Sid Meier's Civilization VI

Sid Meier's Civilization VI

Colony and Empire
 This topic has been pinned, so it's probably important
HktkNban  [developer] Oct 20, 2021 @ 6:11am
Bug Report
  • Selecting "Future Tech" in the technology tree screen will cause the game to become unresponsive. To avoid this event, you need to select "Future Tech" from the technology panel of the world tracker.
Last edited by HktkNban; Oct 22, 2021 @ 4:42am
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Showing 1-15 of 15 comments
Madisonian Oct 21, 2021 @ 11:46am 
Cool mod, observations so far:

Personnel are misspelled as Personeel.

The description for Surplus Logistics Governor promotion is not properly defined, causing the new description to not load.

The Encampment, Ikanda and Thanh districts descriptions should have the Personnel changes added in.
Last edited by Madisonian; Oct 21, 2021 @ 6:55pm
HktkNban  [developer] Oct 22, 2021 @ 4:35am 
Originally posted by Ciar Aon:
Cool mod, observations so far:

Personnel are misspelled as Personeel.

The description for Surplus Logistics Governor promotion is not properly defined, causing the new description to not load.

The Encampment, Ikanda and Thanh districts descriptions should have the Personnel changes added in.

Thank you for the bug report. I have fixed the bug here. However, I have not changed the description of the unique districts of the Encampment, for compatibility with other Mods.
Larcrivereagle Dec 1, 2021 @ 11:50pm 
I played a match using YNAMP, Sukritact's oceans and the complete set of Warfare expanded mods with zero of the in-game dlc added to let the game run with a minimal art cache to make space for everything, and at first everything seemed fine. However inside the first 20 turns I got a in-game notification saying that America had taken a city, followed by the game crashing. I'm not sure what to make of this, because I've never run into this issue before.
HktkNban  [developer] Dec 3, 2021 @ 3:47am 
@wmcarlvz
Currently, there is a bug in the handling of when a city is occupied, and it has been observed that when a city becomes a free city, a runtime error is output to the log.
The game does not crash and can continue normally when the error is output, but it can crash under certain conditions and I plan to fix this bug in the next update.
maddoggie Jan 1, 2022 @ 1:16am 
hi, just tried playing as the scythians and their horse archers are not on the list of units to jpuchase. light davalry yes, horse archers no.
HktkNban  [developer] Jan 3, 2022 @ 12:15am 
@maddoggie
I checked here and was able to produce the Saka Horse Archer in Scythian civilization. I think there must be some mistake, so please try again.
nekura Jan 25, 2022 @ 10:48pm 
他国との取引において、他国が1~20までの外交的支持を1ゴールドで取引に応じました。21以上の外交的支持は全く取引に応じませんでした。
これを使えば毎ターン外交的支持を20奪い取り続けられるので、バグではないかと報告させていただきました。
使用ModはこのMod、沿岸/臨海専門区域Mod、Sukritact's Global Relations Panel、Expanded Initial Vision、Quick Deals、CQUI、Better Report Screen (UI)です。UI改良Modが大半ですので、Mod競合バグではないと思います。ご確認お願いします。
HktkNban  [developer] Jan 26, 2022 @ 3:31am 
@ネクラ
それはこのMODではなく、バニラゲームの仕様だと思います。5chのCiv6スレに「序盤なら1ゴールドで外交的支持を売ってくれる」との情報がありました。
https://egg.5ch.net/test/read.cgi/game/1611222044/398

恐らく「序盤はAIは外交的支持の価値を非常に低く見積もる」という設定になっていると思われるので、これをMODで修正できないか調べてみます。
Last edited by HktkNban; Jan 26, 2022 @ 3:32am
nekura Jan 26, 2022 @ 11:47am 
バニラの仕様でしたか、バグと勘違いしてしまい申し訳ありませんでした。
楽しく遊ばさせていただいているので、今後の更新も楽しみにしています!
Apochette Feb 12, 2022 @ 4:46am 
・AIユニットが都市攻撃時に+30のボーナスを得ますが,都市砲撃に対する防衛時にも乗るのでこちらの都市砲撃の意味がほとんど無くなるのですが....
・AIが宣戦布告をほとんどしませんでした.ギリシャがクリア1ターン前にしたきりです.しかし,軍事力もあるし非難声明も出しているし,緊急事態では戦争になりました.ただ,これ以外にmod(UI系)を入れているのでおま環の可能性はあります.
HktkNban  [developer] Feb 12, 2022 @ 5:59pm 
@Apochette
- AIの都市戦闘力+30のボーナスが防御時にも適用される。
→ これは確かに、都市砲撃が無意味になってしまうという問題があるので、攻撃戦闘時のみこのボーナスが適用されるように修正します。

- AIが宣戦布告を殆どしない。
→ これはマップや文明によると思います。テストプレイでは、殆ど戦争が起こらない平和な世界になる場合もあれば、隣国に奇襲宣戦されまくったり、世界大戦が絶えない情熱大陸になる場合もありました。
Apochette Feb 14, 2022 @ 11:53am 
確かに宣戦布告が起きないのは偶然でした.2週目をやっているのですが,どうせ攻めてこないだろうと油断していたら,フビライ=ハンの奇襲戦争で守る間もなくやられました(T_T)
Crispy Jul 31, 2022 @ 5:43pm 
I am unable to declare friendship.
HktkNban  [developer] Aug 1, 2022 @ 4:16am 
@Crispy
To declare friendship with an AI player, all of the following conditions must be met.

1. Both civilizations have discovered the "Civil Service" civic.
2. The relationship level between your civilization and the AI player is "Friendly" or higher.
3. AI player's friendship points (internal parameter) to your civilization are above the threshold.
4. The cooldown time (1 turn) after the friendship declaration expires has passed.

The conditions are more stringent in this mod than in the vanilla game, so it is often not possible to declare friendship with an AI player.
Crispy Aug 2, 2022 @ 10:19am 
Thank you.
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