View Full Version : Report text & graphics bugs here!
thamis Jul 19, 2006, 03:06 PM Simply post any text and graphics bugs you find here. This will also be my to-do-list.
TO DO:
- TXT_KEY_PLUTOCRACY_STRAT
FIXED for 1.95:
- Great person gfx to ancient
- Nubia 1st contact
- Meroe name
- Medes cities
- Carthage diplo text, Iberia diplo text
- Mounted Combat & City States QUOTES
- TXT_KEY_FORUM_STRATEGY
AndreasS Jul 19, 2006, 04:24 PM Thanks for fixing that one Thamis! :D
Can you also change the Sid's tips for the Polytheism tech? It still says " first to research founds hinduism" in ver. 1.93......
schlappi Jul 20, 2006, 01:52 AM Some first contact messages are bugged, (AI_FIRST_CONTACT...) namely the nubian leader and another whom i forgot.
And the Medians have taken over the old carthagian habit of naming their cities strangely...
Jet Jul 20, 2006, 03:49 AM AI_DIPLO_FIRST_CONTACT_LEADER_IBERIA_1 and AI_DIPLO_GREETINGS_ATT_FR_LEADER_IBERIA_1 refer to Isabella and her majesty, and AI_DIPLO_GREETINGS_ATT_FUR_LEADER_IBERIA_1 refers to a grand inquisitor. AI_DIPLO_NO_PEACE_LEADER_CARTHAGE_1 is "America does not negotiate with terrorists". On the other hand, from a purely objective and impartial point of view it is a bug that Carthage uses the default AI_DIPLOCOMMENT_REJECT_DEMANDs rather than "I won't put my hands up and surrender," and that Code of Laws uses the default quote rather than "Six or eight thousand years ago, they layed down the law." -Fred Schneider. ;)
Many buildings are effectively invisible. The easiest way to see is to add and remove all of them in Worldbuilder. It's especially awkward when capturing cities which might contain wonders. Some, at least Market, Grocer, and arbguTemple of Artemis, are out of scale. Hospital could use some other building rather than the modern graphic.
Batvanio Jul 20, 2006, 07:06 AM in my games Meroe is written like Mero? - coz of the e with the two dots above
All unregular symbols are also replaced with ? which is kind of annoying. It would be good to use only normal symbols for city names - not everybody's machine and character coding is the same.
baptiste Jul 20, 2006, 10:24 AM Fertile crescent huge map : at the NE corner of greece (island) there is a road inside the sea. The square is bordering the map.
thamis Jul 20, 2006, 10:54 AM Can you please give me a map coordinate? You can get that by holding shift and moving the mouse over the square (in a single player game).
Oneluv Jul 20, 2006, 02:56 PM Mmmm...Porkfish.
schlappi Jul 20, 2006, 03:47 PM Since its the only bug thread yet, i'll post it here even though its not a graphic/text issue, maybe you can move it to the right section...
First bug:
The AI is able to "park" his biremes and transport galleys on ocean tiles, which is annoying, since you cannot attack them on these places. This forces me to block harbours entirely, binding many ships.
Second bug:
Attacking over a river near a river delta is not giving the -25% penalty.
Seven05 Jul 20, 2006, 05:25 PM First bug:
The AI is able to "park" his biremes and transport galleys on ocean tiles, which is annoying, since you cannot attack them on these places. This forces me to block harbours entirely, binding many ships.
Second bug:
Attacking over a river near a river delta is not giving the -25% penalty.
First Bug: Any ocean or ocean tiles within their cultural border?
Second Bug: Any river near the delta or one specifically?
baptiste Jul 20, 2006, 08:04 PM Can you please give me a map coordinate? You can get that by holding shift and moving the mouse over the square (in a single player game).
Sorry but this tip does not work for me.
Map is Fertile Crescent.
37th tile (from west to east) 1st line (from north toward south)
schlappi Jul 21, 2006, 01:26 AM First Bug: Any ocean or ocean tiles within their cultural border?
Second Bug: Any river near the delta or one specifically?
1. It was within his cultural borders, nod.
2. Any river delta that looks like this: (screenshot)
thamis Jul 21, 2006, 04:52 AM 1. It was within his cultural borders, nod.
2. Any river delta that looks like this: (screenshot)
2:
This is how the normal CIV dynamic works. Since you are attacking from a tile NE of the river, you are somehow "passing" the river delta. This should be the same in vanilla CIV.
Waterloo Jul 21, 2006, 05:00 AM 1. There is no collateral damage when using fire catapults to reduce city defenses. (Playing normal map, Hettites).
2. Encountered the same as Schlappi: Enemy biremes and triremes on ocean tiles, where I could not go, but I think it was outside their cultural borders. (Again, normal map, Hettites)
3. When playing a random map using UU to enter villages, cities or go aboard leads to game shutdown ( I presume the Mod works with the scenarios, but there is a conflict between Mod and random maps). I sno real problem, because I play almost always the normal map, but thought I mention it along the way.
Waterloo
thamis Jul 21, 2006, 05:02 AM 1. There is no collateral damage when using fire catapults to reduce city defenses. (Playing normal map, Hettites).
2. Encountered the same as Schlappi: Enemy biremes and triremes on ocean tiles, where I could not go, but I think it was outside their cultural borders. (Again, normal map, Hettites)
3. When playing a random map using UU to enter villages, cities or go aboard leads to game shutdown ( I presume the Mod works with the scenarios, but there is a conflict between Mod and random maps). I sno real problem, because I play almost always the normal map, but thought I mention it along the way.
Waterloo
1:
Normal CIV dynamic.
2:
This is annoying, but it happens in normal CIV games too. Should only happen within cultural borders, though.
3:
No clue.
Seven05 Jul 21, 2006, 09:47 AM Triremes can enter the ocean tiles, Galeys and Biremes can enter the ocean tiles within your borders (or those which you have open borders or are at war with). It's a Civ issues as Thamis mentioned but I'll look in the SDK to see if there is anything we can do about it without breaking the workboats (which need that effect to be able to enter the oceans and build whaling boats).
I'll look into the effect with rivers but I don't know if the SDK gives us control over that level of pathing.
And I'll see if I can identify the bug with the UUs in villages, I have some ideas that I'll pass on to Shpype.
LastWordz Jul 21, 2006, 10:06 AM Triremes can enter the ocean tiles, Galeys and Biremes can enter the ocean tiles within your borders (or those which you have open borders or are at war with). It's a Civ issues as Thamis mentioned but I'll look in the SDK to see if there is anything we can do about it without breaking the workboats (which need that effect to be able to enter the oceans and build whaling boats).
I'll look into the effect with rivers but I don't know if the SDK gives us control over that level of pathing.
And I'll see if I can identify the bug with the UUs in villages, I have some ideas that I'll pass on to Shpype.
Regarding the workboats - perhaps they can be forced to be "coastal only" until later in the game where another workboat can be built that can go into ocean squares? Perhaps with the development of Trimemes, an "advanced" workboat could be available and the older one phased out?
Just a random thought or two from work.
Leiv Ericsson Jul 21, 2006, 08:37 PM When discovering tribal law ,it says that you get 2 xp with counsil of the elders and with polytheism that you can build missionaries...
Waterloo Jul 22, 2006, 02:01 AM 3. When playing a random map using UU to enter villages, cities or go aboard leads to game shutdown ( I presume the Mod works with the scenarios, but there is a conflict between Mod and random maps). I sno real problem, because I play almost always the normal map, but thought I mention it along the way.
Wanted to specify the problem:
Playing: random Map, Archipelago, standard size, Dacians, Chieftain level (it was the game of my son;) ).
When moving or directing the given Peltast unit to a tribal village this message pops up:
Memory allocation failure - exiting program
Reason: bad allocation
When playing the phoenicians on a random map I had no errors so far.
May be that helps a bit, haven't tried any other civs on random map.
Thanks a lot for your work,
Waterloo
schlappi Jul 22, 2006, 02:15 AM Hi again.
Two short issues...
1. Mounted combat and city states text is missing when discovered.
2. When upgrading your smithies (i.e. tin available) you need to move your stationed units out and back into the city to benefit from the upgrade, which is a little annoying.
Sword Dancer Jul 22, 2006, 09:02 AM 2. When upgrading your smithies (i.e. tin available) you need to move your stationed units out and back into the city to benefit from the upgrade, which is a little annoying.
I was just going to inquire about this. I didn't know if Smithy was supposed to give autoimatic upgrades available on the highest level of metal available or not, since I was seeing copper-weaponed units in the age of steel....
Seven05 Jul 22, 2006, 09:44 AM The smithy code is triggered when entering a city (by moving or creating a unit). While it would be possible to have the game cycle through every unit in a city that would be considerably more intensive than it is right now and would likely result in some performance issues, esiecially on the larger maps and later in the game when more units are around. Limitiations with python make it difficult to optimize anymore than it already is so increasing the workload is probably out of the question right now. I'm always looking for ways to streamline things though so although I don't think we'll be actively working on changing the smithy code don't be suprised if it suddenly gets changed/fixed.
Sword Dancer Jul 22, 2006, 09:48 AM Thx for the explaination :)
thamis Jul 22, 2006, 03:06 PM Wanted to specify the problem:
Playing: random Map, Archipelago, standard size, Dacians, Chieftain level (it was the game of my son;) ).
When moving or directing the given Peltast unit to a tribal village this message pops up:
Memory allocation failure - exiting program
Reason: bad allocation
When playing the phoenicians on a random map I had no errors so far.
May be that helps a bit, haven't tried any other civs on random map.
Thanks a lot for your work,
Waterloo
What graphics card do you use? We had a few errors reported with the Peltast.
Waterloo Jul 23, 2006, 01:47 AM ATI Mobility Radeon 9600
The Mod works beside this perfectly, no other problems encountered so far.
Waterloo
thamis Jul 23, 2006, 05:03 AM Hmm... strange. I remember I also had a crash as Dacia. The problem is that CIV4 doesn't tell us what the bug is...We can try to change the Peltast art and see what happens.
schlappi Jul 25, 2006, 09:51 AM In the city build screen it is not told how many buildings of one sort you need to build in order to build another when mousing over the picture (i.e. libraries - academies). It is told in the civilopedia though. The only exception is the forbidden palace, where the amount of courthouses needed is shown.
much2much Jul 25, 2006, 02:27 PM Civlopedia entries for the different weapons categories could list requirements for each type. Maybe a little description of the pop out, pop back in smithy upgrade functionality. Can someone straighten this out for me (and for others who read this forum)? Is it the case that you could have a smithy in one city and have all units in your empire move through it at some point to get weapons upgrades? Its like a holy pilgrimage Mo(ses OR hammed).
Seven05 Jul 25, 2006, 11:21 PM Can someone straighten this out for me (and for others who read this forum)? Is it the case that you could have a smithy in one city and have all units in your empire move through it at some point to get weapons upgrades?
Yes, you can get away with a single smithy a unit will gain the highest possible weapon promotion upon entering any city with a smithy. In fact, now that they only penalize the city with bad health I only build one in my great engineer factory and then as needed in cities located where my units can easily pass through on their way to the front lines.
Captin Zebra Jul 26, 2006, 10:41 AM on note with the simithies, ive noticed that it only allows me to upgrade warriors, axeman, swordsmen, etc. but not javelineers or spearmen. is it supposed to be like that?
Seven05 Jul 26, 2006, 10:58 AM Medium units, Heavy units and Cavalry units can all receive weapon upgrades. So essentially anything but javelin/archery units (mounted and foot) and siege weapons. Spearmen do get weapon upgrades, I can confirm that with the current version.
Captin Zebra Jul 26, 2006, 06:39 PM Medium units, Heavy units and Cavalry units can all receive weapon upgrades. So essentially anything but javelin/archery units (mounted and foot) and siege weapons. Spearmen do get weapon upgrades, I can confirm that with the current version.
ahh gotcha, that makes sense. thanks
Chamrin Jul 26, 2006, 09:34 PM Resource bugs: All the resources are off by one so the graphics do not match the resource they are.
Also Steel Weapons need Iron and Charcoal, do they not? I tested and found that to get steel weapons you need Iron and Timber, not iron and charcoal. (this should also be mentioned in the promotions guide in the civilpedia).
What graphics card do you use? We had a few errors reported with the Peltast.
A work around till they fix it can be done by the following:
Locate the file:
Mods/The Ancient Mediterranean/Assets/XML/Art/CIV4ArtDefines_Unit.xml
Make a backup copy of this file.
Open the original, search for "peltast"
Make the <NIF>, <KFM>, <SHADERNIF> tags for the peltast match those same tags for the ART_DEF_UNIT_MALI_SKIRMISHER, (it's the unit right above the Peltast, and is the Javilineer in game).
This will just make the peltast look like a javilineer, but it will still be a unique unit in that it has it's own custom stats.
Cham
Seven05 Jul 26, 2006, 10:19 PM I'll add one, mostly because I keep forgetting to tell Thamis :)
Several units aren't using propper formations, they're probably not listed in the formations xml file. It's almost entirely limited to UUs. The ones I remember off the top of my head are: (I know there are more, I just can't think of them)
Kambsor (Illyrian Spearman)
Iron Swordsman (Hittite Swordsman)
Sword Dancer Jul 27, 2006, 12:55 AM speaking of which, is it possible to give a few units like the Phalanx and the Legion a more 'formation' like layout, like a square or block, reflecting they way they were arrayed on the actual battlefield? I realize that the indig=vidual scale of the units will need to be tweaked, but I think that this would be an enhancement of an already superior mod...
much2much Aug 05, 2006, 02:42 AM The Fortress tech tip talks about Gunpowder units, could this be removed?
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