By default you'll play as Team 1. There is a work-around however, if you start the scenario, exit and return back to menu then you'll see all the civs and can play with any civ you like.

    This bug does not exist if you do not load scenario.

  29. #29
    When a Research Agreement is finished, the game shows the same animation (the red X) used when the Agreement is canceled.

    I know this is not important bug (if it is a bug), but it deserves a fix because sometimes the player gets confused.

  30. #30
    Join Date
    Sep 2010
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    The red X is used when any agreement is completed or cancelled (an exception [bug!] is the Declarations of Friendship expirations don't always do that in my games).

    All the icon does is to call the player's attention to some information which might be important to the player. Just left clicking on the notification (or mousing over it) will give you the information. That information tells you why the notication appears: your research agreement with X has been completed and has given you a boost in research, your trade agreement with X giving you Sugar has expired, your trade agreement with X where you gave gold to X has expired (or was cacelled), your peace agreement with X has expired, your research agreement with X has been cancelled, etc.).

    I always read that information and do not assume I know what the symbol means. Maybe the symbol should be an exclamation point instead of an X. But, there seems to be a consistency of the symbol representing only that some information you might need to know is available to you if you mouse over or left-click on the symbol. You should be confused only if you fail to do what you need to do to know what the symbol means whenever the symbol appears.

    This does not seem to be a bug in my opinion.

  31. #31
    This is not a bug, but a mod function request. Please add the TechPrereq function to Policy Branches too. Currently, you only have that function for the sub-policies. The lack of this function has caused me a great amount of time and headache.

    You have a severe limitation with eras in that the city artwork is hardcoded for eras (even custom eras) and that's why I can't utilize eras to unlock Policy Branches. (for example, In my Roman Empire mod the 6th era (even if it's a custom era) would make cities appear as modern day no matter what). I need the TechPrereq.

    Thank you

  32. #32

    MP bug - Unit frozen asking promotion

    Hi there!
    Now I found a real bug.

    MP game.
    Save promotion checked
    Save social policy checked

    When an unit has a promotion to receive, you can't do anything with it until you assign the promotion.
    Seems the "Save promotion" option is not validated in MP games. SG games works fine.

    Someone can confirm this?

  33. #33
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    A bug I've been experiencing, sometimes resources will follow you as you scroll. For example, horses in their pasture will stay in the same spot on the screen despite you scrolling to a different location.

  34. #34
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    Quote Originally Posted by brxbrx View Post
    A bug I've been experiencing, sometimes resources will follow you as you scroll. For example, horses in their pasture will stay in the same spot on the screen despite you scrolling to a different location.
    I think that's been a problem since release. I find that it tends to happen when you click on the minimap to go to a different part of the map. The only way to get rid of the "stuck" resource (without reloading) seems to be to go back to where the resource is located then scroll away. It also happens with ruins and barbarian encampments IIRC.

  35. #35
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    Quote Originally Posted by Hwoarang View Post
    Hi there!
    Now I found a real bug.

    MP game.
    Save promotion checked
    Save social policy checked

    When an unit has a promotion to receive, you can't do anything with it until you assign the promotion.
    Seems the "Save promotion" option is not validated in MP games. SG games works fine.

    Someone can confirm this?
    Thats not a Bug it was patched into the game to stop people promo stacking you cant save them anymore

  36. #36
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    Quote Originally Posted by Bantams View Post
    Thats not a Bug it was patched into the game to stop people promo stacking you cant save them anymore
    It was made into an option, wasn't it? As the poster mentions, they had the option checked. If there's a visible option, and it doesn't work, that's a bug.

  37. #37
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    Never hosted so never seen the options but the patch .135 notes do say

    •Promotions must be picked the turn they're earned.

    Maybe they forgot to remove the option who knows so yes I guess it is a bug

    I should've read post more clearly doh.

  38. #38
    Quote Originally Posted by SamBC View Post
    It was made into an option, wasn't it? As the poster mentions, they had the option checked. If there's a visible option, and it doesn't work, that's a bug.
    And as I said, the option works fine with SG games.

    I'm just asking to someone to confirm this, if possible, please.

    Thank you.

  39. #39

    another spelling error

    Does anyone proofread ANY of the game text?


  40. #40
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    Quote Originally Posted by slimmershadier View Post
    Does anyone proofread ANY of the game text?
    Well it's a grammatical error rather than a spelling error, but it still looks quite poor. (Cities should be city's, in case you missed it )

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